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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H
#define ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H
#include "illusions/specialcode.h"
#include "illusions/thread.h"
#include "common/hashmap.h"
namespace Illusions {
class IllusionsEngine_BBDOU;
class BbdouBubble;
class BbdouCredits;
class BbdouCursor;
class BbdouFoodCtl;
class BbdouInventory;
struct CursorData;
struct VerbState;
typedef Common::Functor1<OpCall&, void> SpecialCodeFunction;
class BbdouSpecialCode;
struct Struct10 {
uint32 _verbId;
uint32 _sequenceId1;
uint32 _sequenceId2;
uint32 _sequenceId3;
};
class CauseThread_BBDOU : public Thread {
public:
CauseThread_BBDOU(IllusionsEngine_BBDOU *vm, uint32 threadId, uint32 callingThreadId,
BbdouSpecialCode *bbdou, uint32 cursorObjectId, uint32 sceneId,
uint32 verbId, uint32 objectId2, uint32 objectId);
virtual void onNotify();
virtual void onTerminated();
public:
BbdouSpecialCode *_bbdou;
uint32 _cursorObjectId;
uint32 _sceneId;
uint32 _verbId;
uint32 _objectId2;
uint32 _objectId;
};
struct RadarMicrophoneZone {
int16 _x;
uint32 _threadId;
};
class RadarMicrophoneThread : public Thread {
public:
RadarMicrophoneThread(IllusionsEngine_BBDOU *vm, uint32 threadId,
uint32 callingThreadId, uint32 cursorObjectId);
virtual int onUpdate();
void addZone(uint32 threadId);
void initZones();
public:
uint32 _cursorObjectId;
uint _zonesCount;
uint _currZoneIndex;
RadarMicrophoneZone _zones[8];
};
struct ShooterStatus {
int gridX;
bool flag;
};
struct ObjectInteractMode {
uint32 _objectId;
int _interactMode;
ObjectInteractMode() : _objectId(0), _interactMode(0) {}
};
class ObjectInteractModeMap {
public:
ObjectInteractModeMap();
void setObjectInteractMode(uint32 objectId, int value);
int getObjectInteractMode(uint32 objectId);
protected:
ObjectInteractMode _objectVerbs[512];
};
class BbdouSpecialCode : public SpecialCode {
public:
BbdouSpecialCode(IllusionsEngine_BBDOU *vm);
virtual ~BbdouSpecialCode();
virtual void init();
virtual void run(uint32 specialCodeId, OpCall &opCall);
virtual void resetBeforeResumeSavegame();
public:
typedef Common::HashMap<uint32, SpecialCodeFunction*> Map;
typedef Map::iterator MapIterator;
IllusionsEngine_BBDOU *_vm;
Map _map;
BbdouCursor *_cursor;
BbdouBubble *_bubble;
BbdouInventory *_inventory;
BbdouCredits *_credits;
// Salad
uint _saladCount;
uint32 _saladObjectIds[12];
// Shooter
ShooterStatus _shooterStatus[2];
uint _shooterObjectIdIndex;
BbdouFoodCtl *_foodCtl;
ObjectInteractModeMap _objectInteractModeMap;
// Special code interface functions
void spcInitCursor(OpCall &opCall);
void spcEnableCursor(OpCall &opCall);
void spcDisableCursor(OpCall &opCall);
void spcAddCursorSequence(OpCall &opCall);
void spcCursorStartHoldingObjectId(OpCall &opCall);
void spcCursorStopHoldingObjectId(OpCall &opCall);
void spcSetCursorState(OpCall &opCall);
void spcInitBubble(OpCall &opCall);
void spcSetupBubble(OpCall &opCall);
void spcSetObjectInteractMode(OpCall &opCall);
void spcInitInventory(OpCall &opCall);
void spcClearInventory(OpCall &opCall);
void spcRegisterInventoryBag(OpCall &opCall);
void spcRegisterInventorySlot(OpCall &opCall);
void spcRegisterInventoryItem(OpCall &opCall);
void spcOpenInventory(OpCall &opCall);
void spcAddInventoryItem(OpCall &opCall);
void spcRemoveInventoryItem(OpCall &opCall);
void spcHasInventoryItem(OpCall &opCall);
void spcCloseInventory(OpCall &opCall);
void spcInitConversation(OpCall &opCall);
void spcClearConversation(OpCall &opCall);
void spcClearBlockCounter(OpCall &opCall);
void spcResetCursor(OpCall &opCall);
void spcSetCursorField90(OpCall &opCall);
void spcFoodCtl(OpCall &opCall);
void spcTestFoodCtl(OpCall &opCall);
void spcInitMenu(OpCall &opCall);
void spcIsCursorHoldingObjectId(OpCall &opCall);
void spcInitRadarMicrophone(OpCall &opCall);
void spcCreditsCtl(OpCall &opCall);
void spcSaladCtl(OpCall &opCall);
void spcRunCause(OpCall &opCall);
void playSoundEffect(int soundIndex);
void hideVerbBubble(uint32 objectId, VerbState *verbState);
void startHoldingObjectId(uint32 objectId1, uint32 holdingObjectId, bool doPlaySound);
void stopHoldingObjectId(uint32 objectId1, bool doPlaySound);
bool isHoldingObjectId(uint32 objectId);
protected:
// Internal functions
bool testInteractModeRange(int value);
void setCursorControlRoutine(uint32 objectId, int num);
Common::Point getBackgroundCursorPos(Common::Point cursorPos);
void showBubble(uint32 objectId, uint32 overlappedObjectId, uint32 holdingObjectId,
VerbState *verbState, uint32 progResKeywordId);
bool findVerbId(VerbState *verbState, uint32 currOverlappedObjectId, int always0, uint32 &outVerbId);
void cursorInteractControlRoutine(Control *cursorControl, uint32 deltaTime);
void cursorCrosshairControlRoutine(Control *cursorControl, uint32 deltaTime);
bool testVerbId(uint32 verbId, uint32 holdingObjectId, uint32 overlappedObjectId);
bool getCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId,
uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId);
bool runCause(Control *cursorControl, CursorData &cursorData,
uint32 verbId, uint32 objectId2, uint32 objectId, int soundIndex);
uint32 startCauseThread(uint32 cursorObjectId, uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId);
// Salad
void initSalad();
void addSalad(uint32 sequenceId);
// Shooter
bool getShooterCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId,
uint32 &outSceneId, uint32 &outVerbId, uint32 &outObjectId2, uint32 &outObjectId);
};
} // End of namespace Illusions
#endif // ILLUSIONS_BBDOU_BBDOU_SPECIALCODE_H
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