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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_ILLUSIONS_DUCKMAN_H
#define ILLUSIONS_ILLUSIONS_DUCKMAN_H
#include "illusions/illusions.h"
#include "common/algorithm.h"
#include "common/stack.h"
namespace Illusions {
class Dictionary;
class ScriptStack;
class DuckmanDialogSystem;
class DuckmanMenuSystem;
struct Cursor_Duckman {
int _gameState;
Control *_control;
Common::Point _position;
uint32 _objectId;
int _actorIndex;
int _savedActorIndex;
bool _field14[14];
Control *_currOverlappedControl;
uint32 _sequenceId1;
uint32 _sequenceId2;
uint32 _notifyThreadId30;
int16 *_op113_choiceOfsPtr;
int _dialogItemsCount;
uint32 _overlappedObjectId;
uint32 _field3C;
uint32 _field40;
};
struct ScreenShakerPoint {
int16 x, y;
};
struct ScreenShakeEffect {
uint32 _duration;
uint _pointsCount;
const ScreenShakerPoint *_points;
};
struct ScreenShaker {
uint _pointsIndex;
uint _pointsCount;
bool _finished;
uint32 _duration;
uint32 _nextTime;
uint32 _notifyThreadId;
const ScreenShakerPoint *_points;
};
struct OpCall;
class IllusionsEngine_Duckman : public IllusionsEngine {
public:
IllusionsEngine_Duckman(OSystem *syst, const IllusionsGameDescription *gd);
protected:
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
// TODO ActiveScenes _activeScenes;
uint32 _prevSceneId;
uint32 _theSceneId;
uint32 _theThreadId;
uint32 _globalSceneId;
uint _activeScenesCount;
uint32 _activeScenes[6];
Cursor_Duckman _cursor;
Control *_currWalkOverlappedControl;
DuckmanDialogSystem *_dialogSys;
int _savedInventoryActorIndex;
ScreenShaker *_screenShaker;
DuckmanMenuSystem *_menuSystem;
void initInput();
void initUpdateFunctions();
int updateScript(uint flags);
void startScreenShaker(uint pointsCount, uint32 duration, const ScreenShakerPoint *points, uint32 threadId);
void stopScreenShaker();
int updateScreenShaker(uint flags);
void startFader(int duration, int minValue, int maxValue, int firstIndex, int lastIndex, uint32 threadId);
void updateFader();
void pauseFader();
void unpauseFader();
void setDefaultTextCoords();
void loadSpecialCode(uint32 resId);
void unloadSpecialCode(uint32 resId);
void notifyThreadId(uint32 &threadId);
bool testMainActorFastWalk(Control *control);
bool testMainActorCollision(Control *control);
Control *getObjectControl(uint32 objectId);
Common::Point getNamedPointPosition(uint32 namedPointId);
uint32 getPriorityFromBase(int16 priority);
uint32 getCurrentScene();
uint32 getPrevScene();
bool isCursorObject(uint32 actorTypeId, uint32 objectId);
void setCursorControlRoutine(Control *control);
void placeCursorControl(Control *control, uint32 sequenceId);
void setCursorControl(Control *control);
void showCursor();
void hideCursor();
void initCursor();
void setCursorActorIndex(int actorIndex, int a, int b);
void enableCursorVerb(int verbNum);
void disableCursorVerb(int verbNum);
void setCursorHandMode(int mode);
void setCursorInventoryMode(int mode, int value);
void startCursorHoldingObject(uint32 objectId, uint32 sequenceId);
void stopCursorHoldingObject();
void cursorControlRoutine(Control *control, uint32 deltaTime);
void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId);
void startScriptThread(uint32 threadId, uint32 callingThreadId);
void startScriptThread2(uint32 threadId, uint32 callingThreadId, uint32 unk);
uint32 startAbortableTimerThread(uint32 duration, uint32 threadId);
uint32 startTimerThread(uint32 duration, uint32 threadId);
uint32 startAbortableThread(byte *scriptCodeIp1, byte *scriptCodeIp2, uint32 callingThreadId);
uint32 startTalkThread(uint32 objectId, uint32 talkId, uint32 sequenceId1,
uint32 sequenceId2, uint32 callingThreadId);
uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10);
void resumeFromSavegame(uint32 callingThreadId);
void newScriptThread(uint32 threadId, uint32 callingThreadId, uint notifyFlags,
byte *scriptCodeIp);
uint32 newTimerThread(uint32 duration, uint32 callingThreadId, bool isAbortable);
uint32 newTempThreadId();
void initActiveScenes();
void pushActiveScene(uint32 sceneId);
void popActiveScene();
bool loadScene(uint32 sceneId);
bool enterScene(uint32 sceneId, uint32 threadId);
void exitScene();
bool changeScene(uint32 sceneId, uint32 threadId, uint32 callerThreadId);
void enterPause(uint32 sceneId, uint32 threadId);
void leavePause(uint32 sceneId, uint32 threadId);
void dumpActiveScenes(uint32 sceneId, uint32 threadId);
void dumpCurrSceneFiles(uint32 sceneId, uint32 threadId);
void pause(uint32 callerThreadId);
void unpause(uint32 callerThreadId);
void setSceneIdThreadId(uint32 theSceneId, uint32 theThreadId);
bool findTriggerCause(uint32 sceneId, uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &codeOffs);
void reset();
uint32 getObjectActorTypeId(uint32 objectId);
Common::Point convertMousePos(Common::Point mousePos);
void startCursorSequence();
int getCursorActorIndex();
void updateGameState2();
void playSoundEffect(int index);
bool getTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId, uint32 &outThreadId);
uint32 runTriggerCause(uint32 verbId, uint32 objectId2, uint32 objectId);
void playTriggerCauseSound(uint32 verbId, uint32 objectId2, uint32 objectId);
bool loadSavegameFromScript(int16 slotNum, uint32 callingThreadId);
bool saveSavegameFromScript(int16 slotNum, uint32 callingThreadId);
void activateSavegame(uint32 callingThreadId);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H
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