aboutsummaryrefslogtreecommitdiff
path: root/engines/queen/logic.h
blob: d5979422579a0f560c06943bb031850de9ba2f7c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
/* 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 QUEEN_LOGIC_H
#define QUEEN_LOGIC_H

#include "common/str-array.h"
#include "common/util.h"
#include "queen/structs.h"

namespace Queen {

enum RoomDisplayMode {
	RDM_FADE_NOJOE  = 0, // fade in, hide Joe
	RDM_FADE_JOE    = 1, // fade in, display Joe
	RDM_NOFADE_JOE  = 2, // screen does not dissolve into view
	RDM_FADE_JOE_XY = 3  // display Joe at the current X, Y coords
};

enum JoeWalkMode {
	JWM_NORMAL  = 0,
	JWM_MOVE    = 1,
	JWM_EXECUTE = 2,
	JWM_SPEAK   = 3
};

enum {
	JSO_OBJECT_DESCRIPTION = 0,
	JSO_OBJECT_NAME,
	JSO_ROOM_NAME,
	JSO_VERB_NAME,
	JSO_JOE_RESPONSE,
	JSO_ACTOR_ANIM,
	JSO_ACTOR_NAME,
	JSO_ACTOR_FILE,
	JSO_COUNT
};

class Credits;
class Journal;
class QueenEngine;

class Logic {
public:

	Logic(QueenEngine *vm);
	virtual ~Logic();

	uint16 currentRoom() const { return _currentRoom; }
	void currentRoom(uint16 room) {
		assert(room >= 1 && room <= _numRooms);
		_currentRoom = room;
	}

	uint16 oldRoom() const { return _oldRoom; }
	void oldRoom(uint16 room) {
		assert(room <= _numRooms);
		_oldRoom = room;
	}

	uint16 newRoom() const { return _newRoom; }
	void newRoom(uint16 room) {
		assert(room <= _numRooms);
		_newRoom = room;
	}

	ObjectData *objectData(int index) const { return &_objectData[index]; }
	uint16 roomData(int room) const { return _roomData[room]; }
	GraphicData *graphicData(int index) const { return &_graphicData[index]; }
	ItemData *itemData(int index) const { return &_itemData[index]; }
	uint16 itemDataCount() const { return _numItems; }

	uint16 findBob(uint16 obj) const;
	uint16 findFrame(uint16 obj) const;
	uint16 objectForPerson(uint16 bobnum) const;
	WalkOffData *walkOffPointForObject(int16 obj) const;

	uint16 walkOffCount() const { return _numWalkOffs; }
	WalkOffData *walkOffData(int index) const { return &_walkOffData[index]; }
	uint16 currentRoomData() const { return _roomData[_currentRoom]; }
	GraphicAnim *graphicAnim(int index) const { return &_graphicAnim[index]; }
	uint16 graphicAnimCount() const { return _numGraphicAnim; }
	ObjectDescription *objectDescription(uint16 objNum) const { return &_objectDescription[objNum]; }
	uint16 objectDescriptionCount() const { return _numObjDesc; }
	uint16 currentRoomSfx() const { return _sfxName[_currentRoom]; }

	uint16 joeFacing() const { return _joe.facing; }
	uint16 joeX() const { return _joe.x; }
	uint16 joeY() const { return _joe.y; }
	JoeWalkMode joeWalk() const { return _joe.walk; }
	uint16 joeScale() const { return _joe.scale; }
	uint16 joeCutFacing() const { return _joe.cutFacing; }
	uint16 joePrevFacing() const { return _joe.prevFacing; }

	void joeFacing(uint16 dir) { _joe.facing = dir; }
	void joePos(uint16 x, uint16 y) { _joe.x = x; _joe.y = y; }
	void joeWalk(JoeWalkMode walking);
	void joeScale(uint16 scale) { _joe.scale = scale; }
	void joeCutFacing(uint16 dir) { _joe.cutFacing = dir; }
	void joePrevFacing(uint16 dir) { _joe.prevFacing = dir; }

	int16 gameState(int index) const;
	void gameState(int index, int16 newValue);

	TalkSelected *talkSelected(int index) { return &_talkSelected[index]; }

	const char *roomName(uint16 roomNum) const;
	const char *objectName(uint16 objNum) const;
	const char *objectTextualDescription(uint16 objNum) const;
	const char *joeResponse(int i) const;
	const char *verbName(Verb v) const;
	const char *actorAnim(int num) const;
	const char *actorName(int num) const;
	const char *actorFile(int num) const;

	void eraseRoom();
	void setupRoom(const char *room, int comPanel, bool inCutaway);
	void displayRoom(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway);

	int16 entryObj() const { return _entryObj; }
	void entryObj(int16 obj) { _entryObj = obj; }

	ActorData *findActor(uint16 noun, const char *name = NULL) const;
	bool initPerson(uint16 noun, const char *actorName, bool loadBank, Person *pp);
	uint16 findPersonNumber(uint16 obj, uint16 room) const;

	//! load banks used for Joe animation
	void loadJoeBanks(const char *animBank, const char *standBank);

	//! load the various bobs needed to animate Joe
	void setupJoe();

	//! setup Joe at the right place when entering a room
	void setupJoeInRoom(bool autoPosition, uint16 scale);

	uint16 joeFace();
	void joeGrab(int16 grabState);

	//! change Joe clothes to dress
	void joeUseDress(bool showCut);

	//! restore Joe clothes
	void joeUseClothes(bool showCut);

	//! change Joe clothes to underwear
	void joeUseUnderwear();

	void makeJoeSpeak(uint16 descNum, bool objectType = false);
	void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix);

	//! start the specified dialogue
	void startDialogue(const char *dlgFile, int personInRoom, char *cutaway);

	//! play the specified cutaway
	void playCutaway(const char *cutFile, char *next = NULL);

	//! initialize the inventory
	void inventorySetup();

	//! get the inventory item for the specified inventory slot
	uint16 findInventoryItem(int invSlot) const;

	//! refresh inventory contents
	void inventoryRefresh();
	int16 previousInventoryItem(int16 first) const;
	int16 nextInventoryItem(int16 first) const;
	void removeDuplicateItems();
	uint16 numItemsInventory() const;
	void inventoryInsertItem(uint16 itemNum, bool refresh = true);
	void inventoryDeleteItem(uint16 itemNum, bool refresh = true);
	void inventoryScroll(uint16 count, bool up);
	void removeHotelItemsFromInventory();

	//! copy data from dummy object to object
	void objectCopy(int dummyObjectIndex, int objectIndex);

	//! handle a particular event when Joe walks on this area
	void handleSpecialArea(Direction facing, uint16 areaNum, uint16 walkDataNum);

	//! handle the pinnacle room (== room chooser in the jungle)
	void handlePinnacleRoom();

	void update();

	void saveState(byte *&ptr);
	void loadState(uint32 ver, byte *&ptr);

	//! called after a save state has been loaded
	void setupRestoredGame();

	//! ugly hack from original code
	void sceneReset() { _scene = 0; }

	//! make a scene
	void sceneStart();

	//! stop making a scene
	void sceneStop();

	void changeRoom();

	//! enter the Journal (save/load, configuration)
	virtual void useJournal() = 0;

	//! execute a special move
	void executeSpecialMove(uint16 sm);

	void startCredits(const char *filename);
	void stopCredits();

	void start();

	enum {
		JOE_RESPONSE_MAX    = 40,
		DEFAULT_TALK_SPEED  = 7 * 3,
		GAME_STATE_COUNT    = 211,
		TALK_SELECTED_COUNT = 86
	};

	typedef void (Logic::*SpecialMoveProc)();

protected:

	void readQueenJas();

	void asmMakeJoeUseDress();
	void asmMakeJoeUseNormalClothes();
	void asmMakeJoeUseUnderwear();
	void asmSwitchToDressPalette();
	void asmSwitchToNormalPalette();
	void asmStartCarAnimation();
	void asmStopCarAnimation();
	void asmStartFightAnimation();
	void asmWaitForFrankPosition();
	void asmMakeFrankGrowing();
	void asmMakeRobotGrowing();
	void asmShrinkRobot();
	void asmEndGame();
	void asmPutCameraOnDino();
	void asmPutCameraOnJoe();
	void asmAltIntroPanRight();
	void asmAltIntroPanLeft();
	void asmSetAzuraInLove();
	void asmPanRightFromJoe();
	void asmSetLightsOff();
	void asmSetLightsOn();
	void asmSetManequinAreaOn();
	void asmPanToJoe();
	void asmTurnGuardOn();
	void asmPanLeft320To144();
	void asmSmooch();
	void asmSmoochNoScroll();
	void asmMakeLightningHitPlane();
	void asmScaleBlimp();
	void asmScaleEnding();
	void asmWaitForCarPosition();
	void asmShakeScreen();
	void asmAttemptPuzzle();
	void asmScaleTitle();
	void asmScrollTitle();
	void asmPanRightToHugh();
	void asmMakeWhiteFlash();
	void asmPanRightToJoeAndRita();
	void asmPanLeftToBomb();
	void asmEndDemo();
	void asmInterviewIntro();
	void asmEndInterview();

	virtual bool changeToSpecialRoom() = 0;
	virtual void setupSpecialMoveTable() = 0;


	uint16 _currentRoom;
	uint16 _oldRoom;
	uint16 _newRoom;

	//! total number of room in game
	uint16 _numRooms;

	//! first object number in room
	uint16 *_roomData;

	//! background music to play in room
	uint16 *_sfxName;

	//! bounding box of object
	Box *_objectBox;

	//! inventory items
	ItemData *_itemData;
	uint16 _numItems;

	GraphicData *_graphicData;
	uint16 _numGraphics;

	ObjectData *_objectData;
	uint16 _numObjects;

	ObjectDescription *_objectDescription;
	uint16 _numObjDesc;

	ActorData *_actorData;
	uint16 _numActors;

	//! walk off point for an object
	WalkOffData *_walkOffData;
	uint16 _numWalkOffs;

	FurnitureData *_furnitureData;
	uint16 _numFurniture;

	GraphicAnim *_graphicAnim;
	uint16 _numGraphicAnim;

	//! actor initial position in room is _walkOffData[_entryObj]
	int16 _entryObj;

	Common::StringArray _jasStringList;
	int _jasStringOffset[JSO_COUNT];

	uint16 _numDescriptions;
	uint16 _numNames;
	uint16 _numAAnim;
	uint16 _numAName;
	uint16 _numAFile;

	struct {
		uint16 x, y;
		uint16 facing, cutFacing, prevFacing;
		JoeWalkMode walk;
		uint16 scale;
	} _joe;

	int16 _gameState[GAME_STATE_COUNT];

	TalkSelected _talkSelected[TALK_SELECTED_COUNT];

	//! inventory items
	int16 _inventoryItem[4];

	//! puzzle counter for room T7
	uint8 _puzzleAttemptCount;

	//! cutscene counter
	int _scene;

	SpecialMoveProc _specialMoves[40];

	Credits *_credits;
	Journal *_journal;

	QueenEngine *_vm;
};

class LogicDemo : public Logic {
public:

	LogicDemo(QueenEngine *vm) : Logic(vm) {}
	void useJournal();

protected:

	bool changeToSpecialRoom();
	void setupSpecialMoveTable();
};

class LogicInterview : public Logic {
public:

	LogicInterview(QueenEngine *vm) : Logic(vm) {}
	void useJournal();

protected:

	bool changeToSpecialRoom();
	void setupSpecialMoveTable();
};

class LogicGame : public Logic {
public:

	LogicGame(QueenEngine *vm) : Logic(vm) {}
	void useJournal();

protected:

	bool changeToSpecialRoom();
	void setupSpecialMoveTable();
};


} // End of namespace Queen

#endif