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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 TSAGE_BLUEFORCE_LOGIC_H
#define TSAGE_BLUEFORCE_LOGIC_H
#include "common/scummsys.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
namespace TsAGE {
namespace BlueForce {
using namespace TsAGE;
#define BF_INVENTORY (*((::TsAGE::BlueForce::BlueForceInvObjectList *)g_globals->_inventory))
class BlueForceGame: public Game {
public:
virtual void start();
virtual Scene *createScene(int sceneNumber);
virtual void rightClick();
virtual void processEvent(Event &event);
virtual bool canSaveGameStateCurrently();
virtual bool canLoadGameStateCurrently();
};
#define OBJ_ARRAY_SIZE 10
class AObjectArray: public EventHandler {
public:
EventHandler *_objList[OBJ_ARRAY_SIZE];
bool _inUse;
int getNewIndex();
public:
AObjectArray();
void clear();
virtual Common::String getClassName() { return "AObjectArray"; }
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
virtual void dispatch();
void add(EventHandler *obj);
void remove(EventHandler *obj);
};
class Timer: public EventHandler {
public:
Action *_tickAction;
EventHandler *_endHandler;
uint32 _endFrame;
public:
Timer();
void set(uint32 delay, EventHandler *endHandler);
virtual Common::String getClassName() { return "Timer"; }
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void signal();
virtual void dispatch();
};
class TimerExt: public Timer {
public:
Action *_newAction;
public:
TimerExt();
void set(uint32 delay, EventHandler *endHandler, Action *action);
virtual Common::String getClassName() { return "TimerExt"; }
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void signal();
};
class SceneHotspotExt: public SceneHotspot {
public:
int _state;
SceneHotspotExt() { _state = 0; }
virtual Common::String getClassName() { return "SceneHotspotExt"; }
virtual void synchronize(Serializer &s) {
SceneHotspot::synchronize(s);
s.syncAsSint16LE(_state);
}
};
class SceneItemType2: public SceneHotspot {
public:
virtual void startMove(SceneObject *sceneObj, va_list va);
};
class NamedObject: public SceneObject {
public:
int _resNum;
int _lookLineNum, _talkLineNum, _useLineNum;
virtual Common::String getClassName() { return "NamedObject"; }
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual bool startAction(CursorType action, Event &event);
void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
};
class NamedObjectExt: public NamedObject {
public:
int _flag;
NamedObjectExt() { _flag = 0; }
virtual Common::String getClassName() { return "NamedObjectExt"; }
virtual void synchronize(Serializer &s) {
NamedObject::synchronize(s);
s.syncAsSint16LE(_flag);
}
};
class NamedObject2: public NamedObject {
public:
int _v1, _v2;
NamedObject2() { _v1 = _v2 = 0; }
virtual Common::String getClassName() { return "NamedObject2"; }
virtual void synchronize(Serializer &s) {
NamedObject::synchronize(s);
s.syncAsSint16LE(_v1);
s.syncAsSint16LE(_v2);
}
};
class CountdownObject: public NamedObject {
public:
int _countDown;
CountdownObject();
void fixCountdown(int mode, ...);
virtual Common::String getClassName() { return "CountdownObject"; }
virtual void synchronize(Serializer &s);
virtual void dispatch();
};
class FollowerObject: public NamedObject {
public:
SceneObject *_object;
FollowerObject();
virtual Common::String getClassName() { return "FollowerObject"; }
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void dispatch();
virtual void reposition();
void setup(SceneObject *object, int visage, int frameNum, int yDiff);
};
class FocusObject: public NamedObject {
public:
int _v90, _v92;
GfxSurface _img;
FocusObject();
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void process(Event &event);
};
enum ExitFrame { EXITFRAME_N = 1, EXITFRAME_NE = 2, EXITFRAME_E = 3, EXITFRAME_SE = 4,
EXITFRAME_S = 5, EXITFRAME_SW = 6, EXITFRAME_W = 7, EXITFRAME_NW = 8 };
class SceneExt: public Scene {
private:
static void startStrip();
static void endStrip();
public:
AObjectArray _timerList, _objArray2;
int _field372;
bool _savedPlayerEnabled;
bool _savedUiEnabled;
bool _savedCanWalk;
int _field37A;
EventHandler *_focusObject;
Visage _cursorVisage;
Rect _v51C34;
public:
SceneExt();
virtual Common::String getClassName() { return "SceneExt"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
virtual void loadScene(int sceneNum);
virtual void checkGun();
void addTimer(Timer *timer) { _timerList.add(timer); }
void removeTimer(Timer *timer) { _timerList.remove(timer); }
bool display(CursorType action);
void fadeOut();
void gunDisplay();
void clearScreen();
};
class PalettedScene: public SceneExt {
public:
ScenePalette _palette;
int _field794;
public:
PalettedScene();
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
PaletteFader *addFader(const byte *arrBufferRGB, int step, Action *action);
void add2Faders(const byte *arrBufferRGB, int step, int paletteNum, Action *action);
void sub15E4F(const byte *arrBufferRGB, int arg8, int paletteNum, Action *action, int fromColor1, int fromColor2, int toColor1, int toColor2, bool flag);
};
class SceneHandlerExt: public SceneHandler {
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
virtual void playerAction(Event &event);
virtual void processEnd(Event &event);
};
class BlueForceInvObjectList : public InvObjectList {
public:
InvObject _none;
InvObject _colt45;
InvObject _ammoClip;
InvObject _spareClip;
InvObject _handcuffs;
InvObject _greensGun;
InvObject _ticketBook;
InvObject _mirandaCard;
InvObject _forestRap;
InvObject _greenId;
InvObject _baseballCard;
InvObject _bookingGreen;
InvObject _flare;
InvObject _cobbRap;
InvObject _bullet22;
InvObject _autoRifle;
InvObject _wig;
InvObject _frankieId;
InvObject _tyroneId;
InvObject _snub22;
InvObject _bug;
InvObject _bookingFrankie;
InvObject _bookingGang;
InvObject _fbiTeletype;
InvObject _daNote;
InvObject _printOut;
InvObject _warehouseKeys;
InvObject _centerPunch;
InvObject _tranqGun;
InvObject _hook;
InvObject _rags;
InvObject _jar;
InvObject _screwdriver;
InvObject _dFloppy;
InvObject _blankDisk;
InvObject _stick;
InvObject _crate1;
InvObject _crate2;
InvObject _shoebox;
InvObject _badge;
InvObject _bug2;
InvObject _rentalCoupon;
InvObject _nickel;
InvObject _lyleCard;
InvObject _carterNote;
InvObject _mugshot;
InvObject _clipping;
InvObject _microfilm;
InvObject _waveKeys;
InvObject _rentalKeys;
InvObject _napkin;
InvObject _dmvPrintout;
InvObject _fishingNet;
InvObject _id;
InvObject _bullets9mm;
InvObject _schedule;
InvObject _grenades;
InvObject _yellowCord;
InvObject _halfYellowCord;
InvObject _blackCord;
InvObject _bug3;
InvObject _halfBlackCord;
InvObject _warrant;
InvObject _jacket;
InvObject _greensKnife;
InvObject _dogWhistle;
InvObject _ammoBelt;
InvObject _alleyCatKey;
BlueForceInvObjectList();
void reset();
void setObjectScene(int objectNum, int sceneNumber);
void alterInventory(int mode);
virtual Common::String getClassName() { return "BlueForceInvObjectList"; }
};
class NamedHotspot : public SceneHotspot {
public:
int _resNum, _lookLineNum, _useLineNum, _talkLineNum;
NamedHotspot();
virtual bool startAction(CursorType action, Event &event);
virtual Common::String getClassName() { return "NamedHotspot"; }
virtual void synchronize(Serializer &s);
virtual void setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum);
virtual void setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
virtual void setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode);
};
class NamedHotspotExt : public NamedHotspot {
public:
int _flag;
NamedHotspotExt() { _flag = 0; }
virtual Common::String getClassName() { return "NamedHotspot"; }
virtual void synchronize(Serializer &s) {
NamedHotspot::synchronize(s);
s.syncAsSint16LE(_flag);
}
};
class SceneMessage: public Action {
private:
Common::String _message;
void draw();
void clear();
public:
void setup(const Common::String &msg) { _message = msg; }
virtual Common::String getClassName() { return "SceneMessage"; }
virtual void remove();
virtual void signal();
virtual void process(Event &event);
};
} // End of namespace BlueForce
} // End of namespace TsAGE
#endif
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