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
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
|
/* 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_RINGWORLD2_LOGIC_H
#define TSAGE_RINGWORLD2_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 Ringworld2 {
using namespace TsAGE;
#define R2_INVENTORY (*((::TsAGE::Ringworld2::Ringworld2InvObjectList *)g_globals->_inventory))
class SceneFactory {
public:
static Scene *createScene(int sceneNumber);
};
class SceneArea: public SceneItem {
public:
bool _enabled;
bool _insideArea;
CursorType _cursorNum;
CursorType _savedCursorNum;
int _cursorState;
public:
SceneArea();
void setDetails(const Rect &bounds, CursorType cursor);
virtual Common::String getClassName() { return "SceneArea"; }
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event) { return false; }
virtual void doAction(int action) {}
};
class SceneExit: public SceneArea {
public:
bool _moving;
int _sceneNumber;
Common::Point _destPos;
public:
SceneExit();
virtual void setDetails(const Rect &bounds, CursorType cursor, int sceneNumber);
virtual void setDest(const Common::Point &p) { _destPos = p; }
virtual void changeScene();
virtual void synchronize(Serializer &s);
virtual void process(Event &event);
};
class SceneExt: public Scene {
private:
static void startStrip();
static void endStrip();
public:
byte _shadowPaletteMap[256];
bool _savedPlayerEnabled;
bool _savedUiEnabled;
bool _savedCanWalk;
bool _preventSaving;
Visage _cursorVisage;
SynchronizedList<EventHandler *> _sceneAreas;
public:
SceneExt();
virtual Common::String getClassName() { return "SceneExt"; }
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
virtual void refreshBackground(int xAmount, int yAmount);
virtual void saveCharacter(int characterIndex);
virtual void restore() {}
bool display(CursorType action, Event &event);
void fadeOut();
void clearScreen();
void scalePalette(int RFactor, int GFactor, int BFactor);
void loadBlankScene();
};
class SceneHandlerExt: public SceneHandler {
public:
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
virtual void postLoad(int priorSceneBeforeLoad, int currentSceneBeforeLoad);
virtual void dispatch();
void setupPaletteMaps();
};
class DisplayHotspot : public SceneObject {
private:
Common::Array<int> _actions;
bool performAction(int action);
public:
DisplayHotspot(int regionId, ...);
virtual void doAction(int action) {
if (!performAction(action))
SceneHotspot::doAction(action);
}
};
class DisplayObject : public SceneObject {
private:
Common::Array<int> _actions;
bool performAction(int action);
public:
DisplayObject(int firstAction, ...);
virtual void doAction(int action) {
if (!performAction(action))
SceneHotspot::doAction(action);
}
};
class SceneObjectExt : public SceneObject {
public:
int _state;
virtual void synchronize(Serializer &s) {
SceneObject::synchronize(s);
s.syncAsSint16LE(_state);
}
virtual Common::String getClassName() { return "SceneObjectExt"; }
};
/*--------------------------------------------------------------------------*/
class Ringworld2InvObjectList : public InvObjectList {
private:
static bool SelectItem(int objectNumber);
static void selectDefault(int obectNumber);
public:
InvObject _none;
InvObject _optoDisk;
InvObject _reader;
InvObject _negatorGun;
InvObject _steppingDisks;
InvObject _attractorUnit;
InvObject _sensorProbe;
InvObject _sonicStunner;
InvObject _cableHarness;
InvObject _comScanner;
InvObject _spentPowerCapsule; // 10
InvObject _chargedPowerCapsule;
InvObject _aerosol;
InvObject _remoteControl;
InvObject _opticalFiber;
InvObject _clamp;
InvObject _attractorHarness;
InvObject _fuelCell;
InvObject _gyroscope;
InvObject _airbag;
InvObject _rebreatherTank; // 20
InvObject _reserveTank;
InvObject _guidanceModule;
InvObject _thrusterValve;
InvObject _balloonBackpack;
InvObject _radarMechanism;
InvObject _joystick;
InvObject _ignitor;
InvObject _diagnosticsDisplay;
InvObject _glassDome;
InvObject _wickLamp; // 30
InvObject _scrithKey;
InvObject _tannerMask;
InvObject _pureGrainAlcohol;
InvObject _blueSapphire;
InvObject _ancientScrolls;
InvObject _flute;
InvObject _gunpowder;
InvObject _unused;
InvObject _comScanner2;
InvObject _superconductorWire; // 40
InvObject _pillow;
InvObject _foodTray;
InvObject _laserHacksaw;
InvObject _photonStunner;
InvObject _battery;
InvObject _soakedFaceMask;
InvObject _lightBulb;
InvObject _alcoholLamp1;
InvObject _alcoholLamp2;
InvObject _alocholLamp3; // 50
InvObject _brokenDisplay;
InvObject _toolbox;
Ringworld2InvObjectList();
void reset();
void setObjectScene(int objectNum, int sceneNumber);
virtual Common::String getClassName() { return "Ringworld2InvObjectList"; }
};
#define RING2_INVENTORY (*((::TsAGE::Ringworld2::Ringworld2InvObjectList *)g_globals->_inventory))
class Ringworld2Game: public Game {
public:
virtual void start();
virtual void restartGame();
virtual void restart();
virtual void endGame(int resNum, int lineNum);
virtual Scene *createScene(int sceneNumber);
virtual void processEvent(Event &event);
virtual void rightClick();
virtual bool canSaveGameStateCurrently();
virtual bool canLoadGameStateCurrently();
};
class NamedHotspot : public SceneHotspot {
public:
NamedHotspot();
virtual bool startAction(CursorType action, Event &event);
virtual Common::String getClassName() { return "NamedHotspot"; }
};
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 SceneActor: public SceneObject {
public:
virtual Common::String getClassName() { return "SceneActor"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual bool startAction(CursorType action, Event &event);
virtual GfxSurface getFrame();
};
class SceneActorExt: public SceneActor {
public:
int _state;
SceneActorExt() { _state = 0; }
virtual Common::String getClassName() { return "SceneActorExt"; }
virtual void synchronize(Serializer &s) {
SceneActor::synchronize(s);
s.syncAsSint16LE(_state);
}
};
enum MazeDirection { MAZEDIR_NONE = 0, MAZEDIR_NORTH = 1, MAZEDIR_NORTHEAST = 2, MAZEDIR_EAST = 3,
MAZEDIR_SOUTHEAST = 4, MAZEDIR_SOUTH = 5, MAZEDIR_SOUTHWEST = 6, MAZEDIR_WEST = 7,
MAZEDIR_NORTHWEST = 8 };
class MazeUI: public SceneObject {
private:
void clear();
public:
// The dimensions (in cells) of the entire maze map
Rect _mapBounds;
// Encoded cell map specifying the features of the maze
byte *_mapData;
// Image surface used to store a line of the map for rendering
GfxSurface _mapImage;
Common::Point _cellsVisible;
Common::Point _mapCells;
Common::Point _cellSize;
Common::Point _mapOffset;
int _resNum;
int _cellsResNum;
int _frameCount;
int _resCount;
int _mapImagePitch;
public:
MazeUI();
virtual ~MazeUI();
void setDisplayBounds(const Rect &r);
bool setMazePosition(const Common::Point &pt);
void load(int resNum);
int getCellFromPixelXY(const Common::Point &pt);
int getCellFromCellXY(const Common::Point &p);
int pixelToCellXY(Common::Point &pt);
virtual Common::String getClassName() { return "MazeUI"; }
virtual void synchronize(Serializer &s);
virtual void reposition();
virtual void draw();
};
class SceneAreaObject: public SceneArea {
class Object1: public SceneActor {
public:
};
public:
Object1 _object1;
int _insetCount;
virtual void remove();
virtual void process(Event &event);
void setDetails(int visage, int strip, int frameNumber, const Common::Point &pt);
void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
};
/*--------------------------------------------------------------------------*/
class AnimationSlice {
public:
int _sliceOffset;
int _drawMode;
int _secondaryIndex;
public:
void load(Common::File &f);
};
class AnimationSlices {
public:
int _dataSize;
int _dataSize2;
AnimationSlice _slices[4];
byte *_pixelData;
public:
AnimationSlices();
~AnimationSlices();
void load(Common::File &f);
int loadPixels(Common::File &f, int slicesSize);
};
class AnimationPlayerSubData {
public:
int _duration;
int _frameRate;
int _framesPerSlices;
int _drawType;
int _sliceSize;
int _ySlices;
int _field16;
int _palStart;
int _palSize;
byte _palData[256 * 3];
int32 _totalSize;
AnimationSlices _slices;
public:
void load(Common::File &f);
};
class AnimationData {
public:
AnimationSlices _slices;
int _dataSize;
int _animSlicesSize;
};
enum AnimationPaletteMode { ANIMPALMODE_REPLACE_PALETTE = 0, ANIMPALMODE_CURR_PALETTE = 1,
ANIMPALMODE_NONE = 2 };
enum AnimationObjectMode { ANIMOBJMODE_1 = 1, ANIMOBJMODE_2 = 2, ANIMOBJMODE_42 = 42 };
class AnimationPlayer: public EventHandler {
private:
void rleDecode(const byte *pSrc, byte *pDest, int size);
void drawFrame(int sliceIndex);
void nextSlices();
void getSlices();
public:
AnimationData *_animData1, *_animData2;
AnimationData *_sliceCurrent;
AnimationData *_sliceNext;
Common::File _resourceFile;
Rect _rect1, _screenBounds;
bool _animLoaded;
bool _canSkip;
AnimationPaletteMode _paletteMode;
AnimationObjectMode _objectMode;
int _sliceHeight;
byte _palIndexes[256];
ScenePalette _palette;
AnimationPlayerSubData _subData;
Action *_endAction;
int _dataNeeded;
int _playbackTick;
int _playbackTickPrior;
int _position;
int _nextSlicesPosition;
uint _frameDelay;
uint32 _gameFrame;
public:
AnimationPlayer();
~AnimationPlayer();
virtual void synchronize(Serializer &s);
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
virtual void flipPane() {}
virtual void changePane() {}
virtual void closing() {}
bool load(int animId, Action *endAction = NULL);
bool isCompleted();
void close();
};
class AnimationPlayerExt: public AnimationPlayer {
public:
bool _isActive;
public:
AnimationPlayerExt();
virtual void synchronize(Serializer &s);
};
class ModalWindow: public SceneArea {
public:
SceneActor _object1;
int _insetCount;
public:
ModalWindow();
virtual void remove();
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ModalWindow"; }
virtual void process(Event &event);
virtual void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY);
virtual void setup3(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
};
class ScannerDialog: public ModalWindow {
class Button: public SceneActor {
private:
void reset();
public:
int _buttonId;
bool _buttonDown;
public:
Button();
void setup(int buttonId);
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ScannerButton"; }
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
class Slider: public SceneActor {
private:
void update();
public:
int _initial;
int _xStart;
int _yp;
int _width;
int _xInc;
bool _sliderDown;
public:
Slider();
void setup(int initial, int xStart, int yp, int width, int xInc);
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ScannerSlider"; }
virtual void remove();
virtual void process(Event &event);
virtual bool startAction(CursorType action, Event &event);
};
public:
Button _talkButton;
Button _scanButton;
Slider _slider;
SceneActor _obj4;
SceneActor _obj5;
SceneActor _obj6;
SceneActor _obj7;
public:
ScannerDialog();
virtual Common::String getClassName() { return "ScannerDialog"; }
virtual void remove();
virtual void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY);
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
|