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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_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 _field312[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);
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 _opticalFibre;
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;
int _unused;
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"; }
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;
int _field38;
int _field3A;
AnimationPaletteMode _paletteMode;
AnimationObjectMode _objectMode;
int _field58, _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 proc12(int visage, int stripFrameNum, int frameNum, int posX, int posY);
virtual void proc13(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();
void proc12(int visage, int stripFrameNum, int frameNum, int posX, int posY);
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif
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