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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef QUEENLOGIC_H
#define QUEENLOGIC_H
#include "common/util.h"
#include "queen/defs.h"
#include "queen/structs.h"
#include "queen/resource.h"
namespace Queen {
enum RoomDisplayMode {
RDM_FADE_NOJOE = 0, // fade in, no Joe
RDM_FADE_JOE = 1, // Joe is to be displayed
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
};
class Credits;
class Journal;
class QueenEngine;
class Logic {
public:
Logic(QueenEngine *vm);
virtual ~Logic();
uint16 currentRoom() const { return _currentRoom; }
void currentRoom(uint16 room) {
if (room >= 1 && room <= _numRooms)
_currentRoom = room;
else
error("Invalid room number: %i", room);
}
uint16 oldRoom() const { return _oldRoom; }
void oldRoom(uint16 room) {
if (room <= _numRooms)
_oldRoom = room;
else
error("Invalid room number: %i", room);
}
uint16 newRoom() const { return _newRoom; }
void newRoom(uint16 room) {
if (room <= _numRooms)
_newRoom = room;
else
error("Invalid room number: %i", room);
}
ObjectData *objectData(int index) const;
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);
uint16 findFrame(uint16 obj);
uint16 objectForPerson(uint16 bobnum) const;
WalkOffData *walkOffPointForObject(uint16 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; }
const char *joeResponse(int i) const { return _joeResponse[i]; }
const char *verbName(Verb v) const { return _verbName[v]; }
int16 gameState(int index) const;
void gameState(int index, int16 newValue);
TalkSelected *talkSelected(int index) { return _talkSelected + index; }
const char *roomName(uint16 roomNum) const {
if (roomNum >= 1 && roomNum <= _numRooms)
return _roomName[roomNum];
else
error("Invalid room number: %i", roomNum);
}
const char *objectName(uint16 objNum) const { return _objName[objNum]; }
const char *objectTextualDescription(uint16 objNum) const { return _objDescription[objNum]; }
void roomErase();
void roomSetupFurniture();
void roomSetupObjects();
uint16 roomRefreshObject(uint16 obj);
void roomSetup(const char *room, int comPanel, bool inCutaway);
void roomDisplay(uint16 room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway);
int16 entryObj() const { return _entryObj; }
void entryObj(int16 obj) { _entryObj = obj; }
uint16 numFrames() const { return _numFrames; }
ActorData *findActor(uint16 noun, const char *name = NULL);
void initPerson(int16 noun, const char *actorName, bool loadBank, Person *pp);
uint16 setupPersonInRoom(uint16 noun, uint16 curImage);
uint16 countPersonFrames(uint16 noun, uint16 curImage);
uint16 personFrames(uint16 bobNum) const { return _personFrames[bobNum]; }
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
ObjectData *setupJoeInRoom(bool autoPosition, uint16 scale);
uint16 joeFace();
void joeGrab(int16 grabState);
void joeUseDress(bool showCut);
void joeUseClothes(bool showCut);
void joeUseUnderwear();
void makeJoeSpeak(uint16 descNum, bool objectType = false);
void makePersonSpeak(const char *sentence, Person *person, const char *voiceFilePrefix);
void startDialogue(const char *dlgFile, int personInRoom, char *cutaway);
void playCutaway(const char *cutFile, char *next = NULL);
void inventorySetup();
uint16 findInventoryItem(int invSlot) const;
void inventoryRefresh();
int16 previousInventoryItem(int16 start) const;
int16 nextInventoryItem(int16 start) 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);
void handleSpecialArea(int facing, uint16 areaNum, uint16 walkDataNum);
void handlePinnacleRoom();
void update();
bool gameSave(uint16 slot, const char *desc);
bool gameLoad(uint16 slot);
//! Ugly hack from original code
void sceneReset() { _scene = 0; }
//! Make a scene
void sceneStart();
//! Stop making a scene
void sceneStop();
void changeRoom();
void useJournal();
void executeSpecialMove(uint16 sm);
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 asmMakeLightningHitPlane();
void asmScaleBlimp();
void asmScaleEnding();
void asmWaitForCarPosition();
void asmShakeScreen();
void asmAttemptPuzzle();
void asmScaleTitle();
void asmPanRightToHugh();
void asmMakeWhiteFlash();
void asmPanRightToJoeAndRita();
void asmPanLeftToBomb();
void asmEndDemo();
void asmInterviewIntro();
void asmEndInterview();
void startCredits(const char *filename);
void stopCredits();
enum {
JOE_RESPONSE_MAX = 40,
DEFAULT_TALK_SPEED = 7 * 3,
GAME_STATE_COUNT = 211,
TALK_SELECTED_COUNT = 86
};
protected:
void initialise();
virtual bool preChangeRoom() = 0;
virtual bool handleSpecialMove(uint16 sm) = 0;
LineReader *_queen2jas;
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 position in room is _walkOffData[_entryObj]
int16 _entryObj;
//! Object description (Look At)
char **_objDescription;
uint16 _numDescriptions;
char **_objName;
uint16 _numNames;
//! Room name, prefix for data files (PCX, LUM...)
char **_roomName;
char *_verbName[13];
char *_joeResponse[JOE_RESPONSE_MAX + 1];
//! Actor animation string
char **_aAnim;
uint16 _numAAnim;
//! Actor name
char **_aName;
uint16 _numAName;
//! Actor filename
char **_aFile;
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];
//! Number of animated furniture in current room
uint16 _numFurnitureAnimated;
//! Number of static furniture in current room
uint16 _numFurnitureStatic;
//! Total number of frames for the animated furniture
uint16 _numFurnitureAnimatedLen;
//! Current number of frames unpacked
uint16 _numFrames;
//! Last frame number used for person animation
uint16 _personFrames[4];
//! Inventory items
int16 _inventoryItem[4];
uint8 _puzzleAttemptCount;
//! scene counter
int _scene;
Credits *_credits;
Journal *_journal;
QueenEngine *_vm;
};
class LogicDemo : public Logic {
public:
LogicDemo(QueenEngine *vm) : Logic(vm) {}
protected:
bool preChangeRoom();
bool handleSpecialMove(uint16 sm);
};
class LogicInterview : public Logic {
public:
LogicInterview(QueenEngine *vm) : Logic(vm) {}
protected:
bool preChangeRoom();
bool handleSpecialMove(uint16 sm);
};
class LogicGame : public Logic {
public:
LogicGame(QueenEngine *vm) : Logic(vm) {}
protected:
bool preChangeRoom();
bool handleSpecialMove(uint16 sm);
};
} // End of namespace Queen
#endif
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