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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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 "queen/queen.h"
#include "queen/structs.h"
namespace Queen {
#define MAX_ZONES_NUMBER 32
#define MAX_AREAS_NUMBER 11
#define JOE_RESPONSE_MAX 40
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
};
struct ZoneSlot {
bool valid;
Box box;
};
class Graphics;
class Resource;
class Walk;
class Logic {
public:
Logic(Resource *resource, Graphics *graphics);
~Logic();
uint16 currentRoom();
void currentRoom(uint16 room);
void oldRoom(uint16 room);
ObjectData* objectData(int index);
uint16 roomData(int room);
uint16 objMax(int room);
GraphicData* graphicData(int index);
uint16 findBob(uint16 obj);
uint16 findFrame(uint16 obj);
uint16 objectForPerson(uint16 bobnum); // OBJ_PERSON
WalkOffData *walkOffPointForObject(uint16 obj);
Area *area(int room, int num);
Area *currentRoomArea(int num);
uint16 areaMax(int room);
uint16 currentRoomAreaMax();
uint16 walkOffCount();
WalkOffData *walkOffData(int index);
uint16 joeFacing() { return _joe.facing; }
uint16 joeX() { return _joe.x; }
uint16 joeY() { return _joe.y; }
uint16 joeWalk() { return _joe.walk; }
uint16 joeScale() { return _joe.scale; }
uint16 joePrevFacing() { return _joe.prevFacing; }
void joeFacing(uint16 dir);
void joeX(uint16 x);
void joeY(uint16 y);
void joeWalk(uint16 walk);
void joeScale(uint16 scale);
void joePrevFacing(uint16 dir);
int16 gameState(int index);
void gameState(int index, int16 newValue);
const char *roomName(uint16 roomNum) { return _roomName[roomNum] ; }
const char *objectName(uint16 objNum) { return _objName[objNum]; }
uint16 numFrames() { return _numFrames; }
Language language() { return _resource->getLanguage(); }
void zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void zoneSet(uint16 screen, uint16 zone, const Box& box);
uint16 zoneIn(uint16 screen, uint16 x, uint16 y);
uint16 zoneInArea(uint16 screen, uint16 x, uint16 y);
void zoneClearAll(uint16 screen);
void zoneSetup();
void zoneSetupPanel();
void roomErase();
void roomSetupFurniture(); // SETUP_FURNITURE()
void roomSetupObjects(); // DISP_OBJECTS
uint16 roomRefreshObject(uint16 obj); // REDISP_OBJECT
void roomSetup(const char* room, int comPanel, bool inCutaway);
void roomDisplay(const char* room, RoomDisplayMode mode, uint16 joeScale, int comPanel, bool inCutaway); // DISP_ROOM
uint16 findScale(uint16 x, uint16 y);
int16 entryObj() const { return _entryObj; }
void entryObj(int16 obj) { _entryObj = obj; }
void personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp); // SET_PERSON_DATA
uint16 personSetup(uint16 noun, uint16 curImage); // SETUP_PERSON
uint16 personAllocate(uint16 noun, uint16 curImage); // ALLOCATE_PERSON
uint16 animCreate(uint16 curImage, const Person *person); // CREATE_ANIM
void animErase(uint16 bobNum);
StateDirection findStateDirection(uint16 state); // == FIND_STATE(state, "DIR");
//! SETUP_JOE(), loads the various bobs needed to animate Joe
void joeSetup();
//! SETUP_HERO(), places Joe at the right place when entering a room
ObjectData *joeSetupInRoom(bool autoPosition, uint16 scale);
//! FACE_JOE()
uint16 joeFace();
protected:
bool _textToggle;
bool _speechToggle;
uint8 *_jas;
uint16 _numRooms;
uint16 _currentRoom;
uint16 _oldRoom;
uint16 _newRoom;
uint16 _numNames;
uint16 _numObjects;
uint16 _numDescriptions;
uint16 _numItems;
uint16 _numGraphics;
uint16 _numWalkOffs;
uint16 _numObjDesc;
uint16 _numCmdList; //COM_LIST_MAX
uint16 _numCmdArea; //COM_A_MAX
uint16 _numCmdObject; //COM_O_MAX
uint16 _numCmdInventory; //COM_I_MAX
uint16 _numCmdGameState; //COM_G_MAX
uint16 _numFurniture; //FURN_DATA_MAX
uint16 _numActors; //ACTOR_DATA_MAX
uint16 _numAAnim; //A_ANIM_MAX
uint16 _numAName; //A_NAME_MAX
uint16 _numAFile; //A_FILE_MAX
uint16 _numGraphicAnim; //GRAPHIC_ANIM_MAX
uint16 *_roomData;
uint16 *_sfxName;
int16 *_objMax;
int16 *_areaMax;
Box *_objectBox;
ItemData *_itemData;
GraphicData *_graphicData;
ObjectData *_objectData;
ObjectDescription *_objectDescription;
ActorData *_actorData;
Area (*_area)[MAX_AREAS_NUMBER];
WalkOffData *_walkOffData;
CmdListData *_cmdList;
CmdArea *_cmdArea;
CmdObject *_cmdObject;
CmdInventory *_cmdInventory;
CmdGameState *_cmdGameState;
FurnitureData *_furnitureData;
GraphicAnim *_graphicAnim;
ZoneSlot _zones[2][MAX_ZONES_NUMBER];
uint16 _entryObj;
char **_objDescription; //OBJECT_DESCRstr
char **_objName; //OBJECT_NAMEstr
char **_roomName; //ROOM_NAMEstr
char *_verbName[13]; //VERB_NAMEstr
char *_joeResponse[JOE_RESPONSE_MAX + 1]; //JOE_RESPstr
char **_aAnim; //A_ANIMstr
char **_aName; //A_NAMEstr
char **_aFile; //A_FILEstr
enum {
GAME_STATE_COUNT = 211
};
struct {
uint16 x, y;
uint16 facing, prevFacing;
uint16 walk;
uint16 scale;
} _joe;
int16 _gameState[GAME_STATE_COUNT];
uint16 _numFurnitureAnimated; // FMAXA
uint16 _numFurnitureStatic; // FMAX
uint16 _numFurnitureAnimatedLen; // FMAXLEN
uint16 _numFrames; // FRAMES
uint16 _personFrames[4];
//! contains the animation frames (max 60) to use for a bob (whose number must be < 17)
uint16 _newAnim[17][60];
Resource *_resource;
Graphics *_graphics;
Walk *_walk;
void initialise();
};
} // End of namespace Queen
#endif
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