187 lines
5.1 KiB
C++
187 lines
5.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_KIA_H
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#define BLADERUNNER_KIA_H
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#include "common/str.h"
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#include "graphics/surface.h"
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namespace Common {
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struct KeyState;
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struct Event;
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}
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namespace BladeRunner {
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class BladeRunnerEngine;
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class KIALog;
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class KIAScript;
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class KIASectionBase;
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class KIASectionClues;
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class KIASectionDiagnostic;
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class KIASectionCrimes;
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class KIASectionHelp;
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class KIASectionLoad;
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class KIASectionSettings;
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class KIASectionPogo;
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class KIASectionSave;
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class KIASectionSuspects;
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class Shape;
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class Shapes;
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class UIImagePicker;
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class VQAPlayer;
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enum KIASections {
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kKIASectionNone = 0,
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kKIASectionCrimes = 1,
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kKIASectionSuspects = 2,
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kKIASectionClues = 3,
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kKIASectionSettings = 4,
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kKIASectionHelp = 5,
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kKIASectionSave = 6,
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kKIASectionLoad = 7,
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kKIASectionQuit = 8,
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kKIASectionDiagnostic = 9,
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kKIASectionPogo = 10
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};
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class KIA {
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static const char *kPogo;
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static const int kPlayerActorDialogueQueueCapacity = 31;
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struct ActorDialogueQueueEntry {
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int actorId;
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int sentenceId;
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};
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BladeRunnerEngine *_vm;
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int _transitionId;
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uint32 _playerVqaTimeLast;
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VQAPlayer *_playerVqaPlayer;
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uint32 _playerVqaFrame;
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uint32 _playerVisualizerState;
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int _playerPhotographId;
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Shapes *_playerPhotographs;
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int _playerSliceModelId;
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float _playerSliceModelAngle;
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Graphics::Surface _playerImage;
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uint32 _timeLast;
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ActorDialogueQueueEntry _playerActorDialogueQueue[kPlayerActorDialogueQueueCapacity];
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int _playerActorDialogueQueuePosition;
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int _playerActorDialogueQueueSize;
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int _playerActorDialogueState;
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KIASections _currentSectionId;
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KIASections _lastSectionIdKIA;
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KIASections _lastSectionIdOptions;
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KIASectionBase *_currentSection;
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KIASectionClues *_cluesSection;
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KIASectionCrimes *_crimesSection;
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KIASectionDiagnostic *_diagnosticSection;
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KIASectionHelp *_helpSection;
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KIASectionLoad *_loadSection;
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KIASectionSettings *_settingsSection;
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KIASectionPogo *_pogoSection;
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KIASectionSave *_saveSection;
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KIASectionSuspects *_suspectsSection;
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UIImagePicker *_buttons;
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VQAPlayer *_mainVqaPlayer;
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int _pogoPos;
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public:
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// Indicates when KIA opens after player has died
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// or the game just launched and there are existing saved games to load.
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// In forced open mode, certain KIA tabs are not available,
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// such as the Save Game tab and the Crime Scene, Suspect, Clue database tabs.
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bool _forceOpen;
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KIALog *_log;
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KIAScript *_script;
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Shapes *_shapes;
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Graphics::Surface _thumbnail;
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public:
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KIA(BladeRunnerEngine *vm);
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~KIA();
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void reset();
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void openLastOpened();
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void open(KIASections sectionId);
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bool isOpen() const;
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void tick();
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void resume();
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void handleMouseDown(int mouseX, int mouseY, bool mainButton);
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void handleMouseUp(int mouseX, int mouseY, bool mainButton);
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void handleMouseScroll(int mouseX, int mouseY, int direction); // Added by ScummVM team
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void handleKeyUp(const Common::KeyState &kbd);
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void handleKeyDown(const Common::KeyState &kbd);
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void handleCustomEventStop(const Common::Event &evt);
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void handleCustomEventStart(const Common::Event &evt);
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void playerReset();
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void playActorDialogue(int actorId, int sentenceId);
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void playSliceModel(int sliceModelId);
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void playPhotograph(int photographId);
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void playImage(const Graphics::Surface &image);
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const char *scrambleSuspectsName(const char *name);
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private:
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static void mouseDownCallback(int buttonId, void *callbackData);
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static void mouseUpCallback(int buttonId, void *callbackData);
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static void loopEnded(void *callbackData, int frame, int loopId);
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void init();
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void unload();
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void switchSection(int sectionId);
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void createButtons(int sectionId);
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void buttonClicked(int buttonId);
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const char *getSectionVqaName(int sectionId);
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int getVqaLoopMain(int sectionId);
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int getVqaLoopTransition(int transitionId);
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int getTransitionId(int oldSectionId, int newSectionId);
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void playTransitionSound(int transitionId);
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void playPrivateAddon();
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void playObjectDescription(); // for restored content mode
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};
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} // End of namespace BladeRunner
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#endif
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