scummvm/engines/saga/saga.h

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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.
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*
* 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
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* 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.
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*
*/
#ifndef SAGA_H
#define SAGA_H
#include "engines/engine.h"
#include "common/array.h"
#include "common/random.h"
#include "common/memstream.h"
#include "common/textconsole.h"
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#include "saga/gfx.h"
struct ADGameFileDescription;
/**
* This is the namespace of the SAGA engine.
*
* Status of this engine:
*
* This engine contains 2 main engine generations, SAGA and SAGA2
*
* SAGA status: complete
*
* SAGA2 status: in early stages of development, no recent activity. Contact sev
* if you want to work on it, since we have some original source codes.
*
* Games using this engine:
*
* SAGA:
* - Inherit the Earth
* - I Have No Mouth And I Must Scream
*
* SAGA2:
* - Dinotopia
* - Faery Tale Adventure II: Halls of the Dead
*
*/
namespace Saga {
class SndRes;
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class Sound;
class Music;
class Anim;
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class Render;
class IsoMap;
class Gfx;
class Script;
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class Actor;
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class Font;
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class Sprite;
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class Scene;
class Interface;
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class Console;
class Events;
class PalAnim;
class Puzzle;
class Resource;
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class ResourceContext;
// #define SAGA_DEBUG 1 // define for test functions
#define SAGA_IMAGE_DATA_OFFSET 776
#define SAGA_IMAGE_HEADER_LEN 8
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// Note that IHNM has a smaller save title size than ITE
// We allocate the ITE save title size in savegames, to
// preserve savegame backwards compatibility. We only check
// for IHNM's save title during text input
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#define SAVE_TITLE_SIZE 28
#define TITLESIZE 80
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#define IHNM_SAVE_TITLE_SIZE 22
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#define MAX_SAVES 96
#define MAX_FILE_NAME 256
#define ID_NOTHING 0
#define ID_PROTAG 1
#define OBJECT_TYPE_SHIFT 13
#define OBJECT_TYPE_MASK ((1 << OBJECT_TYPE_SHIFT) - 1)
#define IHNM_OBJ_PROFILE 0x4000
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#define memoryError(Place) error("%s Memory allocation error.", Place)
enum ERRORCODE {
FAILURE = -1,
SUCCESS = 0
};
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enum GameIds {
GID_ITE = 0,
GID_IHNM = 1,
GID_DINO = 2,
GID_FTA2 = 3
};
enum GameFileTypes {
// Common
GAME_RESOURCEFILE = 1 << 0, // Game resources
GAME_SCRIPTFILE = 1 << 1, // Game scripts
GAME_SOUNDFILE = 1 << 2, // SFX (also contains voices and MIDI music in SAGA 2 games)
GAME_VOICEFILE = 1 << 3, // Voices (also contains SFX in the ITE floppy version)
// ITE specific
GAME_DIGITALMUSICFILE = 1 << 4, // ITE digital music, added by Wyrmkeep
GAME_MACBINARY = 1 << 5, // ITE Mac CD Guild
GAME_DEMOFILE = 1 << 6, // Early ITE demo
GAME_SWAPENDIAN = 1 << 7, // Used to identify the BE voice file in the ITE combined version
// IHNM specific
GAME_MUSICFILE_FM = 1 << 8, // IHNM
GAME_MUSICFILE_GM = 1 << 9, // IHNM, ITE Mac CD Guild
GAME_PATCHFILE = 1 << 10, // IHNM patch file (patch.re_/patch.res)
// SAGA 2 (Dinotopia, FTA2)
GAME_IMAGEFILE = 1 << 11, // Game images
GAME_OBJRESOURCEFILE = 1 << 12 // Game object data
};
enum GameFeatures {
GF_ITE_FLOPPY = 1 << 0,
#if 0
GF_OLD_ITE_DOS = 1 << 1, // Currently unused
#endif
GF_EXTRA_ITE_CREDITS = 1 << 2,
GF_8BIT_UNSIGNED_PCM = 1 << 3
};
enum VerbTypeIds {
kVerbITENone = 0,
kVerbITEPickUp = 1,
kVerbITELookAt = 2,
kVerbITEWalkTo = 3,
kVerbITETalkTo = 4,
kVerbITEOpen = 5,
kVerbITEClose = 6,
kVerbITEGive = 7,
kVerbITEUse = 8,
kVerbITEOptions = 9,
kVerbITEEnter = 10,
kVerbITELeave = 11,
kVerbITEBegin = 12,
kVerbITEWalkOnly = 13,
kVerbITELookOnly = 14,
kVerbIHNMNone = 0,
kVerbIHNMWalk = 1,
kVerbIHNMLookAt = 2,
kVerbIHNMTake = 3,
kVerbIHNMUse = 4,
kVerbIHNMTalkTo = 5,
kVerbIHNMSwallow = 6,
kVerbIHNMGive = 7,
kVerbIHNMPush = 8,
kVerbIHNMOptions = 9,
kVerbIHNMEnter = 10,
kVerbIHNMLeave = 11,
kVerbIHNMBegin = 12,
kVerbIHNMWalkOnly = 13,
kVerbIHNMLookOnly = 14,
kVerbTypeIdsMax = kVerbITELookOnly + 1
};
enum PanelButtonType {
kPanelButtonVerb = 1 << 0,
kPanelButtonArrow = 1 << 1,
kPanelButtonConverseText = 1 << 2,
kPanelButtonInventory = 1 << 3,
kPanelButtonOption = 1 << 4,
kPanelButtonOptionSlider = 1 << 5,
kPanelButtonOptionSaveFiles = 1 << 6,
kPanelButtonOptionText = 1 << 7,
kPanelButtonQuit = 1 << 8,
kPanelButtonQuitText = 1 << 9,
kPanelButtonLoad = 1 << 10,
kPanelButtonLoadText = 1 << 11,
kPanelButtonSave = 1 << 12,
kPanelButtonSaveText = 1 << 13,
kPanelButtonSaveEdit = 1 << 14,
kPanelButtonProtectText = 1 << 15,
kPanelButtonProtectEdit = 1 << 16,
kPanelAllButtons = 0xFFFFF
};
enum TextStringIds {
kTextPickUp,
kTextLookAt,
kTextWalkTo,
kTextTalkTo,
kTextOpen,
kTextClose,
kTextGive,
kTextUse,
kTextOptions,
kTextTest,
kTextDemo,
kTextHelp,
kTextQuitGame,
kTextFast,
kTextSlow,
kTextOn,
kTextOff,
kTextContinuePlaying,
kTextLoad,
kTextSave,
kTextGameOptions,
kTextReadingSpeed,
kTextMusic,
kTextSound,
kTextCancel,
kTextQuit,
kTextOK,
kTextMid,
kTextClick,
kText10Percent,
kText20Percent,
kText30Percent,
kText40Percent,
kText50Percent,
kText60Percent,
kText70Percent,
kText80Percent,
kText90Percent,
kTextMax,
kTextQuitTheGameQuestion,
kTextLoadSuccessful,
kTextEnterSaveGameName,
kTextGiveTo,
kTextUseWidth,
kTextNewSave,
kTextICantPickup,
kTextNothingSpecial,
kTextNoPlaceToOpen,
kTextNoOpening,
kTextDontKnow,
kTextShowDialog,
kTextEnterProtectAnswer,
kTextVoices,
kTextText,
kTextAudio,
kTextBoth,
kTextLoadSavedGame
};
struct GameResourceDescription {
uint32 sceneLUTResourceId;
uint32 moduleLUTResourceId;
uint32 mainPanelResourceId;
uint32 conversePanelResourceId;
uint32 optionPanelResourceId;
uint32 mainSpritesResourceId;
uint32 mainPanelSpritesResourceId;
uint32 mainStringsResourceId;
// ITE specific resources
uint32 actorsStringsResourceId;
uint32 defaultPortraitsResourceId;
// IHNM specific resources
uint32 optionPanelSpritesResourceId;
uint32 warningPanelResourceId;
uint32 warningPanelSpritesResourceId;
uint32 psychicProfileResourceId;
};
struct GameFontDescription {
uint32 fontResourceId;
};
struct GameDisplayInfo;
struct GamePatchDescription {
const char *fileName;
uint16 fileType;
uint32 resourceId;
};
struct SAGAGameDescription;
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enum GameObjectTypes {
kGameObjectNone = 0,
kGameObjectActor = 1,
kGameObjectObject = 2,
kGameObjectHitZone = 3,
kGameObjectStepZone = 4
};
enum ScriptTimings {
kScriptTimeTicksPerSecond = (728L/10L),
kScriptTimeTicksPerSecondIHNM = 72,
kRepeatSpeedTicks = (728L/10L)/3,
kNormalFadeDuration = 320, // 64 steps, 5 msec each
kQuickFadeDuration = 64, // 64 steps, 1 msec each
kPuzzleHintTime = 30000000L // 30 secs. used in timer
};
enum Directions {
kDirUp = 0,
kDirUpRight = 1,
kDirRight = 2,
kDirDownRight = 3,
kDirDown = 4,
kDirDownLeft = 5,
kDirLeft = 6,
kDirUpLeft = 7
};
enum HitZoneFlags {
kHitZoneEnabled = (1 << 0), // Zone is enabled
kHitZoneExit = (1 << 1), // Causes char to exit
// The following flag causes the zone to act differently.
// When the actor hits the zone, it will immediately begin walking
// in the specified direction, and the actual specified effect of
// the zone will be delayed until the actor leaves the zone.
kHitZoneAutoWalk = (1 << 2),
// When set on a hit zone, this causes the character not to walk
// to the object (but they will look at it).
kHitZoneNoWalk = (1 << 2),
// zone activates only when character stops walking
kHitZoneTerminus = (1 << 3),
// Hit zones only - when the zone is clicked on it projects the
// click point downwards from the middle of the zone until it
// reaches the lowest point in the zone.
kHitZoneProject = (1 << 3)
};
struct ImageHeader {
int width;
int height;
};
struct StringsTable {
Common::Array<char> buffer;
Common::Array<char *> strings;
const char *getString(uint index) const {
if (strings.size() <= index) {
// This occurs at the end of Ted's chapter, right after the ending cutscene
warning("StringsTable::getString wrong index 0x%X (%d)", index, strings.size());
return "";
}
return strings[index];
}
void clear() {
strings.clear();
buffer.clear();
}
};
typedef Common::Array<Point> PointList;
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enum ColorId {
kITEColorTransBlack = 0x00,
kITEColorBrightWhite = 0x01,
kITEColorWhite = 0x02,
kITEColorLightGrey = 0x04,
kITEColorGrey = 0x0a,
kITEColorDarkGrey = 0x0b,
kITEColorDarkGrey0C = 0x0C,
kITEColorBlack = 0x0f,
kITEColorRed = 0x65,
kITEColorDarkBlue8a = 0x8a,
kITEColorBlue89 = 0x89,
kITEColorLightBlue92 = 0x92,
kITEColorBlue = 0x93,
kITEColorLightBlue94 = 0x94,
kITEColorLightBlue96 = 0x96,
kITEColorGreen = 0xba,
kIHNMColorPortrait = 0xfe
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};
enum KnownColor {
kKnownColorTransparent,
kKnownColorBrightWhite,
kKnownColorWhite,
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kKnownColorBlack,
kKnownColorSubtitleTextColor,
kKnownColorVerbText,
kKnownColorVerbTextShadow,
kKnownColorVerbTextActive
};
struct SaveFileData {
char name[SAVE_TITLE_SIZE];
uint slotNumber;
};
struct SaveGameHeader {
uint32 type;
uint32 size;
uint32 version;
char name[SAVE_TITLE_SIZE];
};
inline int objectTypeId(uint16 objectId) {
return objectId >> OBJECT_TYPE_SHIFT;
}
inline int objectIdToIndex(uint16 objectId) {
return OBJECT_TYPE_MASK & objectId;
}
inline uint16 objectIndexToId(int type, int index) {
return (type << OBJECT_TYPE_SHIFT) | (OBJECT_TYPE_MASK & index);
}
class ByteArray : public Common::Array<byte> {
public:
/**
* Return a pointer to the start of the buffer underlying this byte array,
* or NULL if the buffer is empty.
*/
byte *getBuffer() {
return empty() ? NULL : &front();
}
const byte *getBuffer() const {
return empty() ? NULL : &front();
}
void assign(const ByteArray &src) {
resize(src.size());
if (!empty()) {
memcpy(&front(), &src.front(), size());
}
}
};
class ByteArrayReadStreamEndian : public Common::MemoryReadStreamEndian {
public:
ByteArrayReadStreamEndian(const ByteArray & byteArray, bool bigEndian = false)
: Common::MemoryReadStreamEndian(byteArray.getBuffer(), byteArray.size(), bigEndian) {
}
};
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class SagaEngine : public Engine {
friend class Scene;
public:
// Engine APIs
virtual Common::Error run();
bool hasFeature(EngineFeature f) const;
void syncSoundSettings();
void pauseEngineIntern(bool pause);
GUI::Debugger *getDebugger();
SagaEngine(OSystem *syst, const SAGAGameDescription *gameDesc);
~SagaEngine();
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void save(const char *fileName, const char *saveName);
void load(const char *fileName);
uint32 getCurrentLoadVersion() const {
return _saveHeader.version;
}
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void fillSaveList();
char *calcSaveFileName(uint slotNumber);
SaveFileData *getSaveFile(uint idx);
uint getNewSaveSlotNumber() const;
bool locateSaveFile(char *saveName, uint &titleNumber);
bool isSaveListFull() const {
return _saveFilesCount == MAX_SAVES;
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}
uint getSaveFilesCount() const {
return isSaveListFull() ? _saveFilesCount : _saveFilesCount + 1;
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}
bool isIHNMDemo() const { return _isIHNMDemo; }
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int16 _framesEsc;
uint32 _globalFlags;
int16 _ethicsPoints[8];
int _spiritualBarometer;
int _soundVolume;
int _musicVolume;
int _speechVolume;
bool _subtitlesEnabled;
bool _voicesEnabled;
bool _voiceFilesExist;
int _readingSpeed;
bool _copyProtection;
bool _musicWasPlaying;
bool _isIHNMDemo;
bool _hasITESceneSubstitutes;
SndRes *_sndRes;
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Sound *_sound;
Music *_music;
Anim *_anim;
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Render *_render;
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IsoMap *_isoMap;
Gfx *_gfx;
Script *_script;
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Actor *_actor;
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Font *_font;
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Sprite *_sprite;
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Scene *_scene;
Interface *_interface;
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Console *_console;
Events *_events;
PalAnim *_palanim;
Puzzle *_puzzle;
Resource *_resource;
// Random number generator
Common::RandomSource _rnd;
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private:
bool decodeBGImageRLE(const byte *inbuf, size_t inbuf_len, ByteArray &outbuf);
void flipImage(byte *imageBuffer, int columns, int scanlines);
void unbankBGImage(byte *dest_buf, const byte *src_buf, int columns, int scanlines);
uint32 _previousTicks;
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public:
bool decodeBGImage(const ByteArray &imageData, ByteArray &outputBuffer, int *w, int *h, bool flip = false);
const byte *getImagePal(const ByteArray &imageData) {
if (imageData.size() <= SAGA_IMAGE_HEADER_LEN) {
return NULL;
}
return &imageData.front() + SAGA_IMAGE_HEADER_LEN;
}
void loadStrings(StringsTable &stringsTable, const ByteArray &stringsData);
const char *getObjectName(uint16 objectId) const;
public:
int processInput();
Point mousePos() const;
int getMouseClickCount() const {
return _mouseClickCount;
}
void incrementMouseClickCount() {
_mouseClickCount++;
}
void resetMouseClickCount() {
_mouseClickCount = 0;
}
bool leftMouseButtonPressed() const {
return _leftMouseButtonPressed;
}
bool rightMouseButtonPressed() const {
return _rightMouseButtonPressed;
}
bool mouseButtonPressed() const {
return _leftMouseButtonPressed || _rightMouseButtonPressed;
}
inline int ticksToMSec(int tick) const {
if (getGameId() == GID_ITE)
return tick * 1000 / kScriptTimeTicksPerSecond;
else
return tick * 1000 / kScriptTimeTicksPerSecondIHNM;
}
private:
uint _saveFilesCount;
SaveFileData _saveFiles[MAX_SAVES];
SaveGameHeader _saveHeader;
bool _leftMouseButtonPressed;
bool _rightMouseButtonPressed;
int _mouseClickCount;
//current game description
int _gameNumber;
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const SAGAGameDescription *_gameDescription;
Common::String _gameTitle;
Common::Rect _displayClip;
public:
int32 _frameCount;
public:
bool initGame();
bool isBigEndian() const;
bool isMacResources() const;
bool isSaga2() const { return getGameId() == GID_DINO || getGameId() == GID_FTA2; }
const GameResourceDescription *getResourceDescription() const;
const GameFontDescription *getFontDescription(int index) const;
int getFontsCount() const;
int getGameId() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
int getGameNumber() const;
int getStartSceneNumber() const;
const GamePatchDescription *getPatchDescriptions() const;
const ADGameFileDescription *getFilesDescriptions() const;
const Common::Rect &getDisplayClip() const { return _displayClip;}
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const GameDisplayInfo &getDisplayInfo();
const char *getTextString(int textStringId);
void getExcuseInfo(int verb, const char *&textString, int &soundResourceId);
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private:
public:
ColorId KnownColor2ColorId(KnownColor knownColor);
void setTalkspeed(int talkspeed);
int getTalkspeed() const;
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};
} // End of namespace Saga
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#endif