/* 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 3 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, see .
*
*/
#ifndef SCUMM_SCUMM_H
#define SCUMM_SCUMM_H
#include "engines/engine.h"
#include "common/endian.h"
#include "common/events.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/keyboard.h"
#include "common/mutex.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/rendermode.h"
#include "common/serializer.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "graphics/surface.h"
#include "graphics/sjis.h"
#include "graphics/palette.h"
#include "scumm/gfx.h"
#include "scumm/detection.h"
#include "scumm/script.h"
#ifdef __DS__
/* This disables the dual layer mode which is used in FM-Towns versions
* of SCUMM games and which emulates the behavior of the original code.
* The only purpose is code size reduction for certain backends.
* SCUMM 3 (FM-Towns) games will run in English in normal (DOS VGA) mode,
* which should work just fine in most situations. Some glitches might
* occur. Japanese mode and SCUMM 5 FM-Towns games will not work without
* dual layer (and 16 bit color) support.
*/
#define DISABLE_TOWNS_DUAL_LAYER_MODE
#endif
namespace GUI {
class Dialog;
}
using GUI::Dialog;
namespace Common {
class SeekableReadStream;
class WriteStream;
class SeekableWriteStream;
}
namespace Graphics {
class FontSJIS;
}
/**
* This is the namespace of the SCUMM engine.
*
* Status of this engine:
* Complete support for all SCUMM based LucasArts adventures.
* Complete support for many Humongous Entertainment games,
* but for some of the newer ones, this is still work in progress.
*
* Games using this engine:
* - Classic 2D LucasArts adventures
* - numerous Humongous Entertainment games
*/
namespace Scumm {
class Actor;
class BaseCostumeLoader;
class BaseCostumeRenderer;
class BaseScummFile;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class MacGui;
class MusicEngine;
class Player_Towns;
class ScummEngine;
class ScummDebugger;
class Sound;
class Localizer;
class GlyphRenderer_v7;
struct Box;
struct BoxCoords;
struct FindObjectInRoom;
// Use g_scumm from error() ONLY
extern ScummEngine *g_scumm;
/* System Wide Constants */
enum {
NUM_SENTENCE = 6,
NUM_SHADOW_PALETTE = 8
};
/* SCUMM Debug Channels */
void debugC(int level, MSVC_PRINTF const char *s, ...) GCC_PRINTF(2, 3);
enum {
DEBUG_GENERAL = 1 << 0, // General debug
DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause)
DEBUG_OPCODES = 1 << 3, // Track opcode invocations
DEBUG_VARS = 1 << 4, // Track variable changes
DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation
DEBUG_IMUSE = 1 << 6, // Track iMUSE events
DEBUG_SOUND = 1 << 7, // General Sound Debug
DEBUG_ACTORS = 1 << 8, // General Actor Debug
DEBUG_INSANE = 1 << 9, // Track INSANE
DEBUG_SMUSH = 1 << 10, // Track SMUSH
DEBUG_MOONBASE_AI = 1 << 11, // Moonbase AI
DEBUG_NETWORK = 1 << 12 // Track Networking
};
struct VerbSlot;
struct ObjectData;
enum {
/**
* Lighting flag that indicates whether the normal palette, or the 'dark'
* palette shall be used to draw actors.
* Apparently only used in very old games (so far only NESCostumeRenderer
* checks it).
*/
LIGHTMODE_actor_use_base_palette = 1 << 0,
/**
* Lighting flag that indicates whether the room is currently lit. Normally
* always on. Used for rooms in which the light can be switched "off".
*/
LIGHTMODE_room_lights_on = 1 << 1,
/**
* Lighting flag that indicates whether a flashlight like device is active.
* Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
* follows the mouse). Only has any effect if the room lights are off.
*/
LIGHTMODE_flashlight_on = 1 << 2,
/**
* Lighting flag that indicates whether actors are to be drawn with their
* own custom palette, or using a fixed 'dark' palette. This is the
* modern successor of LIGHTMODE_actor_use_base_palette.
* Note: It is tempting to 'merge' these two flags, but since flags can
* check their values, this is probably not a good idea.
*/
LIGHTMODE_actor_use_colors = 1 << 3
//
};
enum {
MBS_LEFT_CLICK = 0x8000,
MBS_RIGHT_CLICK = 0x4000,
MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
MBS_MAX_KEY = 0x0200
};
struct SentenceTab {
byte verb;
byte preposition;
uint16 objectA;
uint16 objectB;
uint8 freezeCount;
};
struct StringSlot {
int16 xpos;
int16 ypos;
int16 right;
int16 height;
byte color;
byte charset;
bool center;
bool overhead;
bool no_talk_anim;
bool wrapping;
};
struct StringTab : StringSlot {
// The 'default' values for this string slot. This is used so that the
// string slot can temporarily be set to different values, and then be
// easily reset to a previously set default.
StringSlot _default;
void saveDefault() {
StringSlot &s = *this;
_default = s;
}
void loadDefault() {
StringSlot &s = *this;
s = _default;
}
};
struct ScummEngine_v0_Delays {
bool _screenScroll;
uint _objectRedrawCount;
uint _objectStripRedrawCount;
uint _actorRedrawCount;
uint _actorLimbRedrawDrawCount;
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
struct SaveStateMetaInfos {
uint32 date;
uint16 time;
uint32 playtime;
};
enum UserStates {
USERSTATE_SET_FREEZE = 0x01, // freeze scripts if USERSTATE_FREEZE_ON is set, unfreeze otherwise
USERSTATE_SET_CURSOR = 0x02, // shows cursor if USERSTATE_CURSOR_ON is set, hides it otherwise
USERSTATE_SET_IFACE = 0x04, // change user-interface (sentence-line, inventory, verb-area)
USERSTATE_FREEZE_ON = 0x08, // only interpreted if USERSTATE_SET_FREEZE is set
USERSTATE_CURSOR_ON = 0x10, // only interpreted if USERSTATE_SET_CURSOR is set
USERSTATE_IFACE_SENTENCE = 0x20, // only interpreted if USERSTATE_SET_IFACE is set
USERSTATE_IFACE_INVENTORY = 0x40, // only interpreted if USERSTATE_SET_IFACE is set
USERSTATE_IFACE_VERBS = 0x80 // only interpreted if USERSTATE_SET_IFACE is set
};
#define USERSTATE_IFACE_ALL (USERSTATE_IFACE_SENTENCE | USERSTATE_IFACE_INVENTORY | USERSTATE_IFACE_VERBS)
/**
* A list of resource types.
* WARNING: Do not change the order of these, as the savegame format relies
* on it; any change made here will break savegame compatibility!
*/
enum ResType {
rtInvalid = 0,
rtFirst = 1,
rtRoom = 1,
rtScript = 2,
rtCostume = 3,
rtSound = 4,
rtInventory = 5,
rtCharset = 6,
rtString = 7,
rtVerb = 8,
rtActorName = 9,
rtBuffer = 10,
rtScaleTable = 11,
rtTemp = 12,
rtFlObject = 13,
rtMatrix = 14,
rtBox = 15,
rtObjectName = 16,
rtRoomScripts = 17,
rtRoomImage = 18,
rtImage = 19,
rtTalkie = 20,
rtSpoolBuffer = 21,
rtLast = 21
};
typedef uint16 ResId;
class ResourceManager;
/**
* DOS Programmable Interval Timer constants.
*
* The SCUMM engine (v1-v7, DOS) timer ticks are based on the jiffy unit (roughly 60Hz).
* Well, if we want to be pedantic about it, it operates on quarter jiffies (240Hz),
* a rate at which several screen effects are updated; but still, this value is divided
* by 4 in the main game loop in order for it to operate on whole jiffies.
* In order to obtain this behavior, the PIT is programmed to operate at roughly 240Hz,
* though these timings change from version to version (or game by game, for v6).
*
* Glossary:
* - Base frequency: this is the frequency at which the Intel 8253/54 PIT
* operates, namely obtained with the formula 105/88, which
* yields 1.193181818... MHz. We are storing it in Hz;
*
* - Divisor: the base frequency in DOS is not used as-is, but it is instead
* divided by a customizable divisor which can range between
* 0 and (2^16-1), where 0 is a shortcut for 2^16. This operation
* yields the custom frequency at which our custom interrupt
* gets called (hence "Programmable");
*
* - Orchestrator: starting from SCUMM v5, games started using iMUSE, and apparently
* needed a more precise timing handling; this led to the introduction
* of a main orchestrator timer (which then handled the execution of
other sub-timers), whose divisor (4096) was set up in the IMS
* drivers up until v7, in which the divisor (3977) was set up in the
* executable as a part of the INSANE orchestration;
*
* - Sub-timer: custom made timers, operating under an orchestrator; in the macros
* below, "INC" refers to the increment of an accumulator which gets
* updated at each iteration of the orchestrator interrupt; "THRESH"
* refers to a threshold value of the aforementioned accumulator,
* beyond which the accumulator is decremented by the threshold value,
* and the interrupt of the sub-timer gets executed (e.g. the values
* below mainly refer to the interrupt which increments the SCUMM
* quarter frame counter.
*
* All the values below are presented as doubles, so to safely yield fractional results.
*/
#define PIT_BASE_FREQUENCY 1193182.0 // In Hz
#define PIT_V1_DIVISOR 65536.0
#define PIT_V2_4_DIVISOR 5041.0
#define PIT_V5_6_ORCHESTRATOR_DIVISOR 4096.0
#define PIT_V5_6_SUBTIMER_INC 3433.0
#define PIT_V5_SUBTIMER_THRESH 4167.0
#define PIT_V6_SAMNMAX_SUBTIMER_THRESH 4167.0
#define PIT_V6_DOTT_SUBTIMER_THRESH 4237.0
#define PIT_V7_ORCHESTRATOR_DIVISOR 3977.0
#define PIT_V7_SUBTIMER_INC 3977.0
#define PIT_V7_SUBTIMER_THRESH 4971.0
#define LOOM_STEAM_CDDA_RATE 240.0
/**
* Amiga timing constants.
*
* Amiga versions of SCUMM games update the game timer at every
* V-Blank interrupt, incrementing it by 4 each time (which means
* a full frame/jiffie). The shake timer is instead updated every
* other V-Blank interrupt, so 8 quarter frames (2 frames/jiffies)
* at a time.
*
* The base rate is 50Hz for PAL systems and 60Hz for NTSC systems.
* We're converting it in a quarter frame frequency.
*/
#define AMIGA_NTSC_VBLANK_RATE 240.0
#define AMIGA_PAL_VBLANK_RATE 200.0
/**
* Game saving/loading outcome codes
*/
#define GAME_PROPER_SAVE 201
#define GAME_FAILED_SAVE 202
#define GAME_PROPER_LOAD 203
#define GAME_FAILED_LOAD 204
/**
* GUI defines and enums.
*/
#define GUI_PAGE_MAIN 0
#define GUI_PAGE_SAVE 1
#define GUI_PAGE_LOAD 2
#define GUI_PAGE_RESTART 3 // Sega CD
#define GUI_PAGE_CODE_CONFIRM 4 // Sega CD
#define GUI_PAGE_INVALID_CODE 5 // Sega CD
#define GUI_CTRL_FIRST_SG 1
#define GUI_CTRL_LAST_SG 9
#define GUI_CTRL_SAVE_BUTTON 10
#define GUI_CTRL_LOAD_BUTTON 11
#define GUI_CTRL_PLAY_BUTTON 12
#define GUI_CTRL_QUIT_BUTTON 13
#define GUI_CTRL_OK_BUTTON 14
#define GUI_CTRL_CANCEL_BUTTON 15
#define GUI_CTRL_ARROW_UP_BUTTON 16
#define GUI_CTRL_ARROW_DOWN_BUTTON 17
#define GUI_CTRL_PATH_BUTTON 18
#define GUI_CTRL_MUSIC_SLIDER 19
#define GUI_CTRL_SPEECH_SLIDER 20
#define GUI_CTRL_SFX_SLIDER 21
#define GUI_CTRL_TEXT_SPEED_SLIDER 22
#define GUI_CTRL_DISPLAY_TEXT_CHECKBOX 23
#define GUI_CTRL_SPOOLED_MUSIC_CHECKBOX 24
#define GUI_CTRL_OUTER_BOX 26
#define GUI_CTRL_INNER_BOX 27
// Sega CD
#define GUI_CTRL_NUMPAD_1 1
#define GUI_CTRL_NUMPAD_2 2
#define GUI_CTRL_NUMPAD_3 3
#define GUI_CTRL_NUMPAD_4 4
#define GUI_CTRL_NUMPAD_5 5
#define GUI_CTRL_NUMPAD_6 6
#define GUI_CTRL_NUMPAD_7 7
#define GUI_CTRL_NUMPAD_8 8
#define GUI_CTRL_NUMPAD_9 9
#define GUI_CTRL_NUMPAD_0 10
#define GUI_CTRL_RESTART_BUTTON 13
#define GUI_CTRL_ARROW_LEFT_BUTTON 16
#define GUI_CTRL_ARROW_RIGHT_BUTTON 17
#define GUI_CTRL_NUMPAD_BACK 23
enum GUIString {
gsPause = 0,
gsVersion = 1,
gsTextSpeedSlider = 2,
gsRestart = 3,
gsQuitPrompt = 4,
gsSave = 5,
gsLoad = 6,
gsPlay = 7,
gsCancel = 8,
gsQuit = 9,
gsOK = 10,
gsMustName = 11,
gsGameNotSaved = 12,
gsGameNotLoaded = 13,
gsSaving = 14,
gsLoading = 15,
gsNamePrompt = 16,
gsSelectLoadPrompt = 17,
gsReplacePrompt = 18,
gsYes = 20,
gsNo = 21,
gsIMuseBuffer = 22,
gsVoiceAndText = 23,
gsTextDisplayOnly = 24,
gsVoiceOnly = 25,
gsYesKey = 26,
gsMusicVolumeSlider = 27,
gsVoiceVolumeSlider = 28,
gsSfxVolumeSlider = 29,
gsHeap = 30,
gsSavePath = 31,
gsTitle = 32,
gsDisabled = 33,
gsMusic = 34,
gsVoice = 35,
gsSfx = 36,
gsTextSpeed = 37,
gsDisplayText = 38,
gsSpooledMusic = 39,
gsInsertSaveDisk = 40,
gsSnapOn = 41,
gsSnapOff = 42,
gsRecalJoystick = 43,
gsMouseMode = 44,
gsMouseOn = 45,
gsMouseOff = 46,
gsJoystickOn = 47,
gsJoystickOff = 48,
gsSoundsOn = 49,
gsSoundsOff = 50,
gsVGAMode = 51,
gsEGAMode = 52,
gsCGAMode = 53,
gsHerculesMode = 54,
gsTandyMode = 55,
gsCurrentPasscode = 56,
gsEnterPasscode = 57,
gsConfirmPasscode = 58,
gsInvalidPasscode = 59,
gsSlowFast = 60,
gsRestartGame = 61,
gsHeapExt = 62,
};
struct InternalGUIControl {
int relativeCenterX;
int relativeCenterY;
int xPos;
int yPos;
int normalFillColor;
int topLineColor;
int bottomLineColor;
int leftLineColor;
int rightLineColor;
int normalTextColor;
int highlightedTextColor;
int highlightedFillColor;
bool centerText;
Common::String label;
bool doubleLinesFlag;
};
enum ScummAction {
kScummActionNone,
kScummActionInsaneDownLeft,
kScummActionInsaneDown,
kScummActionInsaneDownRight,
kScummActionInsaneLeft,
kScummActionInsaneRight,
kScummActionInsaneUpLeft,
kScummActionInsaneUp,
kScummActionInsaneUpRight,
kScummActionInsaneAttack,
kScummActionInsaneSwitch,
kScummActionInsaneCheat,
kScummActionCount
};
extern const char *const insaneKeymapId;
/**
* Base class for all SCUMM engines.
*/
class ScummEngine : public Engine, public Common::Serializable {
friend class ScummDebugger;
friend class CharsetRenderer;
friend class CharsetRendererClassic;
friend class CharsetRendererTownsClassic;
friend class ResourceManager;
friend class MacGuiImpl;
friend class MacIndy3Gui;
friend class MacLoomGui;
public:
/* Put often used variables at the top.
* That results in a shorter form of the opcode
* on some architectures. */
IMuse *_imuse = nullptr;
IMuseDigital *_imuseDigital = nullptr;
MusicEngine *_musicEngine = nullptr;
Player_Towns *_townsPlayer = nullptr;
Sound *_sound = nullptr;
VerbSlot *_verbs = nullptr;
ObjectData *_objs = nullptr;
// Core variables
GameSettings _game;
uint8 _gameMD5[16];
/** Random number generator */
Common::RandomSource _rnd;
/** Graphics manager */
Gdi *_gdi = nullptr;
/** Central resource data. */
ResourceManager *_res = nullptr;
int _insideCreateResource = 0; // Counter for HE sound
int32 _activeEnhancements = kEnhGameBreakingBugFixes;
bool _useOriginalGUI = true;
bool _enableAudioOverride = false;
bool _enableCOMISong = false;
bool _isAmigaPALSystem = false;
bool _quitFromScriptCmd = false;
bool _isHE995 = false;
Common::Keymap *_insaneKeymap;
protected:
VirtualMachineState vm;
bool _oldSoundsPaused = false;
public:
// Constructor / Destructor
ScummEngine(OSystem *syst, const DetectorResult &dr);
~ScummEngine() override;
// Engine APIs
Common::Error init();
Common::Error go();
Common::Error run() override {
Common::Error err;
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
void errorString(const char *buf_input, char *buf_output, int buf_output_size) override;
bool hasFeature(EngineFeature f) const override;
bool enhancementEnabled(int32 cls);
void syncSoundSettings() override;
Common::Error loadGameState(int slot) override;
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
void pauseEngineIntern(bool pause) override;
protected:
virtual void setupScumm(const Common::Path &macResourceFile);
virtual void resetScumm();
virtual void setupScummVars();
virtual void resetScummVars();
void setVideoModeVarToCurrentConfig();
void setSoundCardVarToCurrentConfig();
void setupCharsetRenderer(const Common::Path &macFontFile);
void setupCostumeRenderer();
virtual void loadLanguageBundle();
void loadCJKFont();
void loadKorFont();
void setupMusic(int midi);
void setTalkSpeed(int talkspeed);
int getTalkSpeed();
// Scumm main loop & helper functions.
virtual void scummLoop(int delta);
virtual void scummLoop_updateScummVars();
virtual void scummLoop_handleSaveLoad();
virtual void scummLoop_handleDrawing();
virtual void scummLoop_handleActors() = 0;
virtual void scummLoop_handleEffects();
virtual void scummLoop_handleSound();
virtual void runBootscript();
virtual void terminateSaveMenuScript() {};
// Event handling
public:
void parseEvents(); // Used by IMuseDigital::startSound
protected:
virtual void parseEvent(Common::Event event);
void waitForTimer(int quarterFrames, bool freezeMacGui = false);
uint32 _lastWaitTime;
void setTimerAndShakeFrequency();
/**
* Represents fractional milliseconds by decomposing the passed
* value into integral and fractional parts, then incrementing the
* integer part as needed on subsequent function calls.
*/
uint32 getIntegralTime(double fMsecs);
double _msecFractParts = 0.0;
virtual void processInput();
virtual void processKeyboard(Common::KeyState lastKeyHit);
virtual void clearClickedStatus();
// Cursor/palette
virtual void updateCursor();
virtual void animateCursor() {}
virtual void updatePalette();
virtual void setDefaultCursor() {};
virtual void setCursorTransparency(int a) {};
virtual void resetCursors() {}
virtual void setCursorHotspot(int x, int y) {}
virtual void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch, bool preventScale = false) {}
public:
void pauseGame();
void restart();
bool isUsingOriginalGUI();
bool isMessageBannerActive(); // For Indy4 Jap character shadows
bool _isIndy4Jap = false;
protected:
Dialog *_pauseDialog = nullptr;
Dialog *_messageDialog = nullptr;
Dialog *_versionDialog = nullptr;
void confirmExitDialog();
void confirmRestartDialog();
void pauseDialog();
void messageDialog(const Common::U32String &message);
void versionDialog();
// Original GUI
int32 _bannerColors[50]; // Colors for the original GUI
byte *_bannerMem = nullptr;
uint32 _bannerMemSize = 0;
int _bannerSaveYStart = 0;
bool _messageBannerActive = false;
bool _comiQuitMenuIsOpen = false;
bool _closeBannerAndQueryQuitFlag = false;
// The followings are needed for MI1 FM-Towns
byte *_textSurfBannerMem = nullptr;
uint32 _textSurfBannerMemSize = 0;
InternalGUIControl _internalGUIControls[30];
// Special GUI strings
const char _emptyMsg[1] = {'\0'};
const char _uncheckedBox[2] = {' ', '\0'};
const char _checkedBox[2] = {'x', '\0'};
const char _arrowUp[2] = {'\x18', '\0'};
const char _arrowDown[2] = {'\x19', '\0'};
const char _arrowLeft[2] = {'\x3c', '\0'};
const char _arrowRight[2] = {'\x3d', '\0'};
Common::StringArray _savegameNames;
int _menuPage = 0;
int _mainMenuSavegameLabel = 1;
int _curDisplayedSaveSlotPage = 0;
int _firstSaveStateOfList = 0; // For LOOM VGA
bool _mainMenuIsActive = false;
bool _quitByGUIPrompt = false;
char _mainMenuMusicSlider[17];
char _mainMenuSpeechSlider[17];
char _mainMenuSfxSlider[17];
char _mainMenuTextSpeedSlider[17];
char _mainMenuSegaCDPasscode[5];
int _spooledMusicIsToBeEnabled = 1;
int _saveScriptParam = 0;
int _guiCursorAnimCounter = 0;
int _v5VoiceMode = 0;
// Fake flags just for sub v5 GUIs
int _internalSpeakerSoundsAreOn = 1;
int _guiMouseFlag = 1;
int _guiJoystickFlag = 1;
bool _mixerMutedByGUI = false;
Graphics::Surface _savegameThumbnail;
byte *_tempTextSurface = nullptr;
byte *_tempMainSurface = nullptr;
byte *_tempVerbSurface = nullptr;
bool _postGUICharMask = false;
// Saved cursor pre and post GUI
byte *_curGrabbedCursor = nullptr;
int8 _oldCursorState = 0;
int _curCursorState = 0;
int _curCursorWidth = 0;
int _curCursorHeight = 0;
int _curCursorHotspotX = 0;
int _curCursorHotspotY = 0;
virtual void setSnailCursor() {}
void initBanners();
Common::KeyState showBannerAndPause(int bannerId, int32 waitTime, const char *msg, ...);
Common::KeyState showOldStyleBannerAndPause(const char *msg, int color, int32 waitTime);
Common::KeyState printMessageAndPause(const char *msg, int color, int32 waitTime, bool drawOnSentenceLine);
void clearBanner();
void setBannerColors(int bannerId, byte r, byte g, byte b);
virtual int getBannerColor(int bannerId);
void setUpInternalGUIControl(int id, int normalFillColor, int normalTextColor,
int topLineColor, int bottomLineColor, int leftLineColor, int rightLineColor,
int highlightedTextColor, int highlightedFillColor,
int anchorPointX, int anchorPointY, int x, int y, const char *label, bool centerFlag, bool unknownFlag);
void drawInternalGUIControl(int id, bool highlightColor);
int getInternalGUIControlFromCoordinates(int x, int y);
virtual bool isSmushActive() { return false; }
virtual bool isInsaneActive() { return false; }
virtual void queryQuit(bool returnToLauncher);
virtual void queryRestart();
virtual const char *getGUIString(int stringId);
void waitForBannerInput(int32 waitTime, Common::KeyState &ks, bool &leftBtnClicked, bool &rightBtnClicked, bool handleMouseWheel = false);
virtual int getGUIStringHeight(const char *str);
virtual int getGUIStringWidth(const char *str);
virtual void drawGUIText(const char *buttonString, Common::Rect *clipRect, int textXPos, int textYPos, int textColor, bool centerFlag);
void getSliderString(int stringId, int value, char *sliderString, int size);
virtual int getMusicVolume();
virtual int getSpeechVolume();
virtual int getSFXVolume();
virtual void setMusicVolume(int volume);
virtual void setSpeechVolume(int volume);
virtual void setSFXVolume(int volume);
virtual void toggleVoiceMode();
virtual void handleLoadDuringSmush() {}
virtual void setSkipVideo(int value) {}
void showMainMenu();
virtual void setUpMainMenuControls();
void setUpMainMenuControlsSegaCD();
void setUpMainMenuControlsIndy4Jap();
void drawMainMenuControls();
void drawMainMenuControlsSegaCD();
void updateMainMenuControls();
void updateMainMenuControlsSegaCD();
void drawMainMenuTitle(const char *title);
bool executeMainMenuOperation(int op, int mouseX, int mouseY, bool &hasLoadedState);
bool executeMainMenuOperationSegaCD(int op, int mouseX, int mouseY, bool &hasLoadedState);
bool shouldHighlightLabelAndWait(int clickedControl);
void fillSavegameLabels();
bool canWriteGame(int slotId);
bool userWriteLabelRoutine(Common::KeyState &ks, bool &leftMsClicked, bool &rightMsClicked);
void saveCursorPreMenu();
void restoreCursorPostMenu();
void saveSurfacesPreGUI();
void restoreSurfacesPostGUI();
void showDraftsInventory();
void setUpDraftsInventory();
void drawDraftsInventory();
public:
char displayMessage(const char *altButton, MSVC_PRINTF const char *message, ...) GCC_PRINTF(3, 4);
bool displayMessageYesNo(MSVC_PRINTF const char *message, ...) GCC_PRINTF(2, 3);
protected:
byte _fastMode = 0;
byte _numActors = 0;
Actor **_actors = nullptr; // Has _numActors elements
Actor **_sortedActors = nullptr;
byte *_arraySlot = nullptr;
uint16 *_inventory = nullptr;
uint16 *_newNames = nullptr;
public:
// VAR is a wrapper around scummVar, which attempts to include additional
// useful information should an illegal var access be detected.
#define VAR(x) scummVar(x, #x, __FILE__, __LINE__)
int32& scummVar(byte var, const char *varName, const char *file, int line) {
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
int32 scummVar(byte var, const char *varName, const char *file, int line) const {
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
protected:
int16 _varwatch = 0;
int32 *_roomVars = nullptr;
int32 *_scummVars = nullptr;
byte *_bitVars = nullptr;
/* Global resource tables */
int _numVariables = 0;
int _numBitVariables = 0;
int _numLocalObjects = 0;
int _numGlobalObjects = 0;
int _numArray = 0;
int _numVerbs = 0;
int _numFlObject = 0;
int _numInventory = 0;
int _numNewNames = 0;
int _numGlobalScripts = 0;
int _numRoomVariables = 0;
int _numPalettes = 0;
int _numSprites = 0;
int _numTalkies = 0;
int _numUnk = 0;
int _HEHeapSize = 0;
public:
int _numLocalScripts = 60, _numImages = 0, _numRooms = 0, _numScripts = 0, _numSounds = 0; // Used by HE games
int _numCostumes = 0; // FIXME - should be protected, used by Actor::remapActorPalette
int32 _numCharsets = 0; // FIXME - should be protected, used by CharsetRenderer
BaseCostumeLoader *_costumeLoader = nullptr;
BaseCostumeRenderer *_costumeRenderer = nullptr;
int _NESCostumeSet = 0;
void NES_loadCostumeSet(int n);
byte *_NEScostdesc = nullptr, *_NEScostlens = nullptr, *_NEScostoffs = nullptr, *_NEScostdata = nullptr;
byte _NESPatTable[2][4096];
byte _NESPalette[2][16];
byte _NESBaseTiles = 0;
int _NESStartStrip = 0;
protected:
int _curPalIndex = 0;
public:
byte _currentRoom = 0; // FIXME - should be protected but Actor::isInCurrentRoom uses it
int _roomResource = 0; // FIXME - should be protected but Sound::pauseSounds uses it
bool _egoPositioned = false; // Used by Actor::putActor, hence public
FilenamePattern _filenamePattern;
virtual Common::Path generateFilename(const int room) const;
protected:
Common::KeyState _keyPressed;
bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)
bool _actionMap[kScummActionCount];
Common::Point _mouse;
Common::Point _virtualMouse;
uint16 _mouseAndKeyboardStat = 0;
byte _leftBtnPressed = 0, _rightBtnPressed = 0;
int _mouseWheelFlag = 0; // For original save/load dialog only
bool _setupIsComplete = false;
/**
* Last time runInputScript was run (measured in terms of OSystem::getMillis()).
* This is currently only used for Indy3 mac to detect "double clicks".
*/
uint32 _lastInputScriptTime = 0;
/** The bootparam, to be passed to the script 1, the bootscript. */
int _bootParam = 0;
// Various options useful for debugging
bool _dumpScripts = false;
bool _hexdumpScripts = false;
bool _showStack = false;
bool _debugMode = false;
// Save/Load class - some of this may be GUI
byte _saveLoadFlag = 0, _saveLoadSlot = 0;
uint32 _lastSaveTime = 0;
bool _saveTemporaryState = false;
bool _pauseSoundsDuringSave = true;
bool _loadFromLauncher = false;
bool _videoModeChanged = false;
Common::String _saveLoadFileName;
Common::String _saveLoadDescription;
bool saveState(Common::WriteStream *out, bool writeHeader = true);
bool saveState(int slot, bool compat, Common::String &fileName);
bool loadState(int slot, bool compat);
bool loadState(int slot, bool compat, Common::String &fileName);
void saveLoadWithSerializer(Common::Serializer &s) override;
void saveResource(Common::Serializer &ser, ResType type, ResId idx);
void loadResource(Common::Serializer &ser, ResType type, ResId idx);
void loadResourceOLD(Common::Serializer &ser, ResType type, ResId idx); // "Obsolete"
void copyHeapSaveGameToFile(int slot, const char *saveName);
bool changeSavegameName(int slot, char *newName);
virtual Common::SeekableReadStream *openSaveFileForReading(int slot, bool compat, Common::String &fileName);
virtual Common::SeekableWriteStream *openSaveFileForWriting(int slot, bool compat, Common::String &fileName);
Common::String makeSavegameName(int slot, bool temporary) const {
return makeSavegameName(_targetName, slot, temporary);
}
int getKeyState(int key);
int getActionState(ScummAction action);
public:
static Common::String makeSavegameName(const Common::String &target, int slot, bool temporary);
bool getSavegameName(int slot, Common::String &desc);
void listSavegames(bool *marks, int num);
void requestSave(int slot, const Common::String &name);
void requestLoad(int slot);
Common::String getTargetName() const { return _targetName; }
bool canPauseSoundsDuringSave() const { return _pauseSoundsDuringSave; }
// thumbnail + info stuff
public:
static bool querySaveMetaInfos(const char *target, int slot, int heversion, Common::String &desc, Graphics::Surface *&thumbnail, SaveStateMetaInfos *&timeInfos);
protected:
void saveInfos(Common::WriteStream *file);
static bool loadInfos(Common::SeekableReadStream *file, SaveStateMetaInfos *stuff);
protected:
/* Script VM - should be in Script class */
uint32 _localScriptOffsets[1024];
const byte *_scriptPointer = nullptr;
const byte *_scriptOrgPointer = nullptr;
const byte * const *_lastCodePtr = nullptr;
byte _opcode = 0;
bool _debug = false;
byte _currentScript = 0xFF; // Let debug() work on init stage
int _scummStackPos = 0;
int _vmStack[256];
char _engineVersionString[50];
char _dataFileVersionString[50];
OpcodeEntry _opcodes[256];
virtual void setupOpcodes() = 0;
void executeOpcode(byte i);
const char *getOpcodeDesc(byte i);
void initializeLocals(int slot, int *vars);
int getScriptSlot();
void startScene(int room, Actor *a, int b);
bool startManiac();
public:
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
void stopScript(int script);
void nukeArrays(byte scriptSlot);
protected:
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
virtual void runInventoryScript(int i);
virtual void checkAndRunSentenceScript();
void runExitScript();
void runEntryScript();
void runQuitScript();
void runAllScripts();
void freezeScripts(int scr);
void unfreezeScripts();
bool isScriptInUse(int script) const;
bool isRoomScriptRunning(int script) const;
bool isScriptRunning(int script) const;
void killAllScriptsExceptCurrent();
void killScriptsAndResources();
void decreaseScriptDelay(int amount);
void stopObjectCode();
void stopObjectScript(int script);
void getScriptBaseAddress();
void resetScriptPointer();
int getVerbEntrypoint(int obj, int entry);
void refreshScriptPointer();
byte fetchScriptByte();
virtual uint fetchScriptWord();
virtual int fetchScriptWordSigned();
uint fetchScriptDWord();
int fetchScriptDWordSigned();
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
void push(int a);
int pop();
virtual int readVar(uint var);
virtual void writeVar(uint var, int value);
// SCUMM 1/2
virtual void resetSentence() {}
protected:
virtual void beginCutscene(int *args);
virtual void endCutscene();
void abortCutscene();
void beginOverride();
void endOverride();
void copyScriptString(byte *dst);
int resStrLen(const byte *src);
void doSentence(int c, int b, int a);
/* Should be in Resource class */
BaseScummFile *_fileHandle = nullptr;
uint32 _fileOffset = 0;
public:
/** The name of the (macintosh/rescumm style) container file, if any. */
Common::Path _containerFile;
Common::Path _macCursorFile;
bool openFile(BaseScummFile &file, const Common::Path &filename, bool resourceFile = false);
/** Is this game a Mac m68k v5 game with iMuse? */
bool isMacM68kIMuse() const;
protected:
int _resourceHeaderSize = 8;
byte _resourceMapper[128];
const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile?
virtual void allocateArrays();
void openRoom(int room);
void closeRoom();
void deleteRoomOffsets();
virtual void readRoomsOffsets();
void askForDisk(const Common::Path &filename, int disknum);
bool openResourceFile(const Common::Path &filename, byte encByte);
void loadPtrToResource(ResType type, ResId idx, const byte *ptr);
virtual int readResTypeList(ResType type);
// void allocResTypeData(ResType type, uint32 tag, int num, int mode);
// byte *createResource(int type, int index, uint32 size);
int loadResource(ResType type, ResId idx);
// void nukeResource(ResType type, ResId idx);
int getResourceRoomNr(ResType type, ResId idx);
virtual uint32 getResourceRoomOffset(ResType type, ResId idx);
public:
int getResourceSize(ResType type, ResId idx);
byte *getResourceAddress(ResType type, ResId idx);
virtual byte *getStringAddress(ResId idx);
byte *getStringAddressVar(int i);
void ensureResourceLoaded(ResType type, ResId idx);
protected:
Common::Mutex _resourceAccessMutex; // Used in getResourceSize(), getResourceAddress() and findResource()
// to avoid race conditions between the audio thread of Digital iMUSE
// and the main SCUMM thread
int readSoundResource(ResId idx);
int readSoundResourceSmallHeader(ResId idx);
bool isResourceInUse(ResType type, ResId idx) const;
virtual void setupRoomSubBlocks();
virtual void resetRoomSubBlocks();
virtual void clearRoomObjects();
virtual void resetRoomObjects();
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
virtual void readArrayFromIndexFile();
virtual void readMAXS(int blockSize) = 0;
virtual void readGlobalObjects();
virtual void readIndexFile();
virtual void readIndexBlock(uint32 block, uint32 itemsize);
virtual void loadCharset(int i);
void nukeCharset(int i);
int _lastLoadedRoom = 0;
public:
const byte *findResourceData(uint32 tag, const byte *ptr);
const byte *findResource(uint32 tag, const byte *ptr);
void applyWorkaroundIfNeeded(ResType type, int idx);
bool verifyMI2MacBootScript();
bool verifyMI2MacBootScript(byte *buf, int size);
bool tryPatchMI1CannibalScript(byte *buf, int size);
int getResourceDataSize(const byte *ptr) const;
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
public:
/* Should be in Object class */
byte OF_OWNER_ROOM = 0;
int getInventorySlot();
int findInventory(int owner, int index);
int getInventoryCount(int owner);
protected:
byte *_objectOwnerTable = nullptr, *_objectRoomTable = nullptr, *_objectStateTable = nullptr;
int _numObjectsInRoom = 0;
public:
uint32 *_classData = nullptr;
protected:
void markObjectRectAsDirty(int obj);
virtual void loadFlObject(uint object, uint room);
void nukeFlObjects(int min, int max);
int findFlObjectSlot();
int findLocalObjectSlot();
void addObjectToInventory(uint obj, uint room);
void updateObjectStates();
public:
bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public
protected:
void putClass(int obj, int cls, bool set);
int getState(int obj);
void putState(int obj, int state);
void setObjectState(int obj, int state, int x, int y);
int getOwner(int obj) const;
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj) const;
virtual bool objIsActor(int obj);
virtual int objToActor(int obj);
virtual int actorToObj(int actor);
int getObjX(int obj);
int getObjY(int obj);
void getObjectWidth(int object, int &width) { int x, y, dir; getObjectXYPos(object, x, y, dir, width); }
void getObjectXYPos(int object, int &x, int &y) { int dir, width; getObjectXYPos(object, x, y, dir, width); }
void getObjectXYPos(int object, int &x, int &y, int &dir) { int width; getObjectXYPos(object, x, y, dir, width); }
void getObjectXYPos(int object, int &x, int &y, int &dir, int &width);
int getObjOldDir(int obj);
int getObjNewDir(int obj);
int getObjectIndex(int object) const;
int getObjectImageCount(int object);
int whereIsObject(int object) const;
int findObject(int x, int y);
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
public:
int getObjectOrActorWidth(int object, int &width); // Used in v4 and below
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
int getDist(int x, int y, int x2, int y2); // Also used in actor.cpp
protected:
int getObjActToObjActDist(int a, int b); // Not sure how to handle
const byte *getObjOrActorName(int obj); // these three..
void setObjectName(int obj);
void addObjectToDrawQue(int object);
void removeObjectFromDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
virtual void clearDrawQueues();
uint32 getOBCDOffs(int object) const;
byte *getOBCDFromObject(int obj, bool v0CheckInventory = true);
const byte *getOBIMFromObjectData(const ObjectData &od);
const byte *getObjectImage(const byte *ptr, int state);
virtual int getObjectIdFromOBIM(const byte *obim);
protected:
/* Should be in Verb class */
uint16 _verbMouseOver = 0;
int8 _userPut = 0;
uint16 _userState = 0;
virtual void handleMouseOver(bool updateInventory);
virtual void redrawVerbs();
virtual void checkExecVerbs();
void verbMouseOver(int verb);
int findVerbAtPos(int x, int y) const;
virtual void drawVerb(int verb, int mode);
virtual void runInputScript(int clickArea, int val, int mode);
void restoreVerbBG(int verb);
void drawVerbBitmap(int verb, int x, int y);
int getVerbSlot(int id, int mode) const;
void killVerb(int slot);
void setVerbObject(uint room, uint object, uint verb);
public:
bool isValidActor(int id) const;
/* Should be in Actor class */
Actor *derefActor(int id, const char *errmsg = 0) const;
Actor *derefActorSafe(int id, const char *errmsg) const;
protected:
void walkActors();
void playActorSounds();
void redrawAllActors();
virtual void setActorRedrawFlags();
void putActors();
void showActors();
void resetV1ActorTalkColor();
virtual void resetActorBgs();
virtual void processActors();
void processUpperActors();
virtual int getActorFromPos(int x, int y);
public:
/* Actor talking stuff */
byte _actorToPrintStrFor = 0, _V1TalkingActor = 0;
int _sentenceNum = 0;
SentenceTab _sentence[NUM_SENTENCE];
StringTab _string[6];
byte _haveMsg = 0;
int16 _talkDelay = 0;
int _NES_lastTalkingActor = 0;
int _NES_talkColor = 0;
virtual void actorTalk(const byte *msg);
void stopTalk();
int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac
void setTalkingActor(int variable);
// Generic costume code
bool isCostumeInUse(int i) const;
protected:
/* Should be in Graphics class? */
uint16 _screenB = 0, _screenH = 0;
public:
int _roomHeight = 0, _roomWidth = 0;
int _screenHeight = 0, _screenWidth = 0;
VirtScreen _virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
bool _cameraIsFrozen = false;
int _screenStartStrip = 0, _screenEndStrip = 0;
int _screenTop = 0;
bool _forceBannerVirtScreen = false;
// For Mac versions of 320x200 games:
// these versions rendered at 640x480 without any aspect ratio correction;
// in order to correctly display the games as they should be, we perform some
// offset corrections within the various rendering pipelines.
//
// The only reason I've made _useMacScreenCorrectHeight toggleable is because
// maybe someday the screen correction can be activated or deactivated from the
// ScummVM GUI; but currently I'm not taking that responsibility, after all the
// work done on ensuring that old savegames translate correctly to the new setting... :-P
bool _useMacScreenCorrectHeight = true;
int _screenDrawOffset = 0;
Common::RenderMode _renderMode;
uint8 _bytesPerPixel = 1;
Graphics::PixelFormat _outputPixelFormat;
protected:
ColorCycle _colorCycle[16]; // Palette cycles
uint8 _colorUsedByCycle[256];
Graphics::PaletteLookup _pl; // Used by the internal GUI
uint32 _ENCD_offs = 0, _EXCD_offs = 0;
uint32 _CLUT_offs = 0, _EPAL_offs = 0;
uint32 _IM00_offs = 0, _PALS_offs = 0;
//ender: fullscreen
bool _fullRedraw = false, _bgNeedsRedraw = false;
bool _screenEffectFlag = false, _completeScreenRedraw = false;
bool _disableFadeInEffect = false;
struct {
int hotspotX, hotspotY, width, height;
byte animate, animateIndex;
int8 state;
} _cursor;
// HACK Double the array size to handle 16-bit images.
// this should be dynamically allocated based on game depth instead.
byte _grabbedCursor[16384];
byte _currentCursor = 0;
byte _newEffect = 0, _switchRoomEffect2 = 0, _switchRoomEffect = 0;
bool _doEffect = false;
bool _snapScroll = false;
virtual void setBuiltinCursor(int index) {}
public:
bool isLightOn() const;
virtual int getCurrentLights() const;
protected:
void initScreens(int b, int h);
void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
void initBGBuffers(int height);
void initCycl(const byte *ptr); // Color cycle
void decodeNESBaseTiles();
void drawObject(int obj, int scrollType);
void drawRoomObjects(int arg);
void drawRoomObject(int i, int arg);
void drawBox(int x, int y, int x2, int y2, int color);
void drawLine(int x1, int y1, int x2, int y2, int color);
void drawPixel(VirtScreen *vs, int x, int y, int16 color, bool useBackbuffer = false);
void moveScreen(int dx, int dy, int height);
void restoreBackground(Common::Rect rect, byte backcolor = 0);
void redrawBGStrip(int start, int num);
virtual void redrawBGAreas();
void cameraMoved();
void setCameraAtEx(int at);
virtual void setCameraAt(int pos_x, int pos_y);
virtual void setCameraFollows(Actor *a, bool setCamera = false);
virtual void moveCamera();
virtual void panCameraTo(int x, int y);
void clampCameraPos(Common::Point *pt);
void actorFollowCamera(int act);
const byte *getPalettePtr(int palindex, int room);
void setPaletteFromTable(const byte *ptr, int numcolor, int firstIndex = 0);
void resetPalette();
void setCurrentPalette(int pal);
void setRoomPalette(int pal, int room);
void setPCEPaletteFromPtr(const byte *ptr);
void setAmigaPaletteFromPtr(const byte *ptr);
virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
void setV1ColorTable(int renderMode);
virtual void setPalColor(int index, int r, int g, int b);
void setDirtyColors(int min, int max);
const byte *findPalInPals(const byte *pal, int index);
void swapPalColors(int a, int b);
virtual void copyPalColor(int dst, int src);
void cyclePalette();
void stopCycle(int i);
virtual void palManipulateInit(int resID, int start, int end, int time);
void palManipulate();
uint32 findClosestPaletteColor(byte *palette, int paletteLength, byte r, byte g, byte b);
public:
uint8 *getHEPaletteSlot(uint16 palSlot);
uint16 get16BitColor(uint8 r, uint8 g, uint8 b);
uint32 getPaletteColorFromRGB(byte *palette, byte r, byte g, byte b);
uint32 getPackedRGBColorFromPalette(byte *palette, uint32 color);
void fetchBlackAndWhite(uint32 &black, uint32 &white, byte *palette, int paletteEntries);
int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette
void readPCEPalette(const byte **ptr, byte **dest, int numEntries);
void colorPCEToRGB(uint16 color, byte *r, byte *g, byte *b);
void setPCETextPalette(uint8 color);
protected:
void moveMemInPalRes(int start, int end, byte direction);
void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
public:
void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
}
protected:
// Screen rendering
byte *_compositeBuf;
byte *_hercCGAScaleBuf = nullptr;
bool _enableEGADithering = false;
bool _supportsEGADithering = false;
virtual void drawDirtyScreenParts();
void updateDirtyScreen(VirtScreenNumber slot);
void drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom);
void mac_markScreenAsDirty(int x, int y, int w, int h);
void mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height);
void mac_drawIndy3TextBox();
void mac_undrawIndy3TextBox();
void mac_undrawIndy3CreditsText();
Common::KeyState mac_showOldStyleBannerAndPause(const char *msg, int32 waitTime);
const byte *postProcessDOSGraphics(VirtScreen *vs, int &pitch, int &x, int &y, int &width, int &height) const;
const byte *ditherVGAtoEGA(int &pitch, int &x, int &y, int &width, int &height) const;
public:
VirtScreen *findVirtScreen(int y);
byte *getMaskBuffer(int x, int y, int z);
protected:
void fadeIn(int effect);
void fadeOut(int effect);
void dissolveEffectSelector();
void transitionEffect(int a);
void dissolveEffect(int width, int height);
void scrollEffect(int dir);
void updateScreenShakeEffect();
public:
double getTimerFrequency();
double getAmigaMusicTimerFrequency(); // For setting up Players v2 and v3
protected:
bool _shakeEnabled = false;
bool _shakeTempSavedState = false; // For saving and restoring before and after GUI calls
uint _shakeFrame = 0;
uint32 _shakeNextTick = 0;
uint32 _shakeTickCounter = 0;
double _shakeTimerRate;
double _timerFrequency;
void setShake(int mode);
int _drawObjectQueNr = 0;
byte _drawObjectQue[200];
/* For each of the 410 screen strips, gfxUsageBits contains a
* bitmask. The lower 80 bits each correspond to one actor and
* signify if any part of that actor is currently contained in
* that strip.
*
* If the leftmost bit is set, the strip (background) is dirty
* needs to be redrawn.
*
* The second leftmost bit is set by restoreBlastObjectsRect() and
* restoreBackground(), but I'm not yet sure why.
*/
uint32 gfxUsageBits[410 * 3];
void upgradeGfxUsageBits();
void setGfxUsageBit(int strip, int bit);
void clearGfxUsageBit(int strip, int bit);
// speed optimization: inline due to frequent calling
bool testGfxUsageBit(int strip, int bit) {
assert(strip >= 0 && strip < ARRAYSIZE(gfxUsageBits) / 3);
assert(1 <= bit && bit <= 96);
bit--;
return (gfxUsageBits[3 * strip + bit / 32] & (1 << (bit % 32))) != 0;
}
bool testGfxAnyUsageBits(int strip);
bool testGfxObjectUsageBits(int strip); // Used for HE actors overlap calculations
bool testGfxOtherUsageBits(int strip, int bit);
public:
byte _roomPalette[256];
byte *_shadowPalette = nullptr;
bool _skipDrawObject = 0;
int _voiceMode = 0;
// HE specific
byte _HEV7ActorPalette[256];
uint8 *_hePalettes = nullptr;
uint16 _hePaletteSlot = 0;
uint16 *_16BitPalette = nullptr;
// Indy4 Amiga specific
byte *_verbPalette = nullptr;
ScummEngine_v0_Delays _V0Delay;
protected:
int _shadowPaletteSize = 0;
byte _currentPalette[3 * 256];
byte _darkenPalette[3 * 256];
int _paletteChangedCounter = 1;
int _palDirtyMin = 0, _palDirtyMax = 0;
byte _palManipStart = 0, _palManipEnd = 0;
uint16 _palManipCounter = 0;
byte *_palManipPalette = nullptr;
byte *_palManipIntermediatePal = nullptr;
bool _haveActorSpeechMsg = false;
bool _useTalkAnims = false;
uint16 _defaultTextSpeed = 0;
int _saveSound = 0;
bool _native_mt32 = false;
bool _copyProtection = false;
bool _shadowPalRemap = false;
// Indy4 Amiga specific
uint16 _amigaFirstUsedColor = 0;
byte _amigaPalette[3 * 64];
void amigaPaletteFindFirstUsedColor();
void mapRoomPalette(int idx);
int remapRoomPaletteColor(int r, int g, int b);
void mapVerbPalette(int idx);
int remapVerbPaletteColor(int r, int g, int b);
// EGA dithering mode color tables for certain VGA games like MI2, LOOM Talkie...
byte *_egaColorMap[2];
public:
uint16 _extraBoxFlags[65];
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
byte *getBoxConnectionBase(int box);
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
bool checkXYInBoxBounds(int box, int x, int y);
BoxCoords getBoxCoordinates(int boxnum);
byte getMaskFromBox(int box);
Box *getBoxBaseAddr(int box);
byte getBoxFlags(int box);
int getBoxScale(int box);
int getScale(int box, int x, int y);
int getScaleFromSlot(int slot, int x, int y);
protected:
// Scaling slots/items
struct ScaleSlot {
int x1, y1, scale1;
int x2, y2, scale2;
};
friend void syncWithSerializer(Common::Serializer &, ScaleSlot &);
ScaleSlot _scaleSlots[20];
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
void setBoxScaleSlot(int box, int slot);
void convertScaleTableToScaleSlot(int slot);
void calcItineraryMatrix(byte *itineraryMatrix, int num);
void createBoxMatrix();
virtual bool areBoxesNeighbors(int i, int j);
/* String class */
public:
CharsetRenderer *_charset = nullptr;
byte _charsetColorMap[16];
/**
* All text is normally rendered into this overlay surface. Then later
* drawStripToScreen() composits it over the game graphics.
*/
Graphics::Surface _textSurface;
int _textSurfaceMultiplier = 0;
Graphics::Surface *_macScreen = nullptr;
MacGui *_macGui = nullptr;
protected:
byte _charsetColor = 0;
byte _charsetData[23][16];
int _charsetBufPos = 0;
byte _charsetBuffer[512];
bool _keepText = false;
byte _msgCount = 0;
int _nextLeft = 0, _nextTop = 0;
Localizer *_localizer = nullptr;
void restoreCharsetBg();
void clearCharsetMask();
void clearTextSurface();
virtual void initCharset(int charset);
virtual void printString(int m, const byte *msg);
virtual bool handleNextCharsetCode(Actor *a, int *c);
virtual void drawSentence() {}
virtual void displayDialog();
bool newLine();
void drawString(int a, const byte *msg);
virtual void fakeBidiString(byte *ltext, bool ignoreVerb, int ltextSize) const;
void wrapSegaCDText();
void debugMessage(const byte *msg);
virtual void showMessageDialog(const byte *msg);
virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
int convertIntMessage(byte *dst, int dstSize, int var);
int convertVerbMessage(byte *dst, int dstSize, int var);
int convertNameMessage(byte *dst, int dstSize, int var);
int convertStringMessage(byte *dst, int dstSize, int var);
public:
Common::Language _language; // Accessed by a hack in NutRenderer::loadFont
// Used by class ScummDialog:
virtual void translateText(const byte *text, byte *trans_buff, int transBufferSize);
// Old Hebrew games require reversing the dialog text.
bool reverseIfNeeded(const byte *text, byte *reverseBuf, int reverseBufSize) const;
// Returns codepage that matches the game for languages that require it.
Common::CodePage getDialogCodePage() const;
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
bool _useCJKMode = false;
bool _useMultiFont = false;
int _numLoadedFont = 0;
int _2byteShadow = 0;
bool _force2ByteCharHeight = false;
int _2byteHeight = 0;
int _2byteWidth = 0;
int _krStrPost = 0;
byte _newLineCharacter = 0;
byte *get2byteCharPtr(int idx);
bool isScummvmKorTarget();
bool hasLocalizer();
//protected:
byte *_2byteFontPtr = nullptr;
byte *_2byteMultiFontPtr[20];
int _2byteMultiHeight[20];
int _2byteMultiWidth[20];
int _2byteMultiShadow[20];
private:
struct TranslatedLine {
uint32 originalTextOffset;
uint32 translatedTextOffset;
};
struct TranslationRange {
uint32 left;
uint32 right;
TranslationRange(uint32 left_, uint32 right_) : left(left_), right(right_) {}
TranslationRange() : left(0), right(0) {}
};
struct TranslationRoom {
Common::HashMap scriptRanges;
};
bool _existLanguageFile = false;
bool _isRTL = false;
byte *_languageBuffer = nullptr;
int _numTranslatedLines = 0;
TranslatedLine *_translatedLines = nullptr;
uint16 *_languageLineIndex = nullptr;
Common::HashMap _roomIndex;
const byte *searchTranslatedLine(const byte *text, const TranslationRange &range, bool useIndex);
virtual void createTextRenderer(GlyphRenderer_v7 *gr) {}
public:
/* Scumm Vars */
byte VAR_KEYPRESS = 0xFF;
byte VAR_SYNC = 0xFF;
byte VAR_EGO = 0xFF;
byte VAR_CAMERA_POS_X = 0xFF;
byte VAR_HAVE_MSG = 0xFF;
byte VAR_ROOM = 0xFF;
byte VAR_OVERRIDE = 0xFF;
byte VAR_MACHINE_SPEED = 0xFF;
byte VAR_ME = 0xFF;
byte VAR_NUM_ACTOR = 0xFF;
byte VAR_CURRENT_LIGHTS = 0xFF;
byte VAR_CURRENTDRIVE = 0xFF; // How about merging this with VAR_CURRENTDISK?
byte VAR_CURRENTDISK = 0xFF;
byte VAR_TMR_1 = 0xFF;
byte VAR_TMR_2 = 0xFF;
byte VAR_TMR_3 = 0xFF;
byte VAR_MUSIC_TIMER = 0xFF;
byte VAR_ACTOR_RANGE_MIN = 0xFF;
byte VAR_ACTOR_RANGE_MAX = 0xFF;
byte VAR_CAMERA_MIN_X = 0xFF;
byte VAR_CAMERA_MAX_X = 0xFF;
byte VAR_TIMER_NEXT = 0xFF;
byte VAR_VIRT_MOUSE_X = 0xFF;
byte VAR_VIRT_MOUSE_Y = 0xFF;
byte VAR_ROOM_RESOURCE = 0xFF;
byte VAR_LAST_SOUND = 0xFF;
byte VAR_CUTSCENEEXIT_KEY = 0xFF;
byte VAR_OPTIONS_KEY = 0xFF;
byte VAR_TALK_ACTOR = 0xFF;
byte VAR_CAMERA_FAST_X = 0xFF;
byte VAR_SCROLL_SCRIPT = 0xFF;
byte VAR_ENTRY_SCRIPT = 0xFF;
byte VAR_ENTRY_SCRIPT2 = 0xFF;
byte VAR_EXIT_SCRIPT = 0xFF;
byte VAR_EXIT_SCRIPT2 = 0xFF;
byte VAR_VERB_SCRIPT = 0xFF;
byte VAR_SENTENCE_SCRIPT = 0xFF;
byte VAR_INVENTORY_SCRIPT = 0xFF;
byte VAR_CUTSCENE_START_SCRIPT = 0xFF;
byte VAR_CUTSCENE_END_SCRIPT = 0xFF;
byte VAR_CHARINC = 0xFF;
byte VAR_WALKTO_OBJ = 0xFF;
byte VAR_DEBUGMODE = 0xFF;
byte VAR_HEAPSPACE = 0xFF;
byte VAR_RESTART_KEY = 0xFF;
byte VAR_PAUSE_KEY = 0xFF;
byte VAR_MOUSE_X = 0xFF;
byte VAR_MOUSE_Y = 0xFF;
byte VAR_TIMER = 0xFF;
byte VAR_TIMER_TOTAL = 0xFF;
byte VAR_SOUNDCARD = 0xFF;
byte VAR_VIDEOMODE = 0xFF;
byte VAR_MAINMENU_KEY = 0xFF;
byte VAR_FIXEDDISK = 0xFF;
byte VAR_CURSORSTATE = 0xFF;
byte VAR_USERPUT = 0xFF;
byte VAR_SOUNDRESULT = 0xFF;
byte VAR_TALKSTOP_KEY = 0xFF;
byte VAR_FADE_DELAY = 0xFF;
byte VAR_NOSUBTITLES = 0xFF;
// V5+
byte VAR_SOUNDPARAM = 0xFF;
byte VAR_SOUNDPARAM2 = 0xFF;
byte VAR_SOUNDPARAM3 = 0xFF;
byte VAR_INPUTMODE = 0xFF;
byte VAR_MEMORY_PERFORMANCE = 0xFF;
byte VAR_VIDEO_PERFORMANCE = 0xFF;
byte VAR_ROOM_FLAG = 0xFF;
byte VAR_GAME_LOADED = 0xFF;
byte VAR_NEW_ROOM = 0xFF;
// V4/V5
byte VAR_V5_TALK_STRING_Y = 0xFF;
// V6+
byte VAR_ROOM_WIDTH = 0xFF;
byte VAR_ROOM_HEIGHT = 0xFF;
byte VAR_SUBTITLES = 0xFF;
byte VAR_V6_EMSSPACE = 0xFF;
// V7/V8 specific variables
byte VAR_CAMERA_POS_Y = 0xFF;
byte VAR_CAMERA_MIN_Y = 0xFF;
byte VAR_CAMERA_MAX_Y = 0xFF;
byte VAR_CAMERA_THRESHOLD_X = 0xFF;
byte VAR_CAMERA_THRESHOLD_Y = 0xFF;
byte VAR_CAMERA_SPEED_X = 0xFF;
byte VAR_CAMERA_SPEED_Y = 0xFF;
byte VAR_CAMERA_ACCEL_X = 0xFF;
byte VAR_CAMERA_ACCEL_Y = 0xFF;
byte VAR_CAMERA_DEST_X = 0xFF;
byte VAR_CAMERA_DEST_Y = 0xFF;
byte VAR_CAMERA_FOLLOWED_ACTOR = 0xFF;
// V7/V8 specific variables
byte VAR_VERSION_KEY = 0xFF;
byte VAR_DEFAULT_TALK_DELAY = 0xFF;
byte VAR_CUSTOMSCALETABLE = 0xFF;
byte VAR_BLAST_ABOVE_TEXT = 0xFF;
byte VAR_VOICE_MODE = 0xFF;
byte VAR_MUSIC_BUNDLE_LOADED = 0xFF;
byte VAR_VOICE_BUNDLE_LOADED = 0xFF;
byte VAR_LEFTBTN_DOWN = 0xFF; // V7/V8
byte VAR_RIGHTBTN_DOWN = 0xFF; // V7/V8
byte VAR_LEFTBTN_HOLD = 0xFF; // V6/V72HE/V7/V8
byte VAR_RIGHTBTN_HOLD = 0xFF; // V6/V72HE/V7/V8
byte VAR_PRE_SAVELOAD_SCRIPT = 0xFF; // V6/V7 (not HE)
byte VAR_POST_SAVELOAD_SCRIPT = 0xFF; // V6/V7 (not HE)
byte VAR_SAVELOAD_PAGE = 0xFF; // V8
byte VAR_OBJECT_LABEL_FLAG = 0xFF; // V8
// V6/V7 specific variables (FT & Sam & Max specific)
byte VAR_CHARSET_MASK = 0xFF;
// V6 specific variables
byte VAR_V6_SOUNDMODE = 0xFF;
// V1/V2 specific variables
byte VAR_CHARCOUNT = 0xFF;
byte VAR_VERB_ALLOWED = 0xFF;
byte VAR_ACTIVE_VERB = 0xFF;
byte VAR_ACTIVE_OBJECT1 = 0xFF;
byte VAR_ACTIVE_OBJECT2 = 0xFF;
// HE specific variables
byte VAR_ALWAYS_REDRAW_ACTORS = 0xFF; // Used in setActorRedrawFlags()
byte VAR_SKIP_RESET_TALK_ACTOR = 0xFF; // Used in setActorCostume()
byte VAR_SOUND_CHANNEL = 0xFF; // Used in o_startSound()
byte VAR_TALK_CHANNEL = 0xFF; // Used in playVoice()
byte VAR_SOUND_TOKEN_OFFSET = 0xFF; // Used in handleSoundFrame()
byte VAR_START_DYN_SOUND_CHANNELS = 0xFF; // Used in getNextDynamicChannel()
byte VAR_SOUND_CALLBACK_SCRIPT = 0xFF;
byte VAR_EARLY_TALKIE_CALLBACK = 0xFF;
byte VAR_EARLY_CHAN_0_CALLBACK = 0xFF;
byte VAR_EARLY_CHAN_1_CALLBACK = 0xFF;
byte VAR_EARLY_CHAN_2_CALLBACK = 0xFF;
byte VAR_EARLY_CHAN_3_CALLBACK = 0xFF;
byte VAR_MAIN_SCRIPT = 0xFF; // Used in scummLoop()
byte VAR_DEFAULT_SCRIPT_PRIORITY = 0xFF; // Used in runScript()/runObjectScript()
byte VAR_LAST_SCRIPT_PRIORITY = 0xFF; // Used in runAllScripts()
byte VAR_QUIT_SCRIPT = 0xFF; // Used in confirmExitDialog()
byte VAR_ERROR_FLAG = 0xFF; // HE70-90
byte VAR_OPERATION_FAILURE = 0xFF; // HE99+
byte VAR_COLOR_BLACK = 0xFF;
// Exists both in V7 and in V72HE:
byte VAR_NUM_GLOBAL_OBJS = 0xFF;
#ifdef USE_RGB_COLOR
// FM-Towns / PC-Engine specific
Graphics::FontSJIS *_cjkFont = nullptr;
#endif
// FM-Towns specific
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
public:
bool towns_isRectInStringBox(int x1, int y1, int x2, int y2);
byte _townsPaletteFlags = 0;
byte _townsCharsetColorMap[16];
protected:
void towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int w, int h);
void towns_fillTopLayerRect(int x1, int y1, int x2, int y2, int col);
void towns_swapVirtScreenArea(VirtScreen *vs, int x, int y, int w, int h);
void towns_clearStrip(int strip);
#ifdef USE_RGB_COLOR
void towns_setPaletteFromPtr(const byte *ptr, int numcolor = -1);
void towns_setTextPaletteFromPtr(const byte *ptr);
#endif
void towns_setupPalCycleField(int x1, int y1, int x2, int y2);
void towns_processPalCycleField();
void towns_resetPalCycleFields();
void towns_restoreCharsetBg();
void towns_scriptScrollEffect(int dir);
void requestScroll(int dir);
void scrollLeft() { requestScroll(-1); }
void scrollRight() { requestScroll(1); }
void towns_waitForScroll(int waitForDirection, int threshold = 0);
void towns_updateGfx();
Common::Rect _cyclRects[10];
int _numCyclRects = 0;
int _scrollRequest = 0;
int _scrollDeltaAdjust = 0;
bool _scrollNeedDeltaAdjust = 0;
int _refreshDuration[20];
int _refreshArrayPos = 0;
bool _refreshNeedCatchUp = false;
bool _enableSmoothScrolling = false;
bool _forceFMTownsHiResMode = false;
uint32 _scrollTimer = 0;
uint32 _scrollDestOffset = 0;
uint16 _scrollFeedStrips[3];
Common::Rect _curStringRect;
byte _townsOverrideShadowColor = 0;
byte _textPalette[48];
byte _townsClearLayerFlag = 1;
byte _townsActiveLayerFlags = 3;
static const uint8 _townsLayer2Mask[];
TownsScreen *_townsScreen = nullptr;
#else
void scrollLeft() { redrawBGStrip(_gdi->_numStrips - 1, 1); }
void scrollRight() { redrawBGStrip(0, 1); }
void towns_updateGfx() {}
void towns_waitForScroll(int waitForDirection, int threshold = 0) {}
void towns_fillTopLayerRect(int x1, int y1, int x2, int y2, int col) {}
void towns_swapVirtScreenArea(VirtScreen *vs, int x, int y, int w, int h) {}
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
};
} // End of namespace Scumm
#endif