/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ #ifndef KYRA_KYRA_V2_H #define KYRA_KYRA_V2_H #include "kyra/kyra.h" #include "kyra/script.h" #include "kyra/screen_v2.h" #include "common/list.h" namespace Kyra { enum kSequences { kSequenceVirgin = 0, kSequenceWestwood = 1, kSequenceTitle = 2, kSequenceOverview = 3, kSequenceLibrary = 4, kSequenceHand = 5, kSequencePoint = 6, kSequenceZanFaun = 7 }; class WSAMovieV2; class KyraEngine_v2; class TextDisplayer_v2; class Debugger_v2; struct SequenceControl { int8 frameIndex; int8 frameDelay; }; struct ActiveWSA { WSAMovieV2 *movie; uint16 currentFrame; uint16 endFrame; uint16 frameDelay; uint32 nextFrame; void (KyraEngine_v2::*callback)(int); const SequenceControl *control; }; struct ActiveChat { uint16 strIndex; uint16 x; uint16 y; int duration; uint16 field_8; uint16 startTime; uint16 field_E; }; struct Sequence { uint8 type; const char *filename; int (KyraEngine_v2::*callback)(int); uint8 frameDelay; uint16 duration; uint8 numFrames; bool timeOut; bool fadeOut; }; class KyraEngine_v2 : public KyraEngine { friend class Debugger_v2; friend class TextDisplayer_v2; public: KyraEngine_v2(OSystem *system, const GameFlags &flags); ~KyraEngine_v2(); virtual Screen *screen() { return _screen; } Screen_v2 *screen_v2() { return _screen; } int language() const { return _lang; } virtual Movie *createWSAMovie(); protected: // Main menu code, also used for Kyra 3 static const char *_mainMenuStrings[]; virtual void gui_initMainMenu() {} int gui_handleMainMenu(); virtual void gui_updateMainMenuAnimation(); void gui_drawMainMenu(const char * const *strings, int select); void gui_drawMainBox(int x, int y, int w, int h, int fill); bool gui_mainMenuGetInput(); void gui_printString(const char *string, int x, int y, int col1, int col2, int flags, ...); // intro void seq_playSequences(int startSeq, int endSeq = -1); int seq_introWestwood(int seqNum); int seq_introTitle(int seqNum); int seq_introOverview(int seqNum); int seq_introLibrary(int seqNum); int seq_introHand(int seqNum); int seq_introPoint(int seqNum); int seq_introZanFaun(int seqNum); void seq_introOverviewOver1(int currentFrame); void seq_introOverviewForest(int currentFrame); void seq_introOverviewDragon(int currentFrame); void seq_loadWSA(int wsaNum, const char *filename, int frameDelay, void (KyraEngine_v2::*callback)(int) = 0, const SequenceControl *control = 0 ); void seq_unloadWSA(int wsaNum); void seq_playWSAs(); void seq_showChats(); void seq_playIntroChat(uint8 chatNum); void seq_resetAllChatEntries(); void seq_waitForChatsToFinish(); void seq_setChatEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 unk1); void mainMenu(); int init(); int go(); Screen_v2 *_screen; TextDisplayer_v2 *_text; Debugger_v2 *_debugger; ActiveWSA *_activeWSA; ActiveChat *_activeChat; uint8 *_mouseSHPBuf; static const char *_dosSoundFileList[]; static const int _dosSoundFileListSize; static const int8 _dosTrackMap[]; static const int _dosTrackMapSize; static const char *_introSoundList[]; static const int _introSoundListSize; static const char *_introStrings[]; static const int _introStringsSize; int _introStringsDuration[21]; protected: // game initialization void startup(); void runLoop(); void cleanup(); void setupTimers(); void setupOpcodeTable(); void loadMouseShapes(); void loadItemShapes(); // run void update(); void updateWithText(); Functor0Mem _updateFunctor; void updateMouse(); int checkInput(void *p); void removeInputTop(); void handleInput(int x, int y); bool handleInputUnkSub(int x, int y); int inputSceneChange(int x, int y, int unk1, int unk2); // - Input void updateInput(); int _mouseX, _mouseY; Common::List _eventList; // gfx/animation specific uint8 *_gamePlayBuffer; void restorePage3(); uint8 *_screenBuffer; uint8 *_maskPage; uint8 *_gfxBackUpRect; void backUpGfxRect24x24(int x, int y); void restoreGfxRect24x24(int x, int y); uint8 *getShapePtr(int index) { return _defaultShapeTable[index]; } uint8 *_defaultShapeTable[250]; uint8 *_sceneShapeTable[50]; WSAMovieV2 *_wsaSlots[10]; void freeSceneShapePtrs(); struct ShapeDesc { uint8 unk0, unk1, unk2, unk3, unk4; uint16 width, height; int16 xAdd, yAdd; }; ShapeDesc *_shapeDescTable; struct SceneAnim { uint16 flags; int16 x, y; int16 x2, y2; int16 width, height; uint16 unkE; uint16 specialSize; uint16 unk12; int16 shapeIndex; uint16 wsaFlag; char filename[14]; }; SceneAnim _sceneAnims[10]; WSAMovieV2 *_sceneAnimMovie[10]; bool _specialSceneScriptState[10]; ScriptState _sceneSpecialScripts[10]; uint32 _sceneSpecialScriptsTimer[10]; int _lastProcessedSceneScript; bool _specialSceneScriptRunFlag; void updateSpecialSceneScripts(); void freeSceneAnims(); int _loadedZTable; void loadZShapes(int shapes); void loadInventoryShapes(); void resetScaleTable(); void setScaleTableItem(int item, int data); int getScale(int x, int y); uint16 _scaleTable[15]; void setDrawLayerTableEntry(int entry, int data); int getDrawLayer(int x, int y); int _drawLayerTable[15]; int _layerFlagTable[16]; // seems to indicate layers where items get destroyed when dropped to (TODO: check this!) char _newShapeFilename[13]; int _newShapeLastEntry; int _newShapeWidth, _newShapeHeight; int _newShapeXAdd, _newShapeYAdd; int _newShapeFlag; uint8 *_newShapeFiledata; int _newShapeCount; int _newShapeAnimFrame; int _newShapeDelay; int initNewShapes(uint8 *filedata); void processNewShapes(int unk1, int unk2); void resetNewShapes(int count, uint8 *filedata); // animator struct AnimObj { uint16 index; uint16 type; uint16 enabled; uint16 needRefresh; uint16 unk8; uint16 animFlags; uint16 flags; int16 xPos1, yPos1; uint8 *shapePtr; uint16 shapeIndex1; uint16 animNum; uint16 shapeIndex3; uint16 shapeIndex2; uint16 unk1E; uint8 unk20; uint8 unk21; uint8 unk22; uint8 unk23; int16 xPos2, yPos2; int16 xPos3, yPos3; int16 width, height; int16 width2, height2; AnimObj *nextObject; }; AnimObj _animObjects[42]; void clearAnimObjects(); AnimObj *_animList; bool _drawNoShapeFlag; AnimObj *initAnimList(AnimObj *list, AnimObj *entry); AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry); AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry); void drawAnimObjects(); void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer); void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer); void refreshAnimObjects(int force); void refreshAnimObjectsIfNeed(); void flagAnimObjsForRefresh(); void updateCharFacing(); void updateCharacterAnim(int); void updateSceneAnim(int anim, int newFrame); void addItemToAnimList(int item); void deleteItemAnimEntry(int item); int _animObj0Width, _animObj0Height; void setCharacterAnimDim(int w, int h); void resetCharacterAnimDim(); // scene struct SceneDesc { char filename[10]; uint16 exit1, exit2, exit3, exit4; uint8 flags; uint8 sound; }; SceneDesc *_sceneList; int _sceneListSize; uint16 _currentScene; const char *_sceneCommentString; uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4; int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2, _sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4; int _specialExitCount; uint16 _specialExitTable[25]; bool checkSpecialSceneExit(int num, int x, int y); uint8 _scenePal[688]; bool _overwriteSceneFacing; void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3); void enterNewSceneUnk1(int facing, int unk1, int unk2); void enterNewSceneUnk2(int unk1); void unloadScene(); void loadScenePal(); void loadSceneMsc(); void fadeScenePal(int srcIndex, int delay); void startSceneScript(int unk1); void runSceneScript2(); void runSceneScript4(int unk1); void runSceneScript6(); void runSceneScript7(); void initSceneAnims(int unk1); void initSceneScreen(int unk1); int trySceneChange(int *moveTable, int unk1, int updateChar); int checkSceneChange(); // pathfinder int _movFacingTable[600]; int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize); bool lineIsPassable(int x, int y); bool directLinePassable(int x, int y, int toX, int toY); int pathfinderUnk1(int *moveTable); int pathfinderUnk2(int index, int v1, int v2); int pathfinderUnk3(int tableLen, int x, int y); int pathfinderUnk4(int index, int v); void pathfinderUnk5(int *moveTable, int unk1, int x, int y, int moveTableSize); int _pathfinderUnkTable1[400]; int _pathfinderUnkTable2[200]; // item uint8 _itemHtDat[176]; struct Item { uint16 id; uint16 sceneId; int16 x; uint8 y; uint16 unk7; }; Item *_itemList; int findFreeItem(); int countAllItems(); int findItem(uint16 sceneId, uint16 id); int checkItemCollision(int x, int y); void resetItemList(); int _itemInHand; int _handItemSet; bool dropItem(int unk1, uint16 item, int x, int y, int unk2); bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2); void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item); void exchangeMouseItem(int itemPos); bool pickUpItem(int x, int y); bool isDropable(int x, int y); static const byte _itemStringMap[]; static const int _itemStringMapSize; // Just used in French version int getItemCommandStringDrop(uint16 item); int getItemCommandStringPickUp(uint16 item); void setMouseCursor(uint16 item); void setHandItem(uint16 item); void removeHandItem(); // inventroy static const int _inventoryX[]; static const int _inventoryY[]; // localization void loadCCodeBuffer(const char *file); void loadOptionsBuffer(const char *file); void loadChapterBuffer(int chapter); uint8 *_optionsBuffer; uint8 *_cCodeBuffer; uint8 *_chapterBuffer; int _currentChapter; int _newChapterFile; const uint8 *getTableEntry(const uint8 *buffer, int id); const char *getTableString(int id, const uint8 *buffer, int decode); const char *getChapterString(int id); int decodeString1(const char *src, char *dst); void decodeString2(const char *src, char *dst); void changeFileExtension(char *buffer); char _internStringBuf[200]; static const char *_languageExtension[]; static const char *_scriptLangExt[]; // character struct Character { uint16 sceneId; uint16 unk2; uint8 height; uint8 facing; uint16 animFrame; uint8 unk8; uint8 unk9; uint8 unkA; uint16 inventory[20]; int16 x1, y1; int16 x2, y2; }; Character _mainCharacter; bool _useCharPal; int _charPalEntry; uint8 _charPalTable[16]; void updateCharPal(int unk1); void setCharPalEntry(int entry, int value); void moveCharacter(int facing, int x, int y); int updateCharPos(int *table); void updateCharPosWithUpdate(); void updateCharAnimFrame(int num, int *table); int checkCharCollision(int x, int y); int _mainCharX, _mainCharY; int _charScaleX, _charScaleY; static const int _characterFrameTable[]; // text void showMessageFromCCode(int id, int16 palIndex, int); void showMessage(const char *string, int16 palIndex); void showChapterMessage(int id, int16 palIndex); void updateCommandLineEx(int str1, int str2, int16 palIndex); const char *_shownMessage; byte _messagePal[3]; int _msgUnk1; // chat const char *_chatText; int _chatObject; bool _chatIsNote; uint32 _chatEndTime; ScriptData _chatScriptData; ScriptState _chatScriptState; int chatGetType(const char *text); int chatCalcDuration(const char *text); void objectChat(const char *text, int object, int unk1, int unk2); void objectChatInit(const char *text, int object, int unk1, int unk2); void objectChatPrintText(const char *text, int object); void objectChatProcess(const char *script); void objectChatWaitToFinish(); // sound void snd_loadSoundFile(int id); // timer void timerFunc2(int); void timerFunc3(int); void timerFunc4(int); void timerFunc5(int); void timerFunc6(int); void setTimer1DelaySecs(int secs); // opcodes int o2_setCharacterFacingRefresh(ScriptState *script); int o2_defineObject(ScriptState *script); int o2_refreshCharacter(ScriptState *script); int o2_getCharacterX(ScriptState *script); int o2_getCharacterY(ScriptState *script); int o2_getCharacterFacing(ScriptState *script); int o2_setSceneComment(ScriptState *script); int o2_trySceneChange(ScriptState *script); int o2_showChapterMessage(ScriptState *script); int o2_wsaClose(ScriptState *script); int o2_displayWsaFrame(ScriptState *script); int o2_displayWsaSequentialFrames(ScriptState *script); int o2_wsaOpen(ScriptState *script); int o2_defineItem(ScriptState *script); int o2_queryGameFlag(ScriptState *script); int o2_resetGameFlag(ScriptState *script); int o2_setGameFlag(ScriptState *script); int o2_setHandItem(ScriptState *script); int o2_handItemSet(ScriptState *script); int o2_hideMouse(ScriptState *script); int o2_addSpecialExit(ScriptState *script); int o2_showMouse(ScriptState *script); //int o2_playSoundEffect(ScriptState *script); int o2_delay(ScriptState *script); int o2_setScaleTableItem(ScriptState *script); int o2_setDrawLayerTableItem(ScriptState *script); int o2_setCharPalEntry(ScriptState *script); int o2_drawSceneShape(ScriptState *script); int o2_drawSceneShapeOnPage(ScriptState *script); int o2_restoreBackBuffer(ScriptState *script); int o2_update(ScriptState *script); int o2_fadeScenePal(ScriptState *script); int o2_enterNewSceneEx(ScriptState *script); int o2_switchScene(ScriptState *script); int o2_getShapeFlag1(ScriptState *script); int o2_setLayerFlag(ScriptState *script); int o2_setZanthiaPos(ScriptState *script); int o2_loadMusicTrack(ScriptState *script); int o2_playWanderScoreViaMap(ScriptState *script); int o2_playSoundEffect(ScriptState *script); int o2_getRand(ScriptState *script); int o2_encodeShape(ScriptState *script); int o2_defineRoomEntrance(ScriptState *script); int o2_runTemporaryScript(ScriptState *script); int o2_setSpecialSceneScriptRunTime(ScriptState *script); int o2_defineSceneAnim(ScriptState *script); int o2_updateSceneAnim(ScriptState *script); int o2_defineRoom(ScriptState *script); int o2_setSpecialSceneScriptState(ScriptState *script); int o2_clearSpecialSceneScriptState(ScriptState *script); int o2_querySpecialSceneScriptState(ScriptState *script); int o2_customChat(ScriptState *script); int o2_customChatFinish(ScriptState *script); int o2_zanthiaChat(ScriptState *script); int o2_dummy(ScriptState *script); // opcodes temporary // TODO: rename it from temporary to something more appropriate int o2t_defineNewShapes(ScriptState *script); int o2t_setCurrentFrame(ScriptState *script); int o2t_playSoundEffect(ScriptState *script); int o2t_setShapeFlag(ScriptState *script); // script void runStartScript(int script, int unk1); void loadNPCScript(); bool _noScriptEnter; ScriptData _npcScriptData; ScriptData _sceneScriptData; ScriptState _sceneScriptState; ScriptData _temporaryScriptData; ScriptState _temporaryScriptState; bool _temporaryScriptExecBit; Common::Array _opcodesTemporary; void runTemporaryScript(const char *filename, int unk1, int unk2, int newShapes, int shapeUnload); // pathfinder int _pathfinderFlag; // unk struct Object { char filename[13]; uint8 scriptId; int16 x, y; int8 color; }; Object *_objectList; uint8 *_unkBuf500Bytes; uint8 *_unkBuf200kByte; bool _unkFlag1; int _unk3, _unk4, _unk5; bool _unkSceneScreenFlag1; bool _unkHandleSceneChangeFlag; }; } // end of namespace Kyra #endif