mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 03:07:06 +00:00
2bcf5c0552
- Added support for PC Speaker sound in all Kyra1, Kyra2 and Lands of Lore - Slight cleanup svn-id: r40939
926 lines
26 KiB
C++
926 lines
26 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef KYRA_KYRA_HOF_H
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#define KYRA_KYRA_HOF_H
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#include "kyra/kyra_v2.h"
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#include "kyra/script.h"
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#include "kyra/script_tim.h"
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#include "kyra/screen_hof.h"
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#include "kyra/text_hof.h"
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#include "kyra/gui_hof.h"
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#include "common/list.h"
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#include "common/func.h"
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namespace Kyra {
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enum kSequences {
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kSequenceVirgin = 0,
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kSequenceWestwood,
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kSequenceTitle,
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kSequenceOverview,
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kSequenceLibrary,
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kSequenceHand,
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kSequencePoint,
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kSequenceZanfaun,
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kSequenceFunters,
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kSequenceFerb,
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kSequenceFish,
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kSequenceFheep,
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kSequenceFarmer,
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kSequenceFuards,
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kSequenceFirates,
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kSequenceFrash,
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kSequenceArraySize
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};
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enum kNestedSequences {
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kSequenceFiggle = 0,
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kSequenceOver1,
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kSequenceOver2,
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kSequenceForest,
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kSequenceDragon,
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kSequenceDarm,
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kSequenceLibrary2,
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kSequenceLibrary3,
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kSequenceMarco,
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kSequenceHand1a,
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kSequenceHand1b,
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kSequenceHand1c,
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kSequenceHand2,
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kSequenceHand3,
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kSequenceHand4
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};
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enum kSequencesDemo {
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kSequenceDemoVirgin = 0,
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kSequenceDemoWestwood,
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kSequenceDemoTitle,
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kSequenceDemoHill,
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kSequenceDemoOuthome,
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kSequenceDemoWharf,
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kSequenceDemoDinob,
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kSequenceDemoFisher
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};
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enum kNestedSequencesDemo {
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kSequenceDemoWharf2 = 0,
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kSequenceDemoDinob2,
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kSequenceDemoWater,
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kSequenceDemoBail,
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kSequenceDemoDig
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};
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#ifdef ENABLE_LOL
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enum kSequencesLolDemo {
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kSequenceLolDemoScene1 = 0,
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kSequenceLolDemoText1,
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kSequenceLolDemoScene2,
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kSequenceLolDemoText2,
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kSequenceLolDemoScene3,
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kSequenceLolDemoText3,
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kSequenceLolDemoScene4,
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kSequenceLolDemoText4,
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kSequenceLolDemoScene5,
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kSequenceLolDemoText5,
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kSequenceLolDemoScene6
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};
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#endif // ENABLE_LOL
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class WSAMovie_v2;
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class KyraEngine_HoF;
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class TextDisplayer_HoF;
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struct TIM;
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typedef int (KyraEngine_HoF::*SeqProc)(WSAMovie_v2*, int, int, int);
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struct ActiveWSA {
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int16 flags;
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WSAMovie_v2 *movie;
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uint16 startFrame;
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uint16 endFrame;
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uint16 frameDelay;
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SeqProc callback;
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uint32 nextFrame;
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uint16 currentFrame;
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uint16 lastFrame;
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uint16 x;
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uint16 y;
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const FrameControl *control;
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uint16 startupCommand;
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uint16 finalCommand;
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};
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struct ActiveText {
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uint16 strIndex;
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uint16 x;
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uint16 y;
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int duration;
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uint16 width;
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uint32 startTime;
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int16 textcolor;
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};
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struct Sequence {
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uint16 flags;
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const char * wsaFile;
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const char * cpsFile;
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uint8 startupCommand;
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uint8 finalCommand;
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int16 stringIndex1;
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int16 stringIndex2;
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uint16 startFrame;
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uint16 numFrames;
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uint16 frameDelay;
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uint16 xPos;
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uint16 yPos;
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uint16 duration;
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};
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struct NestedSequence {
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uint16 flags;
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const char * wsaFile;
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uint16 startframe;
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uint16 endFrame;
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uint16 frameDelay;
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uint16 x;
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uint16 y;
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const FrameControl *wsaControl;
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uint16 startupCommand;
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uint16 finalCommand;
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};
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struct HofSeqData {
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const Sequence *seq;
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int numSeq;
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const NestedSequence *seqn;
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int numSeqn;
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};
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struct ItemAnimData_v1 {
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int16 itemIndex;
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uint16 y;
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const uint16 *frames;
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};
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class KyraEngine_HoF : public KyraEngine_v2 {
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friend class Debugger_HoF;
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friend class TextDisplayer_HoF;
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friend class GUI_HoF;
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public:
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KyraEngine_HoF(OSystem *system, const GameFlags &flags);
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~KyraEngine_HoF();
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void pauseEngineIntern(bool pause);
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Screen *screen() { return _screen; }
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Screen_v2 *screen_v2() const { return _screen; }
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GUI *gui() const { return _gui; }
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virtual TextDisplayer *text() { return _text; }
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int language() const { return _lang; }
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protected:
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static const EngineDesc _hofEngineDesc;
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// intro/outro
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void seq_playSequences(int startSeq, int endSeq = -1);
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int seq_introWestwood(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introTitle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introOverview(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introLibrary(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introPoint(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introZanfaun(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introOver1(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introOver2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introForest(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introDragon(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introDarm(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introLibrary2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introMarco(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand1a(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand1b(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand1c(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_introHand3(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFunters(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFerb(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFish(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFheep(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFarmer(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFuards(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFirates(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFrash(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_finaleFiggle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoVirgin(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoWestwood(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoTitle(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoHill(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoOuthome(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoWharf(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoDinob(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoFisher(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoWharf2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoDinob2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoWater(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoBail(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_demoDig(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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#ifdef ENABLE_LOL
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int seq_lolDemoScene1(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoScene2(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoScene3(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoScene4(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoScene5(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoText5(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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int seq_lolDemoScene6(WSAMovie_v2 *wsaObj, int x, int y, int frm);
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#endif // ENABLE_LOL
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void seq_sequenceCommand(int command);
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void seq_loadNestedSequence(int wsaNum, int seqNum);
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void seq_nestedSequenceFrame(int command, int wsaNum);
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void seq_animatedSubFrame(int srcPage, int dstPage, int delaytime,
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int steps, int x, int y, int w, int h, int openClose, int directionFlags);
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bool seq_processNextSubFrame(int wsaNum);
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void seq_resetActiveWSA(int wsaNum);
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void seq_unloadWSA(int wsaNum);
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void seq_processWSAs();
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void seq_cmpFadeFrame(const char *cmpFile);
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void seq_playTalkText(uint8 chatNum);
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void seq_resetAllTextEntries();
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uint32 seq_activeTextsTimeLeft();
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void seq_waitForTextsTimeout();
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int seq_setTextEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 width);
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void seq_processText();
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char *seq_preprocessString(const char *str, int width);
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void seq_printCreditsString(uint16 strIndex, int x, int y, const uint8 *colorMap, uint8 textcolor);
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void seq_playWsaSyncDialogue(uint16 strIndex, uint16 vocIndex, int textColor, int x, int y, int width,
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WSAMovie_v2 * wsa, int firstframe, int lastframe, int wsaXpos, int wsaYpos);
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void seq_finaleActorScreen();
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void seq_displayScrollText(uint8 *data, const ScreenDim *d, int tempPage1, int tempPage2, int speed, int step, Screen::FontId fid1, Screen::FontId fid2, const uint8 *shapeData = 0, const char *const *specialData = 0);
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void seq_scrollPage(int bottom, int top);
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void seq_showStarcraftLogo();
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void seq_init();
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void seq_uninit();
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Common::Error init();
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Common::Error go();
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Screen_HoF *_screen;
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TextDisplayer_HoF *_text;
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TIMInterpreter *_tim;
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static const int8 _dosTrackMap[];
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static const int _dosTrackMapSize;
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static const int8 _mt32SfxMap[];
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static const int _mt32SfxMapSize;
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static const int8 _gmSfxMap[];
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static const int _gmSfxMapSize;
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static const int8 _pcSpkSfxMap[];
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static const int _pcSpkSfxMapSize;
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AudioDataStruct _soundData[3];
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protected:
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// game initialization
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void startup();
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void runLoop();
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void cleanup();
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void registerDefaultSettings();
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void writeSettings();
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void readSettings();
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uint8 _configTextspeed;
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// TODO: get rid of all variables having pointers to the static resources if possible
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// i.e. let them directly use the _staticres functions
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void initStaticResource();
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void setupTimers();
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void setupOpcodeTable();
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void loadMouseShapes();
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void loadItemShapes();
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// run
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void update();
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void updateWithText();
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Common::Functor0Mem<void, KyraEngine_HoF> _updateFunctor;
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void updateMouse();
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void dinoRide();
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void handleInput(int x, int y);
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bool handleInputUnkSub(int x, int y);
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int inputSceneChange(int x, int y, int unk1, int unk2);
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// gfx/animation specific
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bool _inventorySaved;
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void backUpPage0();
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void restorePage0();
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uint8 *_gfxBackUpRect;
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void backUpGfxRect24x24(int x, int y);
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void restoreGfxRect24x24(int x, int y);
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void backUpGfxRect32x32(int x, int y);
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void restoreGfxRect32x32(int x, int y);
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uint8 *_sceneShapeTable[50];
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WSAMovie_v2 *_wsaSlots[10];
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void freeSceneShapePtrs();
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struct ShapeDesc {
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uint8 unk0, unk1, unk2, unk3, unk4;
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uint16 width, height;
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int16 xAdd, yAdd;
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};
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ShapeDesc *_shapeDescTable;
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void loadCharacterShapes(int shapes);
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void loadInventoryShapes();
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void resetScaleTable();
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void setScaleTableItem(int item, int data);
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int getScale(int x, int y);
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uint16 _scaleTable[15];
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void setDrawLayerTableEntry(int entry, int data);
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int getDrawLayer(int x, int y);
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int _drawLayerTable[15];
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int _layerFlagTable[16]; // seems to indicate layers where items get destroyed when dropped to (TODO: check this!)
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int initAnimationShapes(uint8 *filedata);
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void uninitAnimationShapes(int count, uint8 *filedata);
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// animator
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uint8 *_gamePlayBuffer;
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void restorePage3();
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void clearAnimObjects();
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void refreshAnimObjects(int force);
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void drawAnimObjects();
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void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer);
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void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer);
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void updateItemAnimations();
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void updateCharFacing();
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void updateCharacterAnim(int);
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void updateSceneAnim(int anim, int newFrame);
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int _animObj0Width, _animObj0Height;
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void setCharacterAnimDim(int w, int h);
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void resetCharacterAnimDim();
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// scene
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const char *_sceneCommentString;
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uint8 _scenePal[688];
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void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3);
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void enterNewSceneUnk1(int facing, int unk1, int unk2);
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void enterNewSceneUnk2(int unk1);
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void unloadScene();
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void loadScenePal();
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void loadSceneMsc();
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void fadeScenePal(int srcIndex, int delay);
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void startSceneScript(int unk1);
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void runSceneScript2();
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void runSceneScript4(int unk1);
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void runSceneScript7();
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void initSceneAnims(int unk1);
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void initSceneScreen(int unk1);
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int trySceneChange(int *moveTable, int unk1, int updateChar);
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int checkSceneChange();
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// pathfinder
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bool lineIsPassable(int x, int y);
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// item
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void setMouseCursor(uint16 item);
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uint8 _itemHtDat[176];
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int checkItemCollision(int x, int y);
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void updateWaterFlasks();
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bool dropItem(int unk1, uint16 item, int x, int y, int unk2);
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bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2);
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void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item);
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void exchangeMouseItem(int itemPos);
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bool pickUpItem(int x, int y);
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bool isDropable(int x, int y);
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static const byte _itemStringMap[];
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static const int _itemStringMapSize;
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static const int16 _flaskTable[];
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bool itemIsFlask(int item);
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// inventory
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static const int _inventoryX[];
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static const int _inventoryY[];
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static const uint16 _itemMagicTable[];
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int getInventoryItemSlot(uint16 item);
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void removeSlotFromInventory(int slot);
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bool checkInventoryItemExchange(uint16 item, int slot);
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void drawInventoryShape(int page, uint16 item, int slot);
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void clearInventorySlot(int slot, int page);
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void redrawInventory(int page);
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void scrollInventoryWheel();
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int findFreeVisibleInventorySlot();
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ActiveItemAnim _activeItemAnim[15];
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int _nextAnimItem;
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// gui
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bool _menuDirectlyToLoad;
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GUI_HoF *_gui;
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void loadButtonShapes();
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void setupLangButtonShapes();
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uint8 *_buttonShapes[19];
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void initInventoryButtonList();
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Button *_inventoryButtons;
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Button *_buttonList;
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int scrollInventory(Button *button);
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int buttonInventory(Button *button);
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int bookButton(Button *button);
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int cauldronButton(Button *button);
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int cauldronClearButton(Button *button);
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// book
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static const int _bookPageYOffset[];
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static const byte _bookTextColorMap[];
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int _bookMaxPage;
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int _bookNewPage;
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int _bookCurPage;
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int _bookBkgd;
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bool _bookShown;
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void loadBookBkgd();
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void showBookPage();
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void bookLoop();
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void bookDecodeText(uint8 *text);
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void bookPrintText(int dstPage, const uint8 *text, int x, int y, uint8 color);
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int bookPrevPage(Button *button);
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int bookNextPage(Button *button);
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int bookClose(Button *button);
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// cauldron
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uint8 _cauldronState;
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int16 _cauldronUseCount;
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int16 _cauldronTable[25];
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int16 _cauldronStateTables[23][7];
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static const int16 _cauldronProtectedItems[];
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static const int16 _cauldronBowlTable[];
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static const int16 _cauldronMagicTable[];
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static const int16 _cauldronMagicTableScene77[];
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static const uint8 _cauldronStateTable[];
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void resetCauldronStateTable(int idx);
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bool addToCauldronStateTable(int data, int idx);
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void setCauldronState(uint8 state, bool paletteFade);
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void clearCauldronTable();
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void addFrontCauldronTable(int item);
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void cauldronItemAnim(int item);
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void cauldronRndPaletteFade();
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bool updateCauldron();
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void listItemsInCauldron();
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// localization
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void loadCCodeBuffer(const char *file);
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void loadOptionsBuffer(const char *file);
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void loadChapterBuffer(int chapter);
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uint8 *_optionsBuffer;
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uint8 *_cCodeBuffer;
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uint8 *_chapterBuffer;
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int _currentChapter;
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int _newChapterFile;
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uint8 *getTableEntry(uint8 *buffer, int id);
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char *getTableString(int id, uint8 *buffer, int decode);
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const char *getChapterString(int id);
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void changeFileExtension(char *buffer);
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// - Just used in French version
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int getItemCommandStringDrop(uint16 item);
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int getItemCommandStringPickUp(uint16 item);
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int getItemCommandStringInv(uint16 item);
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// -
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char _internStringBuf[200];
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static const char *_languageExtension[];
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static const char *_scriptLangExt[];
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// character
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bool _useCharPal;
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int _charPalEntry;
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uint8 _charPalTable[16];
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void updateCharPal(int unk1);
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void setCharPalEntry(int entry, int value);
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int getCharacterWalkspeed() const;
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void updateCharAnimFrame(int num, int *table);
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bool checkCharCollision(int x, int y);
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static const uint8 _characterFrameTable[];
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// text
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void showMessageFromCCode(int id, int16 palIndex, int);
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void showMessage(const char *string, int16 palIndex);
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void showChapterMessage(int id, int16 palIndex);
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void updateCommandLineEx(int str1, int str2, int16 palIndex);
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const char *_shownMessage;
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byte _messagePal[3];
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bool _fadeMessagePalette;
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void fadeMessagePalette();
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// chat
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bool _chatIsNote;
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int chatGetType(const char *text);
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int chatCalcDuration(const char *text);
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void objectChat(const char *text, int object, int vocHigh = -1, int vocLow = -1);
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void objectChatInit(const char *text, int object, int vocHigh = -1, int vocLow = -1);
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void objectChatPrintText(const char *text, int object);
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void objectChatProcess(const char *script);
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void objectChatWaitToFinish();
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void startDialogue(int dlgIndex);
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void zanthSceneStartupChat();
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void randomSceneChat();
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void updateDlgBuffer();
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void loadDlgHeader(int &csEntry, int &vocH, int &scIndex1, int &scIndex2);
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void processDialogue(int dlgOffset, int vocH = 0, int csEntry = 0);
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void npcChatSequence(const char *str, int objectId, int vocHigh = -1, int vocLow = -1);
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void setDlgIndex(int dlgIndex);
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int _npcTalkChpIndex;
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int _npcTalkDlgIndex;
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uint8 _newSceneDlgState[32];
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int8 **_conversationState;
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uint8 *_dlgBuffer;
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// Talk object handling
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void initTalkObject(int index);
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void deinitTalkObject(int index);
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struct TalkObject {
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char filename[13];
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int8 scriptId;
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int16 x, y;
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int8 color;
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};
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TalkObject *_talkObjectList;
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struct TalkSections {
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TIM *STATim;
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TIM *TLKTim;
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TIM *ENDTim;
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};
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TalkSections _currentTalkSections;
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char _TLKFilename[13];
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// tim
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void playTim(const char *filename);
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int t2_initChat(const TIM *tim, const uint16 *param);
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int t2_updateSceneAnim(const TIM *tim, const uint16 *param);
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int t2_resetChat(const TIM *tim, const uint16 *param);
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int t2_playSoundEffect(const TIM *tim, const uint16 *param);
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Common::Array<const TIMOpcode*> _timOpcodes;
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// sound
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int _oldTalkFile;
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int _currentTalkFile;
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void openTalkFile(int newFile);
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int _lastSfxTrack;
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virtual void snd_playVoiceFile(int id);
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void snd_loadSoundFile(int id);
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void playVoice(int high, int low);
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void snd_playSoundEffect(int track, int volume=0xFF);
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// timer
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void timerFadeOutMessage(int);
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void timerCauldronAnimation(int);
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void timerFunc4(int);
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void timerFunc5(int);
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void timerBurnZanthia(int);
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void setTimer1DelaySecs(int secs);
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uint32 _nextIdleAnim;
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int _lastIdleScript;
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void setNextIdleAnimTimer();
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void showIdleAnim();
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void runIdleScript(int script);
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void setWalkspeed(uint8 speed);
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// ingame static sequence handling
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void seq_makeBookOrCauldronAppear(int type);
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void seq_makeBookAppear();
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struct InventoryWsa {
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int x, y, x2, y2, w, h;
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int page;
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int curFrame, lastFrame, specialFrame;
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int sfx;
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int delay;
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bool running;
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uint32 timer;
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WSAMovie_v2 *wsa;
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} _invWsa;
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// TODO: move inside KyraEngine_HoF::InventoryWsa?
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void loadInvWsa(const char *filename, int run, int delay, int page, int sfx, int sFrame, int flags);
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void closeInvWsa();
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void updateInvWsa();
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void displayInvWsaLastFrame();
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// opcodes
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int o2_setCharacterFacingRefresh(EMCState *script);
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int o2_setCharacterPos(EMCState *script);
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int o2_defineObject(EMCState *script);
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int o2_refreshCharacter(EMCState *script);
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int o2_setSceneComment(EMCState *script);
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int o2_setCharacterAnimFrame(EMCState *script);
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int o2_setCharacterFacing(EMCState *script);
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int o2_customCharacterChat(EMCState *script);
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int o2_soundFadeOut(EMCState *script);
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int o2_showChapterMessage(EMCState *script);
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int o2_restoreTalkTextMessageBkgd(EMCState *script);
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int o2_wsaClose(EMCState *script);
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int o2_meanWhileScene(EMCState *script);
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int o2_backUpScreen(EMCState *script);
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int o2_restoreScreen(EMCState *script);
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int o2_displayWsaFrame(EMCState *script);
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int o2_displayWsaSequentialFramesLooping(EMCState *script);
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int o2_wsaOpen(EMCState *script);
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int o2_displayWsaSequentialFrames(EMCState *script);
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int o2_displayWsaSequence(EMCState *script);
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int o2_addItemToInventory(EMCState *script);
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int o2_drawShape(EMCState *script);
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int o2_addItemToCurScene(EMCState *script);
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int o2_loadSoundFile(EMCState *script);
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int o2_removeSlotFromInventory(EMCState *script);
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int o2_removeItemFromInventory(EMCState *script);
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int o2_countItemInInventory(EMCState *script);
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int o2_countItemsInScene(EMCState *script);
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int o2_wipeDownMouseItem(EMCState *script);
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int o2_getElapsedSecs(EMCState *script);
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int o2_getTimerDelay(EMCState *script);
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int o2_delaySecs(EMCState *script);
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int o2_setTimerDelay(EMCState *script);
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int o2_setScaleTableItem(EMCState *script);
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int o2_setDrawLayerTableItem(EMCState *script);
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int o2_setCharPalEntry(EMCState *script);
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int o2_loadZShapes(EMCState *script);
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int o2_drawSceneShape(EMCState *script);
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int o2_drawSceneShapeOnPage(EMCState *script);
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int o2_disableAnimObject(EMCState *script);
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int o2_enableAnimObject(EMCState *script);
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int o2_loadPalette384(EMCState *script);
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int o2_setPalette384(EMCState *script);
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int o2_restoreBackBuffer(EMCState *script);
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int o2_backUpInventoryGfx(EMCState *script);
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int o2_disableSceneAnim(EMCState *script);
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int o2_enableSceneAnim(EMCState *script);
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int o2_restoreInventoryGfx(EMCState *script);
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int o2_setSceneAnimPos2(EMCState *script);
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int o2_fadeScenePal(EMCState *script);
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int o2_enterNewScene(EMCState *script);
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int o2_switchScene(EMCState *script);
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int o2_setPathfinderFlag(EMCState *script);
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int o2_getSceneExitToFacing(EMCState *script);
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int o2_setLayerFlag(EMCState *script);
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int o2_setZanthiaPos(EMCState *script);
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int o2_loadMusicTrack(EMCState *script);
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int o2_setSceneAnimPos(EMCState *script);
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int o2_setCauldronState(EMCState *script);
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int o2_showItemString(EMCState *script);
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int o2_isAnySoundPlaying(EMCState *script);
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int o2_setDrawNoShapeFlag(EMCState *script);
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int o2_setRunFlag(EMCState *script);
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int o2_showLetter(EMCState *script);
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int o2_playFireflyScore(EMCState *script);
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int o2_encodeShape(EMCState *script);
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int o2_defineSceneAnim(EMCState *script);
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int o2_updateSceneAnim(EMCState *script);
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int o2_addToSceneAnimPosAndUpdate(EMCState *script);
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int o2_useItemOnMainChar(EMCState *script);
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int o2_startDialogue(EMCState *script);
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int o2_addCauldronStateTableEntry(EMCState *script);
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int o2_setCountDown(EMCState *script);
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int o2_getCountDown(EMCState *script);
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int o2_pressColorKey(EMCState *script);
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int o2_objectChat(EMCState *script);
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int o2_changeChapter(EMCState *script);
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int o2_getColorCodeFlag1(EMCState *script);
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int o2_setColorCodeFlag1(EMCState *script);
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int o2_getColorCodeFlag2(EMCState *script);
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int o2_setColorCodeFlag2(EMCState *script);
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int o2_getColorCodeValue(EMCState *script);
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int o2_setColorCodeValue(EMCState *script);
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int o2_countItemInstances(EMCState *script);
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int o2_removeItemFromScene(EMCState *script);
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int o2_initObject(EMCState *script);
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int o2_npcChat(EMCState *script);
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int o2_deinitObject(EMCState *script);
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int o2_playTimSequence(EMCState *script);
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int o2_makeBookOrCauldronAppear(EMCState *script);
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int o2_resetInputColorCode(EMCState *script);
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int o2_mushroomEffect(EMCState *script);
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int o2_customChat(EMCState *script);
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int o2_customChatFinish(EMCState *script);
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int o2_setupSceneAnimation(EMCState *script);
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int o2_stopSceneAnimation(EMCState *script);
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int o2_processPaletteIndex(EMCState *script);
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int o2_updateTwoSceneAnims(EMCState *script);
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int o2_getRainbowRoomData(EMCState *script);
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int o2_drawSceneShapeEx(EMCState *script);
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int o2_midiSoundFadeout(EMCState *script);
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int o2_getSfxDriver(EMCState *script);
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int o2_getVocSupport(EMCState *script);
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int o2_getMusicDriver(EMCState *script);
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int o2_zanthiaChat(EMCState *script);
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int o2_isVoiceEnabled(EMCState *script);
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int o2_isVoicePlaying(EMCState *script);
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int o2_stopVoicePlaying(EMCState *script);
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int o2_getGameLanguage(EMCState *script);
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int o2_demoFinale(EMCState *script);
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int o2_dummy(EMCState *script);
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// animation opcodes
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int o2a_setCharacterFrame(EMCState *script);
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// script
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void runStartScript(int script, int unk1);
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void loadNPCScript();
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bool _noScriptEnter;
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EMCData _npcScriptData;
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// pathfinder
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uint8 *_unkBuf500Bytes;
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uint8 *_unkBuf200kByte;
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bool _chatAltFlag;
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// sequence player
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ActiveWSA *_activeWSA;
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ActiveText *_activeText;
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const char *const *_sequencePakList;
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int _sequencePakListSize;
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const char *const *_ingamePakList;
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int _ingamePakListSize;
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const char *const *_musicFileListIntro;
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int _musicFileListIntroSize;
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const char *const *_musicFileListFinale;
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int _musicFileListFinaleSize;
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const char *const *_musicFileListIngame;
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int _musicFileListIngameSize;
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const uint8 *_cdaTrackTableIntro;
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int _cdaTrackTableIntroSize;
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const uint8 *_cdaTrackTableIngame;
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int _cdaTrackTableIngameSize;
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const uint8 *_cdaTrackTableFinale;
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int _cdaTrackTableFinaleSize;
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const char *const *_sequenceSoundList;
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int _sequenceSoundListSize;
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const char *const *_ingameSoundList;
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int _ingameSoundListSize;
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const uint16 *_ingameSoundIndex;
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int _ingameSoundIndexSize;
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const char *const *_sequenceStrings;
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int _sequenceStringsSize;
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const uint16 *_ingameTalkObjIndex;
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int _ingameTalkObjIndexSize;
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const char *const *_ingameTimJpStr;
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int _ingameTimJpStrSize;
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const HofSeqData *_sequences;
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const ItemAnimData_v2 *_itemAnimData;
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int _itemAnimDataSize;
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const ItemAnimData_v1 *_demoAnimData;
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int _demoAnimSize;
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int _sequenceStringsDuration[33];
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static const uint8 _seqTextColorPresets[];
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char *_seqProcessedString;
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WSAMovie_v2 *_seqWsa;
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bool _abortIntroFlag;
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int _menuChoice;
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uint32 _seqFrameDelay;
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uint32 _seqStartTime;
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uint32 _seqSubFrameStartTime;
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uint32 _seqEndTime;
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uint32 _seqSubFrameEndTimeInternal;
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uint32 _seqWsaChatTimeout;
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uint32 _seqWsaChatFrameTimeout;
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int _seqFrameCounter;
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int _seqScrollTextCounter;
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int _seqWsaCurrentFrame;
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bool _seqSpecialFlag;
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bool _seqSubframePlaying;
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uint8 _seqTextColor[2];
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uint8 _seqTextColorMap[16];
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const SeqProc *_callbackS;
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const SeqProc *_callbackN;
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static const uint8 _rainbowRoomData[];
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// color code related vars
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int _colorCodeFlag1;
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int _colorCodeFlag2;
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uint8 _presetColorCode[7];
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uint8 _inputColorCode[7];
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uint32 _scriptCountDown;
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int _dbgPass;
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// save/load specific
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Common::Error saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail);
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Common::Error loadGameState(int slot);
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};
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} // end of namespace Kyra
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#endif
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