scummvm/engines/agi/agi.h
Martin Kiewitz 34117170f2 AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
2016-02-03 02:40:01 +01:00

966 lines
24 KiB
C++

/* 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.
*
*/
#ifndef AGI_H
#define AGI_H
#include "common/scummsys.h"
#include "common/error.h"
#include "common/util.h"
#include "common/file.h"
#include "common/rect.h"
#include "common/rendermode.h"
#include "common/stack.h"
#include "common/system.h"
#include "engines/engine.h"
#include "gui/debugger.h"
// AGI resources
#include "agi/console.h"
#include "agi/view.h"
#include "agi/picture.h"
#include "agi/logic.h"
#include "agi/sound.h"
#include "gui/predictivedialog.h"
namespace Common {
class RandomSource;
}
/**
* This is the namespace of the AGI engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Early Sierra adventure games
* - many fan made games
* - Mickey's Space Adventure (Pre-AGI)
* - Winnie the Pooh in the Hundred Acre Wood (Pre-AGI)
* - Troll's Tale (Pre-AGI)
*/
namespace Agi {
typedef signed int Err;
//
// Version and other definitions
//
#define TITLE "AGI engine"
#define DIR_ "dir"
#define LOGDIR "logdir"
#define PICDIR "picdir"
#define VIEWDIR "viewdir"
#define SNDDIR "snddir"
#define OBJECTS "object"
#define WORDS "words.tok"
#define MAX_DIRECTORY_ENTRIES 256
#define MAX_CONTROLLERS 256
#define MAX_VARS 256
#define MAX_FLAGS (256 >> 3)
#define SCREENOBJECTS_MAX 255 // KQ3 uses o255!
#define SCREENOBJECTS_EGO_ENTRY 0 // first entry is ego
#define MAX_WORDS 20
#define MAX_STRINGS 24 // MAX_STRINGS + 1 used for get.num
#define MAX_STRINGLEN 40
#define MAX_CONTROLLER_KEYMAPPINGS 39
#define SAVEDGAME_DESCRIPTION_LEN 30
#define _EMPTY 0xfffff
#define EGO_OWNED 0xff
#define EGO_OWNED_V1 0xf9
#define CRYPT_KEY_SIERRA "Avis Durgan"
#define CRYPT_KEY_AGDS "Alex Simkin"
#define ADD_PIC 1
#define ADD_VIEW 2
#define CMD_BSIZE 12
enum AgiGameID {
GID_AGIDEMO,
GID_BC,
GID_DDP,
GID_GOLDRUSH,
GID_KQ1,
GID_KQ2,
GID_KQ3,
GID_KQ4,
GID_LSL1,
GID_MH1,
GID_MH2,
GID_MIXEDUP,
GID_PQ1,
GID_SQ1,
GID_SQ2,
GID_XMASCARD,
GID_FANMADE,
GID_GETOUTTASQ, // Fanmade
GID_MICKEY, // PreAGI
GID_WINNIE, // PreAGI
GID_TROLL // PreAGI
};
enum AgiGameType {
GType_PreAGI = 0,
GType_V1 = 1,
GType_V2 = 2,
GType_V3 = 3
};
enum BooterDisks {
BooterDisk1 = 0,
BooterDisk2 = 1
};
//
// GF_OLDAMIGAV20 means that the interpreter is an old Amiga AGI interpreter that
// uses value 20 for the computer type (v20 i.e. vComputer) rather than the usual value 5.
//
// GF_CLIPCOORDS means that views' coordinates must be clipped at least in commands
// position and position.v.
//
enum AgiGameFeatures {
GF_AGIMOUSE = (1 << 0),
GF_AGDS = (1 << 1),
GF_AGI256 = (1 << 2),
GF_AGI256_2 = (1 << 3),
GF_AGIPAL = (1 << 4),
GF_MACGOLDRUSH = (1 << 5),
GF_FANMADE = (1 << 6),
GF_MENUS = (1 << 7),
GF_ESCPAUSE = (1 << 8),
GF_OLDAMIGAV20 = (1 << 9),
GF_CLIPCOORDS = (1 << 10),
GF_2GSOLDSOUND = (1 << 11)
};
struct AGIGameDescription;
enum {
NO_GAMEDIR = 0,
GAMEDIR
};
enum AGIErrors {
errOK = 0,
errDoNothing,
errBadCLISwitch,
errInvalidAGIFile,
errBadFileOpen,
errNotEnoughMemory,
errBadResource,
errUnknownAGIVersion,
errNoLoopsInView,
errViewDataError,
errNoGameList,
errIOError,
errUnk = 127
};
enum kDebugLevels {
kDebugLevelMain = 1 << 0,
kDebugLevelResources = 1 << 1,
kDebugLevelSprites = 1 << 2,
kDebugLevelInventory = 1 << 3,
kDebugLevelInput = 1 << 4,
kDebugLevelMenu = 1 << 5,
kDebugLevelScripts = 1 << 6,
kDebugLevelSound = 1 << 7,
kDebugLevelText = 1 << 8,
kDebugLevelSavegame = 1 << 9
};
/**
* AGI resources.
*/
enum {
RESOURCETYPE_LOGIC = 1,
RESOURCETYPE_SOUND,
RESOURCETYPE_VIEW,
RESOURCETYPE_PICTURE
};
enum {
RES_LOADED = 0x01,
RES_COMPRESSED = 0x40,
RES_PICTURE_V3_NIBBLE_PARM = 0x80 // Flag that gets set for picture resources,
// which use a nibble instead of a byte as F0+F2 parameters
};
enum {
lCOMMAND_MODE = 1,
lTEST_MODE
};
struct gameIdList {
gameIdList *next;
uint32 version;
uint32 crc;
char *gName;
char *switches;
};
struct Mouse {
int button;
Common::Point pos;
};
// Used by AGI Mouse protocol 1.0 for v27 (i.e. button pressed -variable).
enum AgiMouseButton {
kAgiMouseButtonUp, // Mouse button is up (not pressed)
kAgiMouseButtonLeft, // Left mouse button
kAgiMouseButtonRight, // Right mouse button
kAgiMouseButtonMiddle // Middle mouse button
};
/**
* AGI variables.
*/
enum {
VM_VAR_CURRENT_ROOM = 0, // 0
VM_VAR_PREVIOUS_ROOM, // 1
VM_VAR_BORDER_TOUCH_EGO, // 2
VM_VAR_SCORE, // 3
VM_VAR_BORDER_CODE, // 4
VM_VAR_BORDER_TOUCH_OBJECT, // 5
VM_VAR_EGO_DIRECTION, // 6
VM_VAR_MAX_SCORE, // 7
VM_VAR_FREE_PAGES, // 8
VM_VAR_WORD_NOT_FOUND, // 9
VM_VAR_TIME_DELAY, // 10
VM_VAR_SECONDS, // 11
VM_VAR_MINUTES, // 12
VM_VAR_HOURS, // 13
VM_VAR_DAYS, // 14
VM_VAR_JOYSTICK_SENSITIVITY, // 15
VM_VAR_EGO_VIEW_RESOURCE, // 16
VM_VAR_AGI_ERROR_CODE, // 17
VM_VAR_AGI_ERROR_INFO, // 18
VM_VAR_KEY, // 19
VM_VAR_COMPUTER, // 20
VM_VAR_WINDOW_RESET, // 21
VM_VAR_SOUNDGENERATOR, // 22
VM_VAR_VOLUME, // 23
VM_VAR_MAX_INPUT_CHARACTERS, // 24
VM_VAR_SELECTED_INVENTORY_ITEM, // 25
VM_VAR_MONITOR = 26, // 26
VM_VAR_MOUSE_BUTTONSTATE = 27, // 27
VM_VAR_MOUSE_X = 28, // 28
VM_VAR_MOUSE_Y = 29 // 29
};
/**
* Different monitor types.
* Used with AGI variable 26 i.e. vMonitor.
*/
enum AgiMonitorType {
kAgiMonitorCga = 0,
//kAgiMonitorTandy = 1, // Not sure about this
kAgiMonitorHercules = 2,
kAgiMonitorEga = 3
//kAgiMonitorVga = 4 // Not sure about this
};
/**
* Different computer types.
* Used with AGI variable 20 i.e. vComputer.
*
* At least these Amiga AGI versions use value 5:
* 2.082 (King's Quest I v1.0U 1986)
* 2.090 (King's Quest III v1.01 1986-11-08)
* x.yyy (Black Cauldron v2.00 1987-06-14)
* x.yyy (Larry I v1.05 1987-06-26)
* 2.107 (King's Quest II v2.0J. Date is probably 1987-01-29)
* 2.202 (Space Quest II v2.0F)
* 2.310 (Police Quest I v2.0B 1989-02-22)
* 2.316 (Gold Rush! v2.05 1989-03-09)
* 2.333 (King's Quest III v2.15 1989-11-15)
*
* At least these Amiga AGI versions use value 20:
* 2.082 (Space Quest I v1.2 1986)
* x.yyy (Manhunter NY 1.06 3/18/89)
* 2.333 (Manhunter SF 3.06 8/17/89)
*
*/
enum AgiComputerType {
kAgiComputerPC = 0,
kAgiComputerAtariST = 4,
kAgiComputerAmiga = 5, // Newer Amiga AGI interpreters' value (Commonly used)
kAgiComputerApple2GS = 7,
kAgiComputerAmigaOld = 20 // Older Amiga AGI interpreters' value (Seldom used)
};
enum AgiSoundType {
kAgiSoundPC = 1,
kAgiSoundTandy = 3, // Tandy (This value is also used by the Amiga AGI and Apple IIGS AGI)
kAgiSound2GSOld = 8 // Apple IIGS's Gold Rush! (Version 1.0M 1989-02-28 (CE), AGI 3.003) uses value 8
};
/**
* AGI flags
*/
enum {
VM_FLAG_EGO_WATER = 0, // 0
VM_FLAG_EGO_INVISIBLE,
VM_FLAG_ENTERED_CLI,
VM_FLAG_EGO_TOUCHED_P2,
VM_FLAG_SAID_ACCEPTED_INPUT,
VM_FLAG_NEW_ROOM_EXEC, // 5
VM_FLAG_RESTART_GAME,
VM_FLAG_SCRIPT_BLOCKED,
VM_FLAG_JOY_SENSITIVITY,
VM_FLAG_SOUND_ON,
VM_FLAG_DEBUGGER_ON, // 10
VM_FLAG_LOGIC_ZERO_FIRST_TIME,
VM_FLAG_RESTORE_JUST_RAN,
VM_FLAG_STATUS_SELECTS_ITEMS,
VM_FLAG_MENUS_ACCESSIBLE,
VM_FLAG_OUTPUT_MODE, // 15
VM_FLAG_AUTO_RESTART
};
struct AgiControllerKeyMapping {
uint16 keycode;
byte controllerSlot;
};
struct AgiObject {
int location;
char *name;
};
struct AgiDir {
uint8 volume;
uint32 offset;
uint32 len;
uint32 clen;
// 0 = not in mem, can be freed
// 1 = in mem, can be released
// 2 = not in mem, cant be released
// 3 = in mem, cant be released
// 0x40 = was compressed
uint8 flags;
};
struct AgiBlock {
bool active;
int16 x1, y1;
int16 x2, y2;
};
struct ScriptPos {
int script;
int curIP;
};
enum CycleInnerLoopType {
CYCLE_INNERLOOP_GETSTRING = 0,
CYCLE_INNERLOOP_GETNUMBER = 1,
CYCLE_INNERLOOP_INVENTORY = 2,
CYCLE_INNERLOOP_MENU_VIA_KEYBOARD = 3,
CYCLE_INNERLOOP_MENU_VIA_MOUSE = 4,
CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT = 5,
CYCLE_INNERLOOP_MESSAGEBOX = 6,
CYCLE_INNERLOOP_HAVEKEY = 7
};
enum State {
STATE_INIT = 0x00,
STATE_LOADED = 0x01,
STATE_RUNNING = 0x02
};
typedef Common::Array<int16> SavedGameSlotIdArray;
/**
* AGI game structure.
* This structure contains all global data of an AGI game executed
* by the interpreter.
*/
struct AgiGame {
AgiEngine *_vm;
State state; /**< state of the interpreter */
// TODO: Check whether adjMouseX and adjMouseY must be saved and loaded when using savegames.
// If they must be then loading and saving is partially broken at the moment.
int adjMouseX; /**< last given adj.ego.move.to.x.y-command's 1st parameter */
int adjMouseY; /**< last given adj.ego.move.to.x.y-command's 2nd parameter */
char name[8]; /**< lead in id (e.g. `GR' for goldrush) */
char id[8]; /**< game id */
uint32 crc; /**< game CRC */
// game flags and variables
uint8 flags[MAX_FLAGS]; /**< 256 1-bit flags combined into a total of 32 bytes */
uint8 vars[MAX_VARS]; /**< 256 variables */
// internal variables
int16 horizon; /**< horizon y coordinate */
bool cycleInnerLoopActive;
int16 cycleInnerLoopType;
int16 curLogicNr; /**< current logic number */
Common::Array<ScriptPos> execStack;
// internal flags
bool playerControl; /**< player is in control */
bool exitAllLogics; /**< break cycle after new.room */
bool pictureShown; /**< show.pic has been issued */
#define ID_AGDS 0x00000001
#define ID_AMIGA 0x00000002
int gameFlags; /**< agi options flags */
// windows
AgiBlock block;
// graphics & text
bool gfxMode;
unsigned int numObjects;
bool controllerOccured[MAX_CONTROLLERS]; /**< keyboard keypress events */
AgiControllerKeyMapping controllerKeyMapping[MAX_CONTROLLER_KEYMAPPINGS];
char strings[MAX_STRINGS + 1][MAX_STRINGLEN]; /**< strings */
// directory entries for resources
AgiDir dirLogic[MAX_DIRECTORY_ENTRIES];
AgiDir dirPic[MAX_DIRECTORY_ENTRIES];
AgiDir dirView[MAX_DIRECTORY_ENTRIES];
AgiDir dirSound[MAX_DIRECTORY_ENTRIES];
// resources
AgiPicture pictures[MAX_DIRECTORY_ENTRIES]; /**< AGI picture resources */
AgiLogic logics[MAX_DIRECTORY_ENTRIES]; /**< AGI logic resources */
AgiView views[MAX_DIRECTORY_ENTRIES]; /**< AGI view resources */
AgiSound *sounds[MAX_DIRECTORY_ENTRIES]; /**< Pointers to AGI sound resources */
AgiLogic *_curLogic;
// view table
ScreenObjEntry screenObjTable[SCREENOBJECTS_MAX];
ScreenObjEntry addToPicView;
int32 ver; /**< detected game version */
bool automaticSave; /**< set by CmdSetSimple() */
char automaticSaveDescription[SAVEDGAME_DESCRIPTION_LEN + 1];
Common::Rect mouseFence; /**< rectangle set by fence.mouse command */
bool mouseEnabled; /**< if mouse is supposed to be active */
bool mouseHidden; /**< if mouse is currently hidden */
// IF condition handling
int testResult;
int max_logics;
int logic_list[256];
// used to detect situations, where the game shows some text and changes rooms right afterwards
// for example Space Quest 2 intro right at the start
// or Space Quest 2, when entering the vent also right at the start
// The developers assumed that loading the new room would take a bit.
// In ScummVM it's basically done in an instant, which means that
// the text would only get shown for a split second.
// We delay a bit as soon as such situations get detected.
bool nonBlockingTextShown;
int16 nonBlockingTextCyclesLeft;
bool automaticRestoreGame;
};
class AgiLoader {
public:
AgiLoader() {}
virtual ~AgiLoader() {}
virtual int init() = 0;
virtual int deinit() = 0;
virtual int detectGame() = 0;
virtual int loadResource(int16 resourceType, int16 resourceNr) = 0;
virtual int unloadResource(int16 resourceType, int16 resourceNr) = 0;
virtual int loadObjects(const char *) = 0;
virtual int loadWords(const char *) = 0;
};
class AgiLoader_v1 : public AgiLoader {
private:
AgiEngine *_vm;
Common::String _filenameDisk0;
Common::String _filenameDisk1;
int loadDir_DDP(AgiDir *agid, int offset, int max);
int loadDir_BC(AgiDir *agid, int offset, int max);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v1(AgiEngine *vm);
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class AgiLoader_v2 : public AgiLoader {
private:
AgiEngine *_vm;
int loadDir(AgiDir *agid, const char *fname);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v2(AgiEngine *vm) {
_vm = vm;
}
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class AgiLoader_v3 : public AgiLoader {
private:
AgiEngine *_vm;
int loadDir(AgiDir *agid, Common::File *fp, uint32 offs, uint32 len);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v3(AgiEngine *vm) {
_vm = vm;
}
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class GfxFont;
class GfxMgr;
class SpritesMgr;
class InventoryMgr;
class TextMgr;
class GfxMenu;
class SystemUI;
class Words;
// Image stack support
struct ImageStackElement {
uint8 type;
uint8 pad;
int16 parm1;
int16 parm2;
int16 parm3;
int16 parm4;
int16 parm5;
int16 parm6;
int16 parm7;
};
struct StringData {
int x;
int y;
int len;
int str;
};
#define TICK_SECONDS 20
#define KEY_QUEUE_SIZE 16
class AgiBase : public ::Engine {
protected:
// Engine API
Common::Error init();
virtual Common::Error go() = 0;
virtual Common::Error run() {
Common::Error err;
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
virtual bool hasFeature(EngineFeature f) const;
virtual void initialize() = 0;
void initRenderMode();
public:
Words *_words;
GfxFont *_font;
GfxMgr *_gfx;
Common::RenderMode _renderMode;
AgiDebug _debug;
AgiGame _game;
Common::RandomSource *_rnd;
SoundMgr *_sound;
Mouse _mouse;
bool _noSaveLoadAllowed;
virtual bool promptIsEnabled() {
return false;
}
virtual int getKeypress() = 0;
virtual bool isKeypress() = 0;
virtual void clearKeyQueue() = 0;
AgiBase(OSystem *syst, const AGIGameDescription *gameDesc);
~AgiBase();
virtual void clearImageStack() = 0;
virtual void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) = 0;
virtual void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) = 0;
virtual void releaseImageStack() = 0;
int _soundemu;
bool getFlag(int16 flagNr);
void setFlag(int16 flagNr, bool newState);
void flipFlag(int16 flagNr);
const AGIGameDescription *_gameDescription;
uint32 _gameFeatures;
uint16 _gameVersion;
uint32 getGameID() const;
uint32 getFeatures() const;
uint16 getVersion() const;
uint16 getGameType() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
const char *getGameMD5() const;
void initFeatures();
void setFeature(uint32 feature);
void initVersion();
void setVersion(uint16 version);
const char *getDiskName(uint16 id);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const byte *getFontData();
void cycleInnerLoopActive(int16 loopType) {
_game.cycleInnerLoopActive = true;
_game.cycleInnerLoopType = loopType;
};
void cycleInnerLoopInactive() {
_game.cycleInnerLoopActive = false;
};
bool cycleInnerLoopIsActive() {
return _game.cycleInnerLoopActive;
}
};
typedef void (*AgiCommand)(AgiGame *state, AgiEngine *vm, uint8 *p);
class AgiEngine : public AgiBase {
protected:
// Engine APIs
virtual Common::Error go();
void initialize();
uint32 _lastSaveTime;
public:
AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc);
virtual ~AgiEngine();
bool promptIsEnabled();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
void adjustPosToGameScreen(int16 &x, int16 &y);
private:
int _keyQueue[KEY_QUEUE_SIZE];
int _keyQueueStart;
int _keyQueueEnd;
bool _allowSynthetic;
bool checkPriority(ScreenObjEntry *v);
bool checkCollision(ScreenObjEntry *v);
bool checkPosition(ScreenObjEntry *v);
int _firstSlot;
public:
AgiObject *_objects; // objects in the game
StringData _stringdata;
SavedGameSlotIdArray getSavegameSlotIds();
Common::String getSavegameFilename(int16 slotId) const;
bool getSavegameInformation(int16 slotId, Common::String &saveDescription, uint32 &saveDate, uint16 &saveTime, bool &saveIsValid);
int saveGame(const Common::String &fileName, const Common::String &descriptionString);
int loadGame(const Common::String &fileName, bool checkId = true);
bool saveGameDialog();
bool saveGameAutomatic();
bool loadGameDialog();
bool loadGameAutomatic();
int doSave(int slot, const Common::String &desc);
int doLoad(int slot, bool showMessages);
int scummVMSaveLoadDialog(bool isSave);
uint8 *_intobj;
bool _restartGame;
SpritesMgr *_sprites;
TextMgr *_text;
InventoryMgr *_inventory;
PictureMgr *_picture;
AgiLoader *_loader; // loader
GfxMenu *_menu;
SystemUI *_systemUI;
Common::Stack<ImageStackElement> _imageStack;
void clearImageStack();
void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7);
void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7);
void releaseImageStack();
void wait(uint32 msec, bool busy = false);
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
int agiInit();
int agiDeinit();
int agiDetectGame();
int agiLoadResource(int16 resourceType, int16 resourceNr);
int agiUnloadResource(int16 resourceType, int16 resourceNr);
void agiUnloadResources();
virtual int getKeypress();
virtual bool isKeypress();
virtual void clearKeyQueue();
byte getVar(int16 varNr);
void setVar(int16 varNr, byte newValue);
private:
void setVolumeViaScripts(byte newVolume);
void setVolumeViaSystemSetting();
public:
void syncSoundSettings();
public:
void decrypt(uint8 *mem, int len);
void releaseSprites();
uint16 processAGIEvents();
int viewPictures();
int runGame();
int getAppDir(char *appDir, unsigned int size);
int setupV2Game(int ver);
int setupV3Game(int ver);
void newRoom(int16 newRoomNr);
void resetControllers();
void interpretCycle();
int playGame();
void allowSynthetic(bool);
void processScummVMEvents();
void checkQuickLoad();
// Objects
public:
int showObjects();
int loadObjects(const char *fname);
int loadObjects(Common::File &fp);
void unloadObjects();
const char *objectName(uint16 objectNr);
int objectGetLocation(uint16 objectNr);
void objectSetLocation(uint16 objectNr, int);
private:
int decodeObjects(uint8 *mem, uint32 flen);
int readObjects(Common::File &fp, int flen);
int allocObjects(int);
// Logic
public:
int decodeLogic(int16 logicNr);
void unloadLogic(int16 logicNr);
int runLogic(int16 logicNr);
void debugConsole(int, int, const char *);
int testIfCode(int);
void executeAgiCommand(uint8, uint8 *);
public:
// Some submethods of testIfCode
void skipInstruction(byte op);
void skipInstructionsUntil(byte v);
uint8 testObjRight(uint8, uint8, uint8, uint8, uint8);
uint8 testObjCenter(uint8, uint8, uint8, uint8, uint8);
uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8);
uint8 testPosn(uint8, uint8, uint8, uint8, uint8);
uint8 testSaid(uint8, uint8 *);
uint8 testController(uint8);
uint8 testCompareStrings(uint8, uint8);
// View
private:
void lSetLoop(ScreenObjEntry *screenObj, int16 loopNr);
void updateView(ScreenObjEntry *screenObj);
public:
void setView(ScreenObjEntry *screenObj, int16 viewNr);
void setLoop(ScreenObjEntry *screenObj, int16 loopNr);
void setCel(ScreenObjEntry *screenObj, int16 celNr);
void clipViewCoordinates(ScreenObjEntry *screenObj);
void startUpdate(ScreenObjEntry *);
void stopUpdate(ScreenObjEntry *);
void updateScreenObjTable();
void unloadView(int16 viewNr);
int decodeView(byte *resourceData, uint16 resourceSize, int16 viewNr);
private:
void unpackViewCelData(AgiViewCel *celData, byte *compressedData, uint16 compressedSize);
void unpackViewCelDataAGI256(AgiViewCel *celData, byte *compressedData, uint16 compressedSize);
public:
void addToPic(int, int, int, int, int, int, int);
void drawObj(int);
bool isEgoView(const ScreenObjEntry *screenObj);
// Motion
private:
int checkStep(int delta, int step);
bool checkBlock(int16 x, int16 y);
void changePos(ScreenObjEntry *screenObj);
void motionWander(ScreenObjEntry *screenObj);
void motionFollowEgo(ScreenObjEntry *screenObj);
void motionMoveObj(ScreenObjEntry *screenObj);
void motionMoveObjStop(ScreenObjEntry *screenObj);
void checkMotion(ScreenObjEntry *screenObj);
public:
void checkAllMotions();
void moveObj(ScreenObjEntry *screenObj);
void inDestination(ScreenObjEntry *screenObj);
void fixPosition(int16 screenObjNr);
void fixPosition(ScreenObjEntry *screenObj);
void updatePosition();
int getDirection(int16 objX, int16 objY, int16 destX, int16 destY, int16 stepSize);
bool _egoHoldKey;
// Keyboard
int doPollKeyboard();
void cleanKeyboard();
bool handleMouseClicks(uint16 &key);
bool handleController(uint16 key);
bool showPredictiveDialog();
uint16 agiGetKeypress();
int waitKey();
int waitAnyKey();
void nonBlockingText_IsShown();
void nonBlockingText_Forget();
void nonBlockingText_CycleDone();
void loadingTrigger_NewRoom(int16 newRoomNr);
void loadingTrigger_DrawPicture();
public:
void redrawScreen();
void inGameTimerReset(uint32 newPlayTime = 0);
void inGameTimerResetPassedCycles();
void inGameTimerPause();
void inGameTimerResume();
uint32 inGameTimerGet();
uint32 inGameTimerGetPassedCycles();
void inGameTimerUpdate();
private:
uint32 _lastUsedPlayTimeInCycles; // 20 per second
uint32 _lastUsedPlayTimeInSeconds; // actual seconds
uint32 _passedPlayTimeCycles; // increased by 1 every time we passed a cycle
private:
AgiCommand _agiCommands[183];
AgiCommand _agiCondCommands[256];
void setupOpcodes();
};
} // End of namespace Agi
#endif /* AGI_H */