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https://github.com/libretro/scummvm.git
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703 lines
18 KiB
C++
703 lines
18 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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*
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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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*
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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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*/
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#ifndef PRINCE_PRINCE_H
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#define PRINCE_PRINCE_H
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#include "common/random.h"
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#include "common/system.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/textconsole.h"
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#include "common/rect.h"
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#include "common/events.h"
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#include "common/endian.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "image/bmp.h"
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#include "gui/debugger.h"
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#include "engines/engine.h"
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#include "engines/util.h"
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#include "audio/mixer.h"
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#include "video/flic_decoder.h"
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#include "prince/mob.h"
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#include "prince/object.h"
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#include "prince/pscr.h"
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namespace Prince {
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enum PrinceGameType {
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kPrinceDataUNK,
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kPrinceDataDE,
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kPrinceDataPL
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};
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struct SavegameHeader;
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class PrinceEngine;
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struct PrinceGameDescription;
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class GraphicsMan;
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class Script;
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class Interpreter;
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class InterpreterFlags;
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class Debugger;
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class MusicPlayer;
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class VariaTxt;
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class Cursor;
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class MhwanhDecoder;
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class Font;
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class Hero;
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class Animation;
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class Room;
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class Pscr;
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enum {
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GF_TRANSLATED = 1 << 0,
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GF_EXTRACTED = 1 << 1,
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GF_NOVOICES = 1 << 2
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};
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struct SavegameHeader {
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uint8 version;
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Common::String saveName;
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Graphics::Surface *thumbnail;
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int16 saveYear, saveMonth, saveDay;
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int16 saveHour, saveMinutes;
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uint32 playTime;
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};
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#define kSavegameStrSize 14
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#define kSavegameStr "SCUMMVM_PRINCE"
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struct Text {
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const char *_str;
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uint16 _x, _y;
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uint16 _time;
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uint32 _color;
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Text() : _str(nullptr), _x(0), _y(0), _time(0), _color(255){
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}
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};
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struct AnimListItem {
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uint16 _type; // type of animation - for background anims RND of frame
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uint16 _fileNumber;
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uint16 _startPhase; // first phase number
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uint16 _endPhase;
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uint16 _loopPhase;
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int16 _x;
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int16 _y;
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uint16 _loopType;
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uint16 _nextAnim; // number of animation to do for loop = 3
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uint16 _flags; // byte 0 - draw masks, byte 1 - draw in front of mask, byte 2 - load but turn off drawing
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bool loadFromStream(Common::SeekableReadStream &stream);
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};
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struct BAS {
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int32 _type; // type of sequence
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int32 _data; // additional data
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int32 _anims; // number of animations
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int32 _current; // actual number of animation
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int32 _counter; // time counter for animation
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int32 _currRelative; //actual relative number for animation
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int32 _data2; // additional data for measurements
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};
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const int kStructSizeBAS = 28;
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struct BASA {
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int16 _num; // animation number
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int16 _start; // initial frame
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int16 _end; // final frame
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//int16 _pad; // fulfilment to 8 bytes
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};
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const int kStructSizeBASA = 8;
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// background and normal animation
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struct Anim {
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BASA _basaData;
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int32 _addr; //animation adress
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int16 _usage;
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int16 _state; // state of animation: 0 - turning on, 1 - turning off
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int16 _flags;
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int16 _frame; // number of phase to show
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int16 _lastFrame; // last phase
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int16 _loopFrame; // first frame of loop
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int16 _showFrame; // actual visible frame of animation
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int16 _loopType; // type of loop (0 - last frame; 1 - normal loop (begin from _loopFrame); 2 - no loop; 3 - load new animation)
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int16 _nextAnim; // number of next animation to load after actual
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int16 _x;
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int16 _y;
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int32 _currFrame;
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int16 _currX;
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int16 _currY;
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int16 _currW;
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int16 _currH;
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int16 _packFlag;
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int32 _currShadowFrame;
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int16 _packShadowFlag;
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int32 _shadowBack;
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int16 _relX;
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int16 _relY;
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Animation *_animData;
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Animation *_shadowData;
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enum AnimOffsets {
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kAnimState = 10,
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kAnimFrame = 14,
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kAnimLastFrame = 16,
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kAnimX = 26
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};
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int16 getAnimData(Anim::AnimOffsets offset) {
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switch (offset) {
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case kAnimState:
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return _state;
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case kAnimFrame:
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return _frame + 1; // fix for location 30 - man with a dog animation
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case kAnimX:
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return _x;
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default:
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error("getAnimData() - Wrong offset type: %d", (int)offset);
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}
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}
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void setAnimData(Anim::AnimOffsets offset, int16 value) {
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if (offset == kAnimX) {
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_x = value;
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} else {
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error("setAnimData() - Wrong offset: %d, value: %d", (int)offset, value);
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}
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}
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};
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struct BackgroundAnim {
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BAS _seq;
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Common::Array<Anim> backAnims;
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};
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enum AnimType {
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kBackgroundAnimation,
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kNormalAnimation
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};
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// Nak (PL - Nakladka)
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struct Mask {
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uint16 _state; // visible / invisible
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int16 _flags; // turning on / turning off of an mask
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int16 _x1;
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int16 _y1;
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int16 _x2;
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int16 _y2;
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int16 _z;
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int16 _number; // number of mask for background recreating
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int16 _width;
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int16 _height;
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byte *_data;
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int16 getX() const {
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return READ_LE_UINT16(_data);
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}
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int16 getY() const {
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return READ_LE_UINT16(_data + 2);
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}
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int16 getWidth() const {
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return READ_LE_UINT16(_data + 4);
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}
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int16 getHeight() const {
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return READ_LE_UINT16(_data + 6);
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}
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byte *getMask() const {
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return (byte *)(_data + 8);
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}
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};
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struct InvItem {
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int _x;
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int _y;
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Graphics::Surface *_surface;
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Graphics::Surface *getSurface() const { return _surface; }
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};
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struct DrawNode {
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int posX;
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int posY;
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int posZ;
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int32 width;
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int32 height;
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int32 scaleValue;
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Graphics::Surface *s;
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Graphics::Surface *originalRoomSurface;
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void *data;
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void (*drawFunction)(Graphics::Surface *, DrawNode *);
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};
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struct DebugChannel {
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enum Type {
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kScript,
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kEngine
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};
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};
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class PrinceEngine : public Engine {
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protected:
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Common::Error run();
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public:
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PrinceEngine(OSystem *syst, const PrinceGameDescription *gameDesc);
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virtual ~PrinceEngine();
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bool scummVMSaveLoadDialog(bool isSave);
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virtual bool hasFeature(EngineFeature f) const;
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virtual void pauseEngineIntern(bool pause);
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virtual bool canSaveGameStateCurrently();
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virtual bool canLoadGameStateCurrently();
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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virtual Common::Error loadGameState(int slot);
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void playVideo(Common::String videoFilename);
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WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail = true);
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Common::String generateSaveName(int slot);
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void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
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void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream);
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bool loadGame(int slotNumber);
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void resetGame();
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int32 _creditsDataSize;
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byte *_creditsData;
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void scrollCredits();
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int getGameType() const;
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const char *getGameId() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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const PrinceGameDescription *_gameDescription;
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Video::FlicDecoder _flicPlayer;
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const Graphics::Surface *_flcFrameSurface;
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VariaTxt *_variaTxt;
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uint32 _talkTxtSize;
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byte *_talkTxt;
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uint32 _mobTranslationSize;
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byte *_mobTranslationData;
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bool loadLocation(uint16 locationNr);
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bool loadAnim(uint16 animNr, bool loop);
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bool loadVoice(uint32 textSlot, uint32 sampleSlot, const Common::String &name);
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bool loadSample(uint32 sampleSlot, const Common::String &name);
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bool loadZoom(byte *zoomBitmap, uint32 dataSize, const char *resourceName);
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bool loadShadow(byte *shadowBitmap, uint32 dataSize, const char *resourceName1, const char *resourceName2);
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bool loadTrans(byte *transTable, const char *resourceName);
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bool loadMobPriority(const char *resourceName);
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void loadMobTranslationTexts();
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void setMobTranslationTexts();
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bool loadMusic(int musNumber);
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void stopMusic();
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void playSample(uint16 sampleId, uint16 loopType);
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void stopSample(uint16 sampleId);
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void stopAllSamples();
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void freeSample(uint16 sampleId);
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void freeAllSamples();
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void setVoice(uint16 slot, uint32 sampleSlot, uint16 flag);
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virtual GUI::Debugger *getDebugger();
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void changeCursor(uint16 curId);
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void printAt(uint32 slot, uint8 color, char *s, uint16 x, uint16 y);
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int calcTextLines(const char *s);
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int calcTextTime(int numberOfLines);
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void correctStringDEU(char *s);
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static const uint8 kMaxTexts = 32;
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Text _textSlots[kMaxTexts];
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Hero *_mainHero;
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Hero *_secondHero;
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enum HeroId {
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kMainHero,
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kSecondHero
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};
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int _mouseFlag;
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uint32 _currentTime;
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uint16 _locationNr;
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uint16 _sceneWidth;
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int32 _picWindowX;
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int32 _picWindowY;
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Image::BitmapDecoder *_roomBmp;
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MhwanhDecoder *_suitcaseBmp;
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Room *_room;
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Script *_script;
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InterpreterFlags *_flags;
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Interpreter *_interpreter;
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GraphicsMan *_graph;
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uint8 _currentMidi;
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byte *_zoomBitmap;
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byte *_shadowBitmap;
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byte *_transTable;
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int16 _scaleValue; // scale for hero or special shadow animation
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int16 _lightX; // for hero shadow
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int16 _lightY;
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int32 _shadScaleValue;
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int32 _shadLineLen;
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byte *_shadowLine;
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void setShadowScale(int32 shadowScale);
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static void plotShadowLinePoint(int x, int y, int color, void *data);
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static const int16 kFPS = 15;
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static const int32 kIntMax = 2147483647;
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static const int16 kMaxPicWidth = 1280;
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static const int16 kMaxPicHeight = 480;
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static const int16 kZoomStep = 4;
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static const int32 kZoomBitmapLen = kMaxPicHeight / kZoomStep * kMaxPicWidth / kZoomStep;
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static const int32 kShadowBitmapSize = kMaxPicWidth * kMaxPicHeight / 8;
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static const int16 kShadowLineArraySize = 2 * 1280 * 4;
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static const int16 kZoomBitmapWidth = kMaxPicWidth / kZoomStep;
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static const int16 kZoomBitmapHeight = kMaxPicHeight / kZoomStep;
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static const int16 kNormalWidth = 640;
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static const int16 kNormalHeight = 480;
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static const uint32 kTransTableSize = 256 * 256;
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static const int kMaxNormAnims = 64;
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static const int kMaxBackAnims = 64;
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static const int kMaxObjects = 64;
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static const int kMaxMobs = 64;
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Common::Array<DrawNode> _drawNodeList;
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Common::Array<AnimListItem> _animList;
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Common::Array<BackgroundAnim> _backAnimList;
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Common::Array<Anim> _normAnimList;
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Common::Array<Mob> _mobList;
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Common::Array<uint32> _mobPriorityList;
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Common::Array<Mask> _maskList;
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Common::Array<Object *> _objList;
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uint16 *_objSlot;
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void freeNormAnim(int slot);
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void freeAllNormAnims();
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void removeSingleBackAnim(int slot);
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Common::RandomSource _randomSource;
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void checkMasks(int x1, int y1, int sprWidth, int sprHeight, int z);
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void insertMasks(Graphics::Surface *originalRoomSurface);
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void showMask(int maskNr, Graphics::Surface *originalRoomSurface);
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void clsMasks();
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void grabMap();
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int _selectedMob; // number of selected Mob / inventory item
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int _selectedItem; // number of item on mouse cursor
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int _selectedMode;
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int _currentPointerNumber;
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static const int16 kMaxInv = 90; // max amount of inventory items in whole game
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static const uint16 kMaxItems = 30; // size of inventory
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uint32 _invTxtSize;
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byte *_invTxt;
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Graphics::Surface *_optionsPic;
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Graphics::Surface *_optionsPicInInventory;
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bool _optionsFlag;
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int _optionEnabled;
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int _optionsMob;
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int _optionsX;
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int _optionsY;
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int _optionsWidth;
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int _optionsHeight;
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int _invOptionsWidth;
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int _invOptionsHeight;
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int _optionsStep;
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int _invOptionsStep;
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int _optionsNumber;
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int _invOptionsNumber;
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int _optionsColor1; // color for non-selected options
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int _optionsColor2; // color for selected option
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bool _showInventoryFlag;
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int _invExamY;
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bool _inventoryBackgroundRemember;
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int _invLineX;
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int _invLineY;
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int _invLine; // number of items in one line
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int _invLines; // number of lines with inventory items
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int _invLineW;
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int _invLineH;
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int _maxInvW;
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int _maxInvH;
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int _invLineSkipX;
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int _invLineSkipY;
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int _invX1;
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int _invY1;
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int _invWidth;
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int _invHeight;
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bool _invCurInside;
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int _mst_shadow;
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int _mst_shadow2; // blinking after adding new item
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int _candleCounter; // special counter for candle inventory item
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int _invMaxCount; // time to turn inventory on
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int _invCounter; // turning on counter
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void inventoryFlagChange(bool inventoryState);
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bool loadAllInv();
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void rememberScreenInv();
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void prepareInventoryToView();
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void drawInvItems();
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void displayInventory();
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void addInv(int heroId, int item, bool addItemQuiet);
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void remInv(int heroId, int item);
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void clearInv(int heroId);
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void swapInv(int heroId);
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void addInvObj();
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void makeInvCursor(int itemNr);
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void enableOptions(bool checkType);
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void checkOptions();
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void checkInvOptions();
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void openInventoryCheck();
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void leftMouseButton();
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void rightMouseButton();
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void inventoryLeftMouseButton();
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void inventoryRightMouseButton();
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void dialogLeftMouseButton(byte *string, int dialogSelected);
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uint32 _dialogDatSize;
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byte *_dialogDat;
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byte *_dialogData; // on, off flags for lines of dialog text
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byte *_dialogBoxAddr[32]; // adresses of dialog windows
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byte *_dialogOptAddr[32]; // adresses of dialog options
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int _dialogOptLines[4 * 32]; // numbers of initial dialog lines
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byte *_dialogText;
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int _dialogLines;
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bool _dialogFlag;
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int _dialogWidth;
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int _dialogHeight;
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int _dialogLineSpace;
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int _dialogColor1; // color for non-selected options
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int _dialogColor2; // color for selected option
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Graphics::Surface *_dialogImage;
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void createDialogBox(int dialogBoxNr);
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void dialogRun();
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void talkHero(int slot);
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void doTalkAnim(int animNumber, int slot, AnimType animType);
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static const uint8 zoomInStep = 8;
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void initZoomIn(int slot);
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void initZoomOut(int slot);
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void doZoomIn(int slot);
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void doZoomOut(int slot);
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void freeZoomObject(int slot);
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static const uint8 kFadeStep = 4;
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void blackPalette();
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void setPalette(const byte *palette);
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int getMob(Common::Array<Mob> &mobList, bool usePriorityList, int posX, int posY);
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// 'Throw a rock' mini-game:
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static const int16 kCurveLen = 17;
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static const int kCelStep = 4;
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int16 *_curveData;
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int _curvPos;
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void makeCurve();
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void getCurve();
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void mouseWeirdo();
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static const uint16 kPowerBarPosX = 288;
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static const uint16 kPowerBarPosY = 430;
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static const uint8 kPowerBarWidth = 64;
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static const uint8 kPowerBarHeight = 16;
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|
static const uint8 kPowerBarBackgroundColor = 0;
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|
static const uint16 kPowerBarGreenPosY = 434;
|
|
static const uint8 kPowerBarGreenColor1 = 202;
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|
static const uint8 kPowerBarGreenColor2 = 235;
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|
static const uint8 kPowerBarGreenHeight = 8;
|
|
void showPower();
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|
|
|
// Pathfinding
|
|
static const int16 kPathGridStep = 2;
|
|
static const uint32 kPathBitmapLen = (kMaxPicHeight / kPathGridStep * kMaxPicWidth / kPathGridStep) / 8;
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|
static const int32 kTracePts = 8000;
|
|
static const int32 kPBW = kMaxPicWidth / 16; // PathBitmapWidth
|
|
static const int kMinDistance = 2500;
|
|
|
|
byte *_roomPathBitmap; // PL - Sala
|
|
byte *_roomPathBitmapTemp; // PL - SSala
|
|
byte *_coordsBufEnd;
|
|
byte *_coordsBuf; // optimal path
|
|
byte *_coords; // last path point adress from coordsBuf
|
|
byte *_coordsBuf2;
|
|
byte *_coords2;
|
|
byte *_coordsBuf3;
|
|
byte *_coords3;
|
|
int _traceLineLen;
|
|
bool _traceLineFirstPointFlag; // if plotTraceLine after first point
|
|
bool _tracePointFirstPointFlag; // if plotTracePoint after first point
|
|
byte *_directionTable;
|
|
int _shanLen;
|
|
|
|
byte *_checkBitmapTemp;
|
|
byte *_checkBitmap;
|
|
int _checkMask;
|
|
int _checkX;
|
|
int _checkY;
|
|
|
|
byte *_rembBitmapTemp;
|
|
byte *_rembBitmap;
|
|
int _rembMask;
|
|
int _rembX;
|
|
int _rembY;
|
|
|
|
int _fpX;
|
|
int _fpY;
|
|
|
|
int drawLine(int x0, int y0, int x1, int y1, int (*plotProc)(int, int, void *), void *data);
|
|
bool loadPath(const char *resourceName);
|
|
byte *makePath(int heroId, int currX, int currY, int destX, int destY);
|
|
void findPoint(int x, int y);
|
|
int getPixelAddr(byte *pathBitmap, int x, int y);
|
|
static int plotTraceLine(int x, int y, void *data);
|
|
void specialPlotInside(int x, int y);
|
|
bool tracePath(int x1, int y1, int x2, int y2);
|
|
Direction makeDirection(int x1, int y1, int x2, int y2);
|
|
void specialPlot(int x, int y);
|
|
void specialPlot2(int x, int y);
|
|
void allocCoords2();
|
|
void freeCoords2();
|
|
void freeCoords3();
|
|
static int plotTracePoint(int x, int y, void *data);
|
|
void specialPlotInside2(int x, int y);
|
|
void approxPath();
|
|
void freeDirectionTable();
|
|
void scanDirections();
|
|
int scanDirectionsFindNext(byte *coords, int xDiff, int yDiff);
|
|
void moveShandria();
|
|
void walkTo();
|
|
void moveRunHero(int heroId, int x, int y, int dir, bool runHeroFlag);
|
|
|
|
int leftDownDir();
|
|
int leftDir();
|
|
int leftUpDir();
|
|
int rightDownDir();
|
|
int rightDir();
|
|
int rightUpDir();
|
|
int upLeftDir();
|
|
int upDir();
|
|
int upRightDir();
|
|
int downLeftDir();
|
|
int downDir();
|
|
int downRightDir();
|
|
|
|
int cpe();
|
|
int checkLeftDownDir();
|
|
int checkLeftDir();
|
|
int checkDownDir();
|
|
int checkUpDir();
|
|
int checkRightDir();
|
|
int checkLeftUpDir();
|
|
int checkRightDownDir();
|
|
int checkRightUpDir();
|
|
|
|
private:
|
|
bool playNextFLCFrame();
|
|
void keyHandler(Common::Event event);
|
|
int checkMob(Graphics::Surface *screen, Common::Array<Mob> &mobList, bool usePriorityList);
|
|
void drawScreen();
|
|
void showTexts(Graphics::Surface *screen);
|
|
void init();
|
|
void showLogo();
|
|
void showAnim(Anim &anim);
|
|
void showNormAnims();
|
|
void setBackAnim(Anim &backAnim);
|
|
void showBackAnims();
|
|
void clearBackAnimList();
|
|
bool spriteCheck(int sprWidth, int sprHeight, int destX, int destY);
|
|
void showSprite(Graphics::Surface *spriteSurface, int destX, int destY, int destZ);
|
|
void showSpriteShadow(Graphics::Surface *shadowSurface, int destX, int destY, int destZ);
|
|
void showObjects();
|
|
void showParallax();
|
|
static bool compareDrawNodes(DrawNode d1, DrawNode d2);
|
|
void runDrawNodes();
|
|
void makeShadowTable(int brightness);
|
|
void pausePrinceEngine(int fps = kFPS);
|
|
|
|
uint32 getTextWidth(const char *s);
|
|
void debugEngine(const char *s, ...);
|
|
|
|
uint8 _cursorNr;
|
|
|
|
Common::RandomSource *_rnd;
|
|
Cursor *_cursor1;
|
|
Graphics::Surface *_cursor2;
|
|
Cursor *_cursor3;
|
|
Debugger *_debugger;
|
|
Font *_font;
|
|
MusicPlayer *_midiPlayer;
|
|
|
|
static const int kMaxSamples = 60;
|
|
Audio::RewindableAudioStream *_audioStream[kMaxSamples];
|
|
Audio::SoundHandle _soundHandle[kMaxSamples];
|
|
|
|
Common::Array<PScr *> _pscrList;
|
|
Common::Array<InvItem> _allInvList;
|
|
Common::Array<Mob> _invMobList;
|
|
|
|
bool _flicLooped;
|
|
|
|
void mainLoop();
|
|
|
|
};
|
|
|
|
} // End of namespace Prince
|
|
|
|
#endif
|