scummvm/engines/kyra/kyra_v2.h
Johannes Schickel b816a81c02 KYRA: More cleanup.
svn-id: r53699
2010-10-22 02:11:50 +00:00

407 lines
9.7 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.
*
* $URL$
* $Id$
*
*/
#ifndef KYRA_KYRA_V2_H
#define KYRA_KYRA_V2_H
#include "kyra/kyra_v1.h"
#include "kyra/gui.h"
#include "kyra/wsamovie.h"
#include "kyra/item.h"
#include "common/list.h"
#include "common/hashmap.h"
namespace Kyra {
struct FrameControl {
uint16 index;
uint16 delay;
};
struct ItemAnimData_v2 {
Item itemIndex;
uint8 numFrames;
const FrameControl *frames;
};
struct ActiveItemAnim {
uint16 currentFrame;
uint32 nextFrame;
};
class Screen_v2;
class KyraEngine_v2 : public KyraEngine_v1 {
friend class Debugger_v2;
friend class GUI_v2;
public:
struct EngineDesc {
// Generic shape related
int itemShapeStart;
const uint8 *characterFrameTable;
// Scene script
int firstAnimSceneScript;
// Animation script specific
int animScriptFrameAdd;
// Item specific
Item maxItemId;
};
KyraEngine_v2(OSystem *system, const GameFlags &flags, const EngineDesc &desc);
~KyraEngine_v2();
virtual void pauseEngineIntern(bool pause);
virtual Screen_v2 *screen_v2() const = 0;
void delay(uint32 time, bool update = false, bool isMainLoop = false);
const EngineDesc &engineDesc() const { return _desc; }
protected:
EngineDesc _desc;
// run
uint32 _pauseStart;
bool _runFlag;
bool _showOutro;
virtual void update() = 0;
virtual void updateWithText() = 0;
// detection
int _lang;
// MainMenu
MainMenu *_menu;
// Input
virtual int inputSceneChange(int x, int y, int unk1, int unk2) = 0;
// Animator
struct AnimObj {
uint16 index;
uint16 type;
bool enabled;
uint16 needRefresh;
uint16 specialRefresh;
uint16 animFlags;
uint16 flags;
int16 xPos1, yPos1;
uint8 *shapePtr;
uint16 shapeIndex1;
uint16 animNum;
uint16 shapeIndex3;
uint16 shapeIndex2;
int16 xPos2, yPos2;
int16 xPos3, yPos3;
int16 width, height;
int16 width2, height2;
uint16 palette;
AnimObj *nextObject;
};
void allocAnimObjects(int actors, int anims, int items);
AnimObj *_animObjects;
AnimObj *_animActor;
AnimObj *_animAnims;
AnimObj *_animItems;
bool _drawNoShapeFlag;
AnimObj *_animList;
AnimObj *initAnimList(AnimObj *list, AnimObj *entry);
AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry);
AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry);
virtual void refreshAnimObjects(int force) = 0;
void refreshAnimObjectsIfNeed();
void flagAnimObjsSpecialRefresh();
void flagAnimObjsForRefresh();
virtual void clearAnimObjects() = 0;
virtual void drawAnimObjects() = 0;
virtual void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer) = 0;
virtual void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer) = 0;
virtual void updateCharacterAnim(int) = 0;
virtual void updateSceneAnim(int anim, int newFrame) = 0;
void addItemToAnimList(int item);
void deleteItemAnimEntry(int item);
virtual void animSetupPaletteEntry(AnimObj *){}
virtual void setCharacterAnimDim(int w, int h) = 0;
virtual void resetCharacterAnimDim() = 0;
virtual int getScale(int x, int y) = 0;
uint8 *_screenBuffer;
// Scene
struct SceneDesc {
char filename1[10];
char filename2[10];
uint16 exit1, exit2, exit3, exit4;
uint8 flags;
uint8 sound;
};
SceneDesc *_sceneList;
int _sceneListSize;
uint16 _currentScene;
uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4;
int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2,
_sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4;
int _specialExitCount;
uint16 _specialExitTable[25];
bool checkSpecialSceneExit(int num, int x, int y);
bool _overwriteSceneFacing;
virtual void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3) = 0;
void runSceneScript6();
EMCData _sceneScriptData;
EMCState _sceneScriptState;
virtual int trySceneChange(int *moveTable, int unk1, int unk2) = 0;
// Animation
virtual void restorePage3() = 0;
struct SceneAnim {
uint16 flags;
int16 x, y;
int16 x2, y2;
int16 width, height;
uint16 specialSize;
int16 shapeIndex;
uint16 wsaFlag;
char filename[14];
};
SceneAnim _sceneAnims[16];
WSAMovie_v2 *_sceneAnimMovie[16];
void freeSceneAnims();
bool _specialSceneScriptState[10];
bool _specialSceneScriptStateBackup[10];
EMCState _sceneSpecialScripts[10];
uint32 _sceneSpecialScriptsTimer[10];
int _lastProcessedSceneScript;
bool _specialSceneScriptRunFlag;
void updateSpecialSceneScripts();
// Sequences
EMCData _animationScriptData;
EMCState _animationScriptState;
Common::Array<const Opcode*> _opcodesAnimation;
void runAnimationScript(const char *filename, int allowSkip, int resetChar, int newShapes, int shapeUnload);
int o2a_setAnimationShapes(EMCState *script);
int o2a_setResetFrame(EMCState *script);
char _animShapeFilename[14];
uint8 *_animShapeFiledata;
int _animShapeCount;
int _animShapeLastEntry;
int _animNewFrame;
int _animDelayTime;
int _animResetFrame;
int _animShapeWidth, _animShapeHeight;
int _animShapeXAdd, _animShapeYAdd;
bool _animNeedUpdate;
virtual int initAnimationShapes(uint8 *filedata) = 0;
void processAnimationScript(int allowSkip, int resetChar);
virtual void uninitAnimationShapes(int count, uint8 *filedata) = 0;
// Shapes
typedef Common::HashMap<int, uint8 *> ShapeMap;
ShapeMap _gameShapes;
uint8 *getShapePtr(int index) const;
void addShapeToPool(const uint8 *data, int realIndex, int shape);
void addShapeToPool(uint8 *shpData, int index);
void remShapeFromPool(int idx);
int _characterShapeFile;
virtual void loadCharacterShapes(int shapes) = 0;
// pathfinder
int _movFacingTable[600];
int _pathfinderFlag;
int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize);
bool directLinePassable(int x, int y, int toX, int toY);
int pathfinderInitPositionTable(int *moveTable);
int pathfinderAddToPositionTable(int index, int v1, int v2);
int pathfinderInitPositionIndexTable(int tableLen, int x, int y);
int pathfinderAddToPositionIndexTable(int index, int v);
void pathfinderFinializePath(int *moveTable, int unk1, int x, int y, int moveTableSize);
int _pathfinderPositionTable[400];
int _pathfinderPositionIndexTable[200];
// items
struct ItemDefinition {
Item id;
uint16 sceneId;
int16 x;
uint8 y;
};
void initItemList(int size);
Item _hiddenItems[100];
ItemDefinition *_itemList;
int _itemListSize;
int _itemInHand;
int _savedMouseState;
int findFreeItem();
int countAllItems();
int findItem(uint16 sceneId, Item id);
int findItem(Item item);
void resetItemList();
void resetItem(int index);
virtual void setMouseCursor(Item item) = 0;
void setHandItem(Item item);
void removeHandItem();
// character
struct Character {
uint16 sceneId;
int16 dlgIndex;
uint8 height;
uint8 facing;
uint16 animFrame;
byte walkspeed;
Item inventory[20];
int16 x1, y1;
int16 x2, y2;
int16 x3, y3;
};
Character _mainCharacter;
int _mainCharX, _mainCharY;
int _charScale;
void moveCharacter(int facing, int x, int y);
int updateCharPos(int *table, int force = 0);
void updateCharPosWithUpdate();
uint32 _updateCharPosNextUpdate;
virtual int getCharacterWalkspeed() const = 0;
virtual void updateCharAnimFrame(int num, int *table) = 0;
// chat
int _vocHigh;
const char *_chatText;
int _chatObject;
uint32 _chatEndTime;
int _chatVocHigh, _chatVocLow;
bool _chatTextEnabled;
EMCData _chatScriptData;
EMCState _chatScriptState;
virtual void setDlgIndex(int dlgIndex) = 0;
virtual void randomSceneChat() = 0;
// unknown
int _unk4, _unk5;
bool _unkSceneScreenFlag1;
bool _unkHandleSceneChangeFlag;
// opcodes
int o2_getCharacterX(EMCState *script);
int o2_getCharacterY(EMCState *script);
int o2_getCharacterFacing(EMCState *script);
int o2_getCharacterScene(EMCState *script);
int o2_setCharacterFacingOverwrite(EMCState *script);
int o2_trySceneChange(EMCState *script);
int o2_moveCharacter(EMCState *script);
int o2_checkForItem(EMCState *script);
int o2_defineItem(EMCState *script);
int o2_addSpecialExit(EMCState *script);
int o2_delay(EMCState *script);
int o2_update(EMCState *script);
int o2_getShapeFlag1(EMCState *script);
int o2_waitForConfirmationClick(EMCState *script);
int o2_randomSceneChat(EMCState *script);
int o2_setDlgIndex(EMCState *script);
int o2_getDlgIndex(EMCState *script);
int o2_defineRoomEntrance(EMCState *script);
int o2_runAnimationScript(EMCState *script);
int o2_setSpecialSceneScriptRunTime(EMCState *script);
int o2_defineScene(EMCState *script);
int o2_setSpecialSceneScriptState(EMCState *script);
int o2_clearSpecialSceneScriptState(EMCState *script);
int o2_querySpecialSceneScriptState(EMCState *script);
int o2_setHiddenItemsEntry(EMCState *script);
int o2_getHiddenItemsEntry(EMCState *script);
int o2_disableTimer(EMCState *script);
int o2_enableTimer(EMCState *script);
int o2_setTimerCountdown(EMCState *script);
int o2_setVocHigh(EMCState *script);
int o2_getVocHigh(EMCState *script);
};
} // End of namespace Kyra
#endif