mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-12 12:40:58 +00:00

- Added timer class for timer handling - Little bit more resturcturing - A little bit (almost nothing but a start!) Kyrandia 2 support svn-id: r28297
498 lines
12 KiB
C++
498 lines
12 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_V2_H
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#define KYRA_KYRA_V2_H
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#include "kyra/kyra.h"
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#include "kyra/script.h"
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#include "kyra/screen_v2.h"
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namespace Kyra {
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enum kSequences {
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kSequenceVirgin = 0,
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kSequenceWestwood = 1,
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kSequenceTitle = 2,
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kSequenceOverview = 3,
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kSequenceLibrary = 4,
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kSequenceHand = 5,
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kSequencePoint = 6,
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kSequenceZanFaun = 7
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};
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class WSAMovieV2;
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class KyraEngine_v2;
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struct SequenceControl {
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int8 frameIndex;
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int8 frameDelay;
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};
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struct ActiveWSA {
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WSAMovieV2 *movie;
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uint16 currentFrame;
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uint16 endFrame;
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uint16 frameDelay;
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uint32 nextFrame;
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void (KyraEngine_v2::*callback)(int);
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const SequenceControl *control;
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};
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struct ActiveChat {
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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 field_8;
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uint16 startTime;
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uint16 field_E;
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};
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struct Sequence {
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uint8 type;
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const char *filename;
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int (KyraEngine_v2::*callback)(int);
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uint8 frameDelay;
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uint16 duration;
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uint8 numFrames;
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bool timeOut;
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bool fadeOut;
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};
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class KyraEngine_v2 : public KyraEngine {
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public:
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KyraEngine_v2(OSystem *system, const GameFlags &flags);
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~KyraEngine_v2();
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virtual Screen *screen() { return _screen; }
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Screen_v2 *screen_v2() { return _screen; }
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Movie *createWSAMovie();
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protected:
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// Main menu code, also used for Kyra 3
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static const char *_mainMenuStrings[];
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virtual void gui_initMainMenu() {}
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int gui_handleMainMenu();
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virtual void gui_updateMainMenuAnimation();
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void gui_drawMainMenu(const char * const *strings, int select);
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void gui_drawMainBox(int x, int y, int w, int h, int fill);
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bool gui_mainMenuGetInput();
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void gui_printString(const char *string, int x, int y, int col1, int col2, int flags, ...);
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// intro
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void seq_playSequences(int startSeq, int endSeq = -1);
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int seq_introWestwood(int seqNum);
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int seq_introTitle(int seqNum);
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int seq_introOverview(int seqNum);
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int seq_introLibrary(int seqNum);
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int seq_introHand(int seqNum);
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int seq_introPoint(int seqNum);
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int seq_introZanFaun(int seqNum);
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void seq_introOverviewOver1(int currentFrame);
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void seq_introOverviewForest(int currentFrame);
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void seq_introOverviewDragon(int currentFrame);
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void seq_loadWSA(int wsaNum, const char *filename, int frameDelay, void (KyraEngine_v2::*callback)(int) = 0,
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const SequenceControl *control = 0 );
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void seq_unloadWSA(int wsaNum);
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void seq_playWSAs();
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void seq_showChats();
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void seq_playIntroChat(uint8 chatNum);
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void seq_resetAllChatEntries();
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void seq_waitForChatsToFinish();
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void seq_setChatEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 unk1);
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void mainMenu();
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int init();
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int go();
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Screen_v2 *_screen;
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ActiveWSA *_activeWSA;
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ActiveChat *_activeChat;
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uint8 *_mouseSHPBuf;
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static const char *_introSoundList[];
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static const int _introSoundListSize;
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static const char *_introStrings[];
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static const int _introStringsSize;
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int _introStringsDuration[21];
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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 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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int update();
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void updateMouse();
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int checkInput(void *p);
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void handleInput(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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uint8 *_gamePlayBuffer;
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void restorePage3();
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uint8 *_screenBuffer;
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uint8 *_maskPage;
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uint8 *_gfxBackUpRect;
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uint8 *getShapePtr(int index) { return _defaultShapeTable[index]; }
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uint8 *_defaultShapeTable[250];
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uint8 *_sceneShapeTable[50];
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WSAMovieV2 *_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 unk5, unk7;
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int16 xAdd, yAdd;
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};
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ShapeDesc *_shapeDescTable;
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struct SceneAnim {
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uint16 flags;
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int16 x, y;
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int16 x2, y2;
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int16 width, height;
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uint16 unkE;
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uint16 specialSize;
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uint16 unk12;
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int16 shapeIndex;
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uint16 wsaFlag;
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char filename[14];
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};
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SceneAnim _sceneAnims[10];
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WSAMovieV2 *_sceneAnimMovie[10];
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bool _specialSceneScriptState[10];
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ScriptState _sceneSpecialScripts[10];
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uint32 _sceneSpecialScriptsTimer[10];
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int _lastProcessedSceneScript;
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bool _specialSceneScriptRunFlag;
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void updateSpecialSceneScripts();
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void freeSceneAnims();
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int _loadedZTable;
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void loadZShapes(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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// animator
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struct AnimObj {
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uint16 index;
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uint16 type;
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uint16 enabled;
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uint16 needRefresh;
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uint16 unk8;
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uint16 animFlags;
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uint16 flags;
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int16 xPos1, yPos1;
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uint8 *shapePtr;
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uint16 shapeIndex1;
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uint16 animNum;
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uint16 shapeIndex3;
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uint16 shapeIndex2;
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uint16 unk1E;
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uint8 unk20;
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uint8 unk21;
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uint8 unk22;
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uint8 unk23;
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int16 xPos2, yPos2;
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int16 xPos3, yPos3;
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int16 width, height;
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int16 width2, height2;
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AnimObj *nextObject;
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};
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AnimObj _animObjects[42];
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void clearAnimObjects();
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AnimObj *_animList;
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bool _drawNoShapeFlag;
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AnimObj *initAnimList(AnimObj *list, AnimObj *entry);
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AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry);
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AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry);
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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 refreshAnimObjects(int force);
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void refreshAnimObjectsIfNeed();
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void updateCharacterAnim(int);
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void updateSceneAnim(int anim, int newFrame);
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// scene
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struct SceneDesc {
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char filename[10];
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uint16 exit1, exit2, exit3, exit4;
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uint8 flags;
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uint8 sound;
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};
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SceneDesc *_sceneList;
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const char *_sceneCommentString;
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uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4;
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int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2,
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_sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4;
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int _specialExitCount;
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uint16 _specialExitTable[25];
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bool checkSpecialSceneExit(int num, int x, int y);
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uint8 _scenePal[688];
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bool _overwriteSceneFacing;
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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 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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int _movFacingTable[600];
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int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize);
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bool lineIsPassable(int x, int y);
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bool directLinePassable(int x, int y, int toX, int toY);
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int pathfinderUnk1(int *moveTable);
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int pathfinderUnk2(int index, int v1, int v2);
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int pathfinderUnk3(int tableLen, int x, int y);
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int pathfinderUnk4(int index, int v);
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void pathfinderUnk5(int *moveTable, int unk1, int x, int y, int moveTableSize);
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int _pathfinderUnkTable1[400];
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int _pathfinderUnkTable2[200];
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// item
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uint8 _itemHtDat[176];
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struct Item {
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uint16 id;
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uint16 sceneId;
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int16 x;
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int8 y;
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uint16 unk7;
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};
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Item *_itemList;
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int findFreeItem();
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int findItem(uint16 sceneId, int id);
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void resetItemList();
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int _itemInHand;
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int _handItemSet;
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// inventroy
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static int _inventoryX[];
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static int _inventoryY[];
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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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const uint8 *getTableEntry(const uint8 *buffer, int id);
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const char *getTableString(int id, const uint8 *buffer, int decode);
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const char *getChapterString(int id);
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int decodeString1(const char *src, char *dst);
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void decodeString2(const char *src, char *dst);
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void changeFileExtension(char *buffer);
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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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struct Character {
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uint16 sceneId;
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uint16 unk2;
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uint8 height;
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uint8 facing;
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uint16 animFrame;
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uint8 unk8;
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uint8 unk9;
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uint8 unkA;
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uint16 inventory[20];
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int16 x1, y1;
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int16 x2, y2;
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};
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Character _mainCharacter;
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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 moveCharacter(int facing, int x, int y);
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int updateCharPos(int *table);
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void updateCharPosWithUpdate();
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void updateCharAnimFrame(int num, int *table);
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int checkCharCollision(int x, int y);
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int _mainCharX, _mainCharY;
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int _charScaleX, _charScaleY;
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static int _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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const char *_shownMessage;
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byte _messagePal[3];
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int _msgUnk1;
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// timer
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void timerFunc2(int);
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void timerFunc3(int);
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void timerFunc4(int);
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void timerFunc5(int);
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void timerFunc6(int);
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void setTimer1DelaySecs(int secs);
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// opcodes
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int o2_setCharacterFacingRefresh(ScriptState *script);
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int o2_defineObject(ScriptState *script);
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int o2_refreshCharacter(ScriptState *script);
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int o2_getCharacterX(ScriptState *script);
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int o2_getCharacterY(ScriptState *script);
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int o2_getCharacterFacing(ScriptState *script);
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int o2_setSceneComment(ScriptState *script);
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int o2_showChapterMessage(ScriptState *script);
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int o2_wsaClose(ScriptState *script);
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int o2_displayWsaFrame(ScriptState *script);
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int o2_displayWsaSequentialFrames(ScriptState *script);
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int o2_wsaOpen(ScriptState *script);
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int o2_defineItem(ScriptState *script);
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int o2_queryGameFlag(ScriptState *script);
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int o2_resetGameFlag(ScriptState *script);
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int o2_setGameFlag(ScriptState *script);
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int o2_hideMouse(ScriptState *script);
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int o2_addSpecialExit(ScriptState *script);
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int o2_showMouse(ScriptState *script);
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int o2_setScaleTableItem(ScriptState *script);
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int o2_setDrawLayerTableItem(ScriptState *script);
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int o2_drawSceneShapeOnPage(ScriptState *script);
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int o2_restoreBackBuffer(ScriptState *script);
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int o2_getRand(ScriptState *script);
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int o2_encodeShape(ScriptState *script);
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int o2_defineRoomEntrance(ScriptState *script);
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int o2_setSpecialSceneScriptRunTime(ScriptState *script);
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int o2_defineSceneAnim(ScriptState *script);
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int o2_updateSceneAnim(ScriptState *script);
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int o2_defineRoom(ScriptState *script);
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int o2_setSpecialSceneScriptState(ScriptState *script);
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int o2_clearSpecialSceneScriptState(ScriptState *script);
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int o2_querySpecialSceneScriptState(ScriptState *script);
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int o2_dummy(ScriptState *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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ScriptData _npcScriptData;
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ScriptData _sceneScriptData;
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ScriptState _sceneScriptState;
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// pathfinder
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int _pathfinderFlag;
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// unk
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struct Object {
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char filename[13];
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uint8 scriptId;
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int16 x, y;
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int8 unk12;
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};
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Object *_objectList;
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uint8 *_unkBuf500Bytes;
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uint8 *_unkBuf200kByte;
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bool _unkFlag1;
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int _unk3, _unk4, _unk5;
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bool _unkSceneScreenFlag1;
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bool _unkHandleSceneChangeFlag;
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};
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} // end of namespace Kyra
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#endif
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