mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
0fe2ba6a0d
svn-id: r49069
430 lines
13 KiB
C++
430 lines
13 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_V1_H
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#define KYRA_KYRA_V1_H
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#include "engines/engine.h"
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#include "common/array.h"
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#include "common/events.h"
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#include "common/random.h"
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#include "common/hashmap.h"
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#include "common/system.h"
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#include "sound/mixer.h"
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#include "kyra/script.h"
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namespace Common {
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class SeekableReadStream;
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class WriteStream;
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} // End of namespace Common
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class KyraMetaEngine;
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/**
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* This is the namespace of the Kyra engine.
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*
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* Status of this engine:
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*
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* The KYRA engine supports all three Kyrandia games by Westwood. It also supports Westwood's
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* Lands of Lore. There are various platform ports of the different games, almost all of them are
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* fully supported. Only the Macintosh port of Kyrandia 1 makes a difference here, which lacks
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* support for sound effects and music.
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*
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* The different translations of the games are mostly supported, since every translation
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* requires some work for kyra.dat for example, it is almost impossible to support translations,
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* without owning them. There a currently a few reported unsupported translations:
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*
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* - Official translations
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* None known.
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* - Probably official translations (currently no sources are known to verify this)
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* Kyrandia 2 Spanish (feature request #2499966 "KYRA2: Add support for Spanish floppy version")
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* - Doubtful official translations (no sources here either, but less likely to be official)
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* Kyrandia 1 Korean (feature request #1758252 "KYRA1: Add support for Korean/DOS version")
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* Kyrandia 2 Polish (feature request #2146192 "KYRA2: Add support for Polish floppy version")
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* - Fan translations:
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* Kyrandia 1 Russian (no feature request)
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* Kyrandia 2 Russian (no feature request)
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* Kyrandia 3 Russian (feature request #2812792 "Kyrandia3 Russian")
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*
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* The primary maintainer for the engine is LordHoto, although some parts are maintained by _athrxx.
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* If you have questions about parts of the code, the following rough description might help in
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* determining who you should ask:
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* _athrxx is the maintainer for the Lands of Lore subengine, he also maintains most of the FM-TOWNS
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* and PC98 specific code (especially the sound code, also some ingame code) and the Kyrandia 2
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* sequence player code.
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* LordHoto is responsible for the rest of the codebase, he also worked on the graphics output for 16
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* color PC98 games.
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*
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* Other people who worked on this engine include cyx, who initially started to work on Kyrandia 1
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* support, vinterstum, who did various things for Kyrandia 1 and started to work on the Kyrandia 2
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* sequence player code and also on the TIM script code, and eriktorbjorn, who helped out naming
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* our AdLib player code and also contributed a work around for a music bug in the "Pool of Sorrow"
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* scene of Kyrandia 1, which is also present in the original. All three mentioned developers are
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* not actively working on KYRA anymore.
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*
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* The engine is mostly finished code wise. A possible remaining task is proper refactoring,
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* which might help in reducing binary size and along with it runtime memory use, but of course
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* might lead to regressions (since the current code makes no problems on our low end ports, it
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* is pretty minor priority though, since the benefit would be mostly nicer code). The biggest
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* task left is the kyra.dat handling, which is currently being revised by LordHoto.
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*
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* Supported games:
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* - The Legend of Kyrandia (fully supported, except for Macintosh port, which lacks sound)
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* - (The) Hand of Fate (fully supported)
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* - Malcolm's Revenge (fully supported)
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* - Lands of Lore: The Throne of Chaos (completable, still work in progress)
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*/
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namespace Kyra {
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struct GameFlags {
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Common::Language lang;
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// language overwrites of fan translations (only needed for multilingual games)
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Common::Language fanLang;
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Common::Language replacedLang;
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Common::Platform platform;
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bool isDemo : 1;
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bool useAltShapeHeader : 1; // alternative shape header (uses 2 bytes more, those are unused though)
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bool isTalkie : 1;
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bool useHiResOverlay : 1;
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bool use16ColorMode : 1;
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bool useDigSound : 1;
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bool useInstallerPackage : 1;
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byte gameID;
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};
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struct KeyCodeHash : public Common::UnaryFunction<Common::KeyCode, uint> {
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uint operator()(Common::KeyCode val) const { return (uint)val; }
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};
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enum {
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GI_KYRA1 = 0,
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GI_KYRA2 = 1,
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GI_KYRA3 = 2,
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GI_LOL = 4
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};
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struct AudioDataStruct {
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const char *const *fileList;
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int fileListLen;
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const void *cdaTracks;
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int cdaNumTracks;
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int extraOffset;
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};
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// TODO: this is just the start of makeing the debug output of the kyra engine a bit more useable
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// in the future we maybe merge some flags and/or create new ones
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enum DebugLevels {
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kDebugLevelScriptFuncs = 1 << 0, ///< debug level for o#_* functions
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kDebugLevelScript = 1 << 1, ///< debug level for "EMCInterpreter" functions
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kDebugLevelSprites = 1 << 2, ///< debug level for "Sprites" functions
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kDebugLevelScreen = 1 << 3, ///< debug level for "Screen" functions
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kDebugLevelSound = 1 << 4, ///< debug level for "Sound" functions
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kDebugLevelAnimator = 1 << 5, ///< debug level for "ScreenAnimator" functions
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kDebugLevelMain = 1 << 6, ///< debug level for common "KyraEngine(_v#)" functions && "TextDisplayer" functions
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kDebugLevelGUI = 1 << 7, ///< debug level for "KyraEngine*" gui functions
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kDebugLevelSequence = 1 << 8, ///< debug level for "SeqPlayer" functions
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kDebugLevelMovie = 1 << 9, ///< debug level for movie specific funtions
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kDebugLevelTimer = 1 << 10 ///< debug level for "TimerManager" functions
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};
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enum MusicDataID {
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kMusicIntro = 0,
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kMusicIngame,
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kMusicFinale
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};
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class Screen;
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class Resource;
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class Sound;
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class Movie;
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class TextDisplayer;
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class StaticResource;
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class TimerManager;
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class Debugger;
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class GUI;
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struct Button;
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class KyraEngine_v1 : public Engine {
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friend class Debugger;
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friend class ::KyraMetaEngine;
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friend class GUI;
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friend class SoundMidiPC; // For _eventMan
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public:
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KyraEngine_v1(OSystem *system, const GameFlags &flags);
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virtual ~KyraEngine_v1();
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uint8 game() const { return _flags.gameID; }
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const GameFlags &gameFlags() const { return _flags; }
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// access to Kyra specific functionallity
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Resource *resource() { return _res; }
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virtual Screen *screen() = 0;
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virtual TextDisplayer *text() { return _text; }
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virtual GUI *gui() const { return 0; }
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Sound *sound() { return _sound; }
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StaticResource *staticres() { return _staticres; }
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TimerManager *timer() { return _timer; }
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uint32 tickLength() const { return _tickLength; }
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Common::RandomSource _rnd;
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// input
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void setMousePos(int x, int y);
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Common::Point getMousePos() const;
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// config specific
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bool speechEnabled();
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bool textEnabled();
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enum kVolumeEntry {
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kVolumeMusic = 0,
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kVolumeSfx = 1,
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kVolumeSpeech = 2
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};
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// volume reaches per default from 2 to 97
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void setVolume(kVolumeEntry vol, uint8 value);
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uint8 getVolume(kVolumeEntry vol);
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virtual void syncSoundSettings();
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// game flag handling
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int setGameFlag(int flag);
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int queryGameFlag(int flag) const;
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int resetGameFlag(int flag);
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// sound
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virtual void snd_playTheme(int file, int track);
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virtual void snd_playSoundEffect(int id, int volume=0xFF);
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virtual void snd_playWanderScoreViaMap(int command, int restart);
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virtual void snd_playVoiceFile(int id) = 0;
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virtual bool snd_voiceIsPlaying();
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virtual void snd_stopVoice();
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// delay functionallity
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virtual void delayUntil(uint32 timestamp, bool updateGameTimers = false, bool update = false, bool isMainLoop = false);
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virtual void delay(uint32 millis, bool update = false, bool isMainLoop = false);
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virtual void delayWithTicks(int ticks);
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protected:
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// Engine APIs
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virtual Common::Error init();
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virtual Common::Error go() = 0;
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virtual Common::Error run() {
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Common::Error err;
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registerDefaultSettings();
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err = init();
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if (err != Common::kNoError)
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return err;
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return go();
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}
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virtual ::GUI::Debugger *getDebugger();
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virtual bool hasFeature(EngineFeature f) const;
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virtual void pauseEngineIntern(bool pause);
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// intern
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Resource *_res;
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Sound *_sound;
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TextDisplayer *_text;
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StaticResource *_staticres;
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TimerManager *_timer;
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EMCInterpreter *_emc;
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Debugger *_debugger;
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// input
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void setupKeyMap();
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void updateInput();
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int checkInput(Button *buttonList, bool mainLoop = false, int eventFlag = 0x8000);
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void removeInputTop();
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int _mouseX, _mouseY;
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struct Event {
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Common::Event event;
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bool causedSkip;
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Event() : event(), causedSkip(false) {}
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Event(Common::Event e) : event(e), causedSkip(false) {}
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Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {}
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operator Common::Event() const { return event; }
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};
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Common::List<Event> _eventList;
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typedef Common::HashMap<Common::KeyCode, int16, KeyCodeHash> KeyMap;
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KeyMap _keyMap;
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// config specific
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virtual void registerDefaultSettings();
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virtual void readSettings();
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virtual void writeSettings();
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uint8 _configWalkspeed;
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int _configMusic;
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bool _configSounds;
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uint8 _configVoice;
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// game speed
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virtual bool skipFlag() const;
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virtual void resetSkipFlag(bool removeEvent = true);
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uint16 _tickLength;
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uint16 _gameSpeed;
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// run
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int8 _deathHandler;
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// timer
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virtual void setupTimers() = 0;
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virtual void setWalkspeed(uint8 speed) = 0;
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// detection
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GameFlags _flags;
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// opcode
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virtual void setupOpcodeTable() = 0;
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Common::Array<const Opcode *> _opcodes;
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int o1_queryGameFlag(EMCState *script);
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int o1_setGameFlag(EMCState *script);
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int o1_resetGameFlag(EMCState *script);
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int o1_getRand(EMCState *script);
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int o1_hideMouse(EMCState *script);
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int o1_showMouse(EMCState *script);
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int o1_setMousePos(EMCState *script);
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int o1_setHandItem(EMCState *script);
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int o1_removeHandItem(EMCState *script);
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int o1_getMouseState(EMCState *script);
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int o1_setDeathHandler(EMCState *script);
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int o1_playWanderScoreViaMap(EMCState *script);
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int o1_fillRect(EMCState *script);
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int o1_blockInWalkableRegion(EMCState *script);
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int o1_blockOutWalkableRegion(EMCState *script);
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int o1_playSoundEffect(EMCState *script);
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// items
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int _mouseState;
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virtual void setHandItem(uint16 item) = 0;
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virtual void removeHandItem() = 0;
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// game flags
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uint8 _flagsTable[100]; // TODO: check this value
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// sound
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Audio::SoundHandle _speechHandle;
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int _curMusicTheme;
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int _curSfxFile;
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int16 _lastMusicCommand;
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const int8 *_trackMap;
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int _trackMapSize;
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virtual int convertVolumeToMixer(int value);
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virtual int convertVolumeFromMixer(int value);
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// pathfinder
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virtual int findWay(int x, int y, int toX, int toY, int *moveTable, int moveTableSize);
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int findSubPath(int x, int y, int toX, int toY, int *moveTable, int start, int end);
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int getFacingFromPointToPoint(int x, int y, int toX, int toY);
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int getOppositeFacingDirection(int dir);
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void changePosTowardsFacing(int &x, int &y, int facing);
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int getMoveTableSize(int *moveTable);
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virtual bool lineIsPassable(int x, int y) = 0;
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static const int8 _addXPosTable[];
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static const int8 _addYPosTable[];
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// Character
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static const int8 _charAddXPosTable[];
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static const int8 _charAddYPosTable[];
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// save/load
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int _gameToLoad;
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uint32 _lastAutosave;
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void checkAutosave();
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bool _isSaveAllowed;
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bool canLoadGameStateCurrently() { return _isSaveAllowed; }
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bool canSaveGameStateCurrently() { return _isSaveAllowed; }
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const char *getSavegameFilename(int num);
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static Common::String getSavegameFilename(const Common::String &target, int num);
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bool saveFileLoadable(int slot);
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struct SaveHeader {
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Common::String description;
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uint32 version;
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byte gameID;
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uint32 flags;
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bool originalSave; // savegame from original interpreter
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bool oldHeader; // old scummvm save header
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Graphics::Surface *thumbnail;
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};
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enum kReadSaveHeaderError {
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kRSHENoError = 0,
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kRSHEInvalidType = 1,
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kRSHEInvalidVersion = 2,
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kRSHEIoError = 3
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};
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static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *file, bool loadThumbnail, SaveHeader &header);
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void loadGameStateCheck(int slot);
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virtual Common::Error loadGameState(int slot) = 0;
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Common::Error saveGameState(int slot, const char *saveName) { return saveGameState(slot, saveName, 0); }
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virtual Common::Error saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail) = 0;
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Common::SeekableReadStream *openSaveForReading(const char *filename, SaveHeader &header);
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Common::WriteStream *openSaveForWriting(const char *filename, const char *saveName, const Graphics::Surface *thumbnail) const;
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// TODO: Consider moving this to Screen
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virtual Graphics::Surface *generateSaveThumbnail() const { return 0; }
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};
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} // End of namespace Kyra
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#endif
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