scummvm/engines/dragons/dragons.h
2020-08-28 23:41:12 +10:00

405 lines
9.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef DRAGONS_DRAGONS_H
#define DRAGONS_DRAGONS_H
#include "gui/EventRecorder.h"
#include "engines/engine.h"
#include "dragons/specialopcodes.h"
namespace Dragons {
enum {
kGameIdDragons = 1,
kGameIdDragonsBadExtraction = 2
};
struct DragonsGameDescription {
ADGameDescription desc;
int gameId;
};
struct SaveHeader {
Common::String description;
uint32 version;
uint32 flags;
uint32 saveDate;
uint32 saveTime;
uint32 playTime;
Graphics::Surface *thumbnail;
};
enum kReadSaveHeaderError {
kRSHENoError = 0,
kRSHEInvalidType = 1,
kRSHEInvalidVersion = 2,
kRSHEIoError = 3
};
enum Flags {
ENGINE_FLAG_1 = 1,
ENGINE_FLAG_2 = 2,
ENGINE_FLAG_4 = 4,
ENGINE_FLAG_8 = 8,
ENGINE_FLAG_10 = 0x10,
ENGINE_FLAG_20 = 0x20,
ENGINE_FLAG_40 = 0x40,
ENGINE_FLAG_80 = 0x80, // Inventory bag visible
ENGINE_FLAG_100 = 0x100,
ENGINE_FLAG_200 = 0x200,
ENGINE_FLAG_400 = 0x400,
ENGINE_FLAG_800 = 0x800,
ENGINE_FLAG_1000_SUBTITLES_DISABLED = 0x1000,
ENGINE_FLAG_8000 = 0x8000, // speech dialog is playing.
ENGINE_FLAG_10000 = 0x10000,
ENGINE_FLAG_20000 = 0x20000,
ENGINE_FLAG_80000 = 0x80000,
ENGINE_FLAG_100000 = 0x100000,
ENGINE_FLAG_200000 = 0x200000,
ENGINE_FLAG_400000 = 0x400000,
ENGINE_FLAG_2000000 = 0x2000000,
ENGINE_FLAG_4000000 = 0x4000000,
ENGINE_FLAG_8000000 = 0x8000000,
ENGINE_FLAG_20000000 = 0x20000000,
ENGINE_FLAG_80000000 = 0x80000000 //Flicker idle animation running.
};
enum UnkFlags {
ENGINE_UNK1_FLAG_1 = 1,
ENGINE_UNK1_FLAG_2 = 2,
ENGINE_UNK1_FLAG_4 = 4,
ENGINE_UNK1_FLAG_8 = 8,
ENGINE_UNK1_FLAG_10 = 0x10,
ENGINE_UNK1_FLAG_20 = 0x20,
ENGINE_UNK1_FLAG_40 = 0x40,
ENGINE_UNK1_FLAG_80 = 0x80
};
enum MouseWheel {
MOUSE_WHEEL_NO_EVENT,
MOUSE_WHEEL_DOWN,
MOUSE_WHEEL_UP
};
struct PaletteCyclingInstruction {
int16 paletteType;
int16 startOffset;
int16 endOffset;
int16 updateInterval;
int16 updateCounter;
};
enum DragonsAction {
kDragonsActionNone,
kDragonsActionUp,
kDragonsActionDown,
kDragonsActionLeft,
kDragonsActionRight,
kDragonsActionSquare,
kDragonsActionTriangle,
kDragonsActionCircle,
kDragonsActionCross,
kDragonsActionL1,
kDragonsActionR1,
kDragonsActionSelect,
kDragonsActionChangeCommand,
kDragonsActionInventory,
kDragonsActionEnter,
kDragonsActionMenu,
kDragonsActionPause,
kDragonsActionDebug,
kDragonsActionDebugGfx,
kDragonsActionQuit
};
class BigfileArchive;
class BackgroundResourceLoader;
class Cursor;
class Credits;
class DragonFLG;
class DragonImg;
class DragonOBD;
class DragonRMS;
class DragonVAR;
class DragonINIResource;
class FontManager;
class Inventory;
class Scene;
class Screen;
class ActorManager;
class Actor;
class SequenceOpcodes;
class ScriptOpcodes;
class Talk;
class SoundManager;
class StrPlayer;
struct DragonINI;
struct LoadingScreenState {
Actor *flames[10];
uint16 quads[10];
int16 baseYOffset;
int16 flameOffsetIdx;
int16 loadingFlamesUpdateCounter;
int16 loadingFlamesRiseCounter;
LoadingScreenState() {
baseYOffset = 0;
flameOffsetIdx = 0;
loadingFlamesUpdateCounter = 0;
loadingFlamesRiseCounter = 0;
memset(flames, 0, ARRAYSIZE(flames)*sizeof(flames[0]));
memset(quads, 0, ARRAYSIZE(quads)*sizeof(quads[0]));
}
};
class DragonsEngine : public Engine {
public:
DragonOBD *_dragonOBD;
DragonImg *_dragonImg;
DragonRMS *_dragonRMS;
ActorManager *_actorManager;
DragonINIResource *_dragonINIResource;
FontManager *_fontManager;
ScriptOpcodes *_scriptOpcodes;
Scene *_scene;
uint16 _flickerInitialSceneDirection;
Inventory *_inventory;
Cursor *_cursor;
Credits *_credits;
Talk *_talk;
SoundManager *_sound;
StrPlayer *_strPlayer;
PaletteCyclingInstruction _paletteCyclingTbl[8];
bool _isLoadingDialogAudio;
uint16 _videoFlags; // TODO move to screen?
void loadCurrentSceneMsf();
Screen *_screen;
uint16 _sceneId1; //TODO wire this up. I think it might be where to restore save game from?
private:
Common::Language _language;
BigfileArchive *_bigfileArchive;
DragonFLG *_dragonFLG;
DragonVAR *_dragonVAR;
BackgroundResourceLoader *_backgroundResourceLoader;
SequenceOpcodes *_sequenceOpcodes;
uint32 _nextUpdatetime;
uint32 _flags;
uint32 _unkFlags1;
Common::Point _cursorPosition;
uint32 _flickerIdleCounter;
uint32 _bit_flags_8006fbd8;
//unk
uint16 _run_func_ptr_unk_countdown_timer;
uint32 _randomState;
LoadingScreenState *_loadingScreenState;
// input
bool _leftMouseButtonUp;
bool _leftMouseButtonDown;
bool _rightMouseButtonUp;
bool _iKeyUp;
bool _downKeyDown;
bool _downKeyUp;
bool _upKeyDown;
bool _upKeyUp;
bool _enterKeyUp;
bool _leftKeyDown;
bool _leftKeyUp;
bool _rightKeyDown;
bool _rightKeyUp;
bool _wKeyDown;
bool _aKeyDown;
bool _sKeyDown;
bool _dKeyDown;
bool _oKeyDown;
bool _pKeyDown;
MouseWheel _mouseWheel;
bool _debugMode;
bool _isGamePaused;
bool _inMenu;
void (*_sceneUpdateFunction)();
void (*_vsyncUpdateFunction)();
protected:
virtual bool hasFeature(EngineFeature f) const override;
public:
DragonsEngine(OSystem *syst, const ADGameDescription *desc);
~DragonsEngine();
void updateEvents();
Common::Error run() override;
Common::String getSavegameFilename(int num);
static Common::String getSavegameFilename(const Common::String &target, int num);
static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
Common::Error loadGameState(int slot) override;
bool canLoadGameStateCurrently() override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
bool canSaveGameStateCurrently() override;
void syncSoundSettings() override;
void updateActorSequences();
void setFlags(uint32 flags);
void clearFlags(uint32 flags);
uint32 getMultipleFlags(uint32 flags);
uint32 getAllFlags();
void setAllFlags(uint32 flags);
bool isFlagSet(uint32 flag);
bool isUnkFlagSet(uint32 flag);
void setUnkFlags(uint32 flags);
void clearUnkFlags(uint32 flags);
byte *getBackgroundPalette();
DragonINI *getINI(uint32 index);
uint16 getVar(uint16 offset);
void setVar(uint16 offset, uint16 value);
uint16 getCurrentSceneId() const;
void waitForFrames(uint16 numFrames);
void waitForFramesAllowSkip(uint16 numFrames);
void playOrStopSound(uint16 soundId);
void fadeFromBlack();
void fadeFromBlackExcludingFont();
void fadeFromBlack(uint32 flags);
void fadeToBlack();
void fadeToBlackExcludingFont();
void fadeToBlack(uint32 flags);
uint16 ipt_img_file_related();
void performAction();
void reset_screen_maybe();
void init();
void loadScene(uint16 sceneId);
void reset();
void runSceneUpdaterFunction();
void setSceneUpdateFunction(void (*newUpdateFunction)());
void clearSceneUpdateFunction();
void (*getSceneUpdateFunction())();
void setVsyncUpdateFunction(void (*newUpdateFunction)());
bool isVsyncUpdaterFunctionRunning();
void runVsyncUpdaterFunction();
bool isActionButtonPressed();
bool isLeftKeyPressed();
bool isRightKeyPressed();
bool isUpKeyPressed();
bool isDownKeyPressed();
bool isSquareButtonPressed();
bool isTriangleButtonPressed();
bool isCircleButtonPressed();
bool isCrossButtonPressed();
bool isL1ButtonPressed();
bool isR1ButtonPressed();
bool checkForActionButtonRelease();
bool checkForDownKeyRelease();
bool checkForUpKeyRelease();
bool checkForWheelUp();
bool checkForWheelDown();
bool isDebugMode();
uint16 getRand(uint16 max);
void setupPalette1();
bool isInMenu();
void loadingScreenUpdate();
void clearAllText();
//TODO this logic should probably go in its own class.
uint16 getBigFileTotalRecords();
uint32 getBigFileInfoTblFromDragonEXE();
uint32 getFontOffsetFromDragonEXE();
uint32 getSpeechTblOffsetFromDragonEXE();
uint32 getCutscenePaletteOffsetFromDragonEXE();
uint32 defaultResponseOffsetFromDragonEXE();
private:
bool savegame(const char *filename, const char *description);
bool loadgame(const char *filename);
void gameLoop();
void updateHandler();
void updatePathfindingActors();
void updatePaletteCycling();
void updateFlickerIdleAnimation();
void updateCamera();
uint32 calulateTimeLeft();
void wait();
uint16 getIniFromImg();
void runINIScripts();
void engineFlag0x20UpdateFunction();
bool isInputEnabled();
bool checkForInventoryButtonRelease();
void walkFlickerToObject();
void seedRandom(int32 seed);
uint32 shuffleRandState();
void initializeSound();
void SomeInitSound_fun_8003f64c();
void initSubtitleFlag();
void loadingScreen();
void mainMenu();
bool checkAudioVideoFiles();
bool validateAVFile(const char *filename);
};
DragonsEngine *getEngine();
} // End of namespace Dragons
#endif //DRAGONS_DRAGONS_H