mirror of
https://github.com/libretro/scummvm.git
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405 lines
9.4 KiB
C++
405 lines
9.4 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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*/
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#ifndef DRAGONS_DRAGONS_H
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#define DRAGONS_DRAGONS_H
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#include "gui/EventRecorder.h"
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#include "engines/engine.h"
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#include "dragons/specialopcodes.h"
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namespace Dragons {
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enum {
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kGameIdDragons = 1,
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kGameIdDragonsBadExtraction = 2
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};
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struct DragonsGameDescription {
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ADGameDescription desc;
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int gameId;
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};
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struct SaveHeader {
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Common::String description;
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uint32 version;
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uint32 flags;
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uint32 saveDate;
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uint32 saveTime;
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uint32 playTime;
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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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enum Flags {
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ENGINE_FLAG_1 = 1,
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ENGINE_FLAG_2 = 2,
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ENGINE_FLAG_4 = 4,
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ENGINE_FLAG_8 = 8,
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ENGINE_FLAG_10 = 0x10,
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ENGINE_FLAG_20 = 0x20,
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ENGINE_FLAG_40 = 0x40,
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ENGINE_FLAG_80 = 0x80, // Inventory bag visible
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ENGINE_FLAG_100 = 0x100,
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ENGINE_FLAG_200 = 0x200,
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ENGINE_FLAG_400 = 0x400,
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ENGINE_FLAG_800 = 0x800,
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ENGINE_FLAG_1000_SUBTITLES_DISABLED = 0x1000,
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ENGINE_FLAG_8000 = 0x8000, // speech dialog is playing.
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ENGINE_FLAG_10000 = 0x10000,
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ENGINE_FLAG_20000 = 0x20000,
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ENGINE_FLAG_80000 = 0x80000,
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ENGINE_FLAG_100000 = 0x100000,
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ENGINE_FLAG_200000 = 0x200000,
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ENGINE_FLAG_400000 = 0x400000,
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ENGINE_FLAG_2000000 = 0x2000000,
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ENGINE_FLAG_4000000 = 0x4000000,
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ENGINE_FLAG_8000000 = 0x8000000,
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ENGINE_FLAG_20000000 = 0x20000000,
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ENGINE_FLAG_80000000 = 0x80000000 //Flicker idle animation running.
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};
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enum UnkFlags {
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ENGINE_UNK1_FLAG_1 = 1,
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ENGINE_UNK1_FLAG_2 = 2,
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ENGINE_UNK1_FLAG_4 = 4,
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ENGINE_UNK1_FLAG_8 = 8,
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ENGINE_UNK1_FLAG_10 = 0x10,
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ENGINE_UNK1_FLAG_20 = 0x20,
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ENGINE_UNK1_FLAG_40 = 0x40,
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ENGINE_UNK1_FLAG_80 = 0x80
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};
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enum MouseWheel {
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MOUSE_WHEEL_NO_EVENT,
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MOUSE_WHEEL_DOWN,
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MOUSE_WHEEL_UP
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};
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struct PaletteCyclingInstruction {
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int16 paletteType;
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int16 startOffset;
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int16 endOffset;
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int16 updateInterval;
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int16 updateCounter;
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};
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enum DragonsAction {
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kDragonsActionNone,
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kDragonsActionUp,
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kDragonsActionDown,
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kDragonsActionLeft,
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kDragonsActionRight,
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kDragonsActionSquare,
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kDragonsActionTriangle,
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kDragonsActionCircle,
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kDragonsActionCross,
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kDragonsActionL1,
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kDragonsActionR1,
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kDragonsActionSelect,
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kDragonsActionChangeCommand,
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kDragonsActionInventory,
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kDragonsActionEnter,
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kDragonsActionMenu,
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kDragonsActionPause,
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kDragonsActionDebug,
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kDragonsActionDebugGfx,
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kDragonsActionQuit
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};
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class BigfileArchive;
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class BackgroundResourceLoader;
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class Cursor;
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class Credits;
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class DragonFLG;
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class DragonImg;
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class DragonOBD;
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class DragonRMS;
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class DragonVAR;
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class DragonINIResource;
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class FontManager;
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class Inventory;
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class Scene;
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class Screen;
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class ActorManager;
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class Actor;
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class SequenceOpcodes;
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class ScriptOpcodes;
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class Talk;
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class SoundManager;
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class StrPlayer;
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struct DragonINI;
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struct LoadingScreenState {
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Actor *flames[10];
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uint16 quads[10];
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int16 baseYOffset;
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int16 flameOffsetIdx;
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int16 loadingFlamesUpdateCounter;
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int16 loadingFlamesRiseCounter;
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LoadingScreenState() {
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baseYOffset = 0;
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flameOffsetIdx = 0;
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loadingFlamesUpdateCounter = 0;
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loadingFlamesRiseCounter = 0;
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memset(flames, 0, ARRAYSIZE(flames)*sizeof(flames[0]));
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memset(quads, 0, ARRAYSIZE(quads)*sizeof(quads[0]));
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}
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};
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class DragonsEngine : public Engine {
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public:
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DragonOBD *_dragonOBD;
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DragonImg *_dragonImg;
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DragonRMS *_dragonRMS;
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ActorManager *_actorManager;
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DragonINIResource *_dragonINIResource;
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FontManager *_fontManager;
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ScriptOpcodes *_scriptOpcodes;
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Scene *_scene;
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uint16 _flickerInitialSceneDirection;
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Inventory *_inventory;
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Cursor *_cursor;
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Credits *_credits;
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Talk *_talk;
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SoundManager *_sound;
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StrPlayer *_strPlayer;
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PaletteCyclingInstruction _paletteCyclingTbl[8];
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bool _isLoadingDialogAudio;
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uint16 _videoFlags; // TODO move to screen?
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void loadCurrentSceneMsf();
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Screen *_screen;
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uint16 _sceneId1; //TODO wire this up. I think it might be where to restore save game from?
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private:
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Common::Language _language;
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BigfileArchive *_bigfileArchive;
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DragonFLG *_dragonFLG;
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DragonVAR *_dragonVAR;
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BackgroundResourceLoader *_backgroundResourceLoader;
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SequenceOpcodes *_sequenceOpcodes;
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uint32 _nextUpdatetime;
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uint32 _flags;
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uint32 _unkFlags1;
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Common::Point _cursorPosition;
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uint32 _flickerIdleCounter;
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uint32 _bit_flags_8006fbd8;
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//unk
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uint16 _run_func_ptr_unk_countdown_timer;
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uint32 _randomState;
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LoadingScreenState *_loadingScreenState;
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// input
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bool _leftMouseButtonUp;
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bool _leftMouseButtonDown;
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bool _rightMouseButtonUp;
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bool _iKeyUp;
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bool _downKeyDown;
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bool _downKeyUp;
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bool _upKeyDown;
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bool _upKeyUp;
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bool _enterKeyUp;
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bool _leftKeyDown;
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bool _leftKeyUp;
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bool _rightKeyDown;
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bool _rightKeyUp;
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bool _wKeyDown;
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bool _aKeyDown;
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bool _sKeyDown;
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bool _dKeyDown;
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bool _oKeyDown;
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bool _pKeyDown;
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MouseWheel _mouseWheel;
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bool _debugMode;
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bool _isGamePaused;
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bool _inMenu;
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void (*_sceneUpdateFunction)();
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void (*_vsyncUpdateFunction)();
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protected:
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virtual bool hasFeature(EngineFeature f) const override;
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public:
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DragonsEngine(OSystem *syst, const ADGameDescription *desc);
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~DragonsEngine();
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void updateEvents();
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Common::Error run() override;
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Common::String getSavegameFilename(int num);
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static Common::String getSavegameFilename(const Common::String &target, int num);
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static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
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Common::Error loadGameState(int slot) override;
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bool canLoadGameStateCurrently() override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
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bool canSaveGameStateCurrently() override;
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void syncSoundSettings() override;
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void updateActorSequences();
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void setFlags(uint32 flags);
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void clearFlags(uint32 flags);
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uint32 getMultipleFlags(uint32 flags);
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uint32 getAllFlags();
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void setAllFlags(uint32 flags);
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bool isFlagSet(uint32 flag);
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bool isUnkFlagSet(uint32 flag);
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void setUnkFlags(uint32 flags);
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void clearUnkFlags(uint32 flags);
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byte *getBackgroundPalette();
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DragonINI *getINI(uint32 index);
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uint16 getVar(uint16 offset);
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void setVar(uint16 offset, uint16 value);
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uint16 getCurrentSceneId() const;
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void waitForFrames(uint16 numFrames);
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void waitForFramesAllowSkip(uint16 numFrames);
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void playOrStopSound(uint16 soundId);
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void fadeFromBlack();
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void fadeFromBlackExcludingFont();
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void fadeFromBlack(uint32 flags);
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void fadeToBlack();
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void fadeToBlackExcludingFont();
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void fadeToBlack(uint32 flags);
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uint16 ipt_img_file_related();
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void performAction();
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void reset_screen_maybe();
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void init();
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void loadScene(uint16 sceneId);
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void reset();
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void runSceneUpdaterFunction();
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void setSceneUpdateFunction(void (*newUpdateFunction)());
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void clearSceneUpdateFunction();
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void (*getSceneUpdateFunction())();
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void setVsyncUpdateFunction(void (*newUpdateFunction)());
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bool isVsyncUpdaterFunctionRunning();
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void runVsyncUpdaterFunction();
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bool isActionButtonPressed();
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bool isLeftKeyPressed();
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bool isRightKeyPressed();
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bool isUpKeyPressed();
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bool isDownKeyPressed();
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bool isSquareButtonPressed();
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bool isTriangleButtonPressed();
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bool isCircleButtonPressed();
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bool isCrossButtonPressed();
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bool isL1ButtonPressed();
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bool isR1ButtonPressed();
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bool checkForActionButtonRelease();
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bool checkForDownKeyRelease();
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bool checkForUpKeyRelease();
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bool checkForWheelUp();
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bool checkForWheelDown();
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bool isDebugMode();
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uint16 getRand(uint16 max);
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void setupPalette1();
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bool isInMenu();
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void loadingScreenUpdate();
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void clearAllText();
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//TODO this logic should probably go in its own class.
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uint16 getBigFileTotalRecords();
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uint32 getBigFileInfoTblFromDragonEXE();
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uint32 getFontOffsetFromDragonEXE();
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uint32 getSpeechTblOffsetFromDragonEXE();
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uint32 getCutscenePaletteOffsetFromDragonEXE();
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uint32 defaultResponseOffsetFromDragonEXE();
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private:
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bool savegame(const char *filename, const char *description);
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bool loadgame(const char *filename);
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void gameLoop();
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void updateHandler();
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void updatePathfindingActors();
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void updatePaletteCycling();
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void updateFlickerIdleAnimation();
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void updateCamera();
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uint32 calulateTimeLeft();
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void wait();
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uint16 getIniFromImg();
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void runINIScripts();
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void engineFlag0x20UpdateFunction();
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bool isInputEnabled();
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bool checkForInventoryButtonRelease();
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void walkFlickerToObject();
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void seedRandom(int32 seed);
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uint32 shuffleRandState();
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void initializeSound();
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void SomeInitSound_fun_8003f64c();
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void initSubtitleFlag();
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void loadingScreen();
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void mainMenu();
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bool checkAudioVideoFiles();
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bool validateAVFile(const char *filename);
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};
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DragonsEngine *getEngine();
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} // End of namespace Dragons
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#endif //DRAGONS_DRAGONS_H
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