scummvm/engines/icb/remora.h
Paweł Kołodziejski a18e803ea6 ICB: Cleanup types
2021-03-07 09:56:34 +01:00

522 lines
21 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 ICB_REMORA_H_INCLUDED
#define ICB_REMORA_H_INCLUDED
// Include headers needed by this class.
#include "engines/icb/common/px_string.h"
#include "engines/icb/common/px_common.h"
#include "engines/icb/common/px_bitmap.h"
#include "engines/icb/common/px_mapfile.h"
#include "engines/icb/p4.h"
#include "engines/icb/debug.h"
#include "engines/icb/player.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/remora_sprite.h"
#include "engines/icb/icon_list_manager.h"
namespace ICB {
// This definition works because the PC and PSX have their own definitions of SCREEN_WIDTH and SCREEN_DEPTH.
#define REMORA_SCREEN_WIDTH SCREEN_WIDTH
#define REMORA_SCREEN_HEIGHT SCREEN_DEPTH
// The maximum number of megas the remora will do brightness scaling for the radar sweep.
// Note, it needs to be multiple of 4 to get DWORD alignment
#define REMORA_MAX_NUMBER_OBJECTS ((MAX_session_objects + 3) & ~3)
#define REMORA_LOG "remora_log.txt"
// This is what the Remora MUST be called in the session.
#define REMORA_NAME "remora"
// Resource names.
#define REMORA_BITMAP_REMORA "remora" // This is the casing for the Remora, with a hole where the screen is.
// PC's blips have all been renamed. The PSX might continue using just this one thoug, 'cos it
// can do its own colouring.
#if defined(_PSX)
#define REMORA_BITMAP_SCREEN "screen" // This is the screen that fills the hole that swallowed the spider ...
#define REMORA_FLIC_BLIP "blip"
#endif
// This is used as a constant to indicate the Remora is not active.
#define REMORA_NOT_ACTIVE (-1)
// This is the default activation mode.
#define REMORA_DEFAULT_MODE MOTION_SCAN
// This defines a buffer size for unpacking and formatting all that goes on the screen.
#define REMORA_TEXT_BUFFER_WIDTH 61 // CHECK PSX PADDING BEFORE CHANGING THIS!
#define REMORA_TEXT_BUFFER_ROWS MAX_LINES
// These constants are used by the motion scanner.
#define REMORA_SCAN_PAN_STEP (FLOAT_ONE / 200)
#define REMORA_SCAN_START_ZOOM 200
#define REMORA_SCAN_ZOOM_HARD_UPPER 512
#define REMORA_SCAN_ZOOM_HARD_LOWER 100
#define REMORA_SCAN_ZOOM_STEP 7
// This defines the maximum menu depth in the menu tree modes.
#define REMORA_MENU_DEPTH 5
// This is the name pattern for the variables that control the Remora's menus.
#define REMORA_MENU_LEVEL_NAME "menu_level_*"
// These are text attributes for the text displayed on the Remora's screen.
#define REMORA_TEXT_FLASH ((uint8)0x80)
#define REMORA_TEXT_PICTURE ((uint8)0x40)
#define REMORA_TEXT_HEADING ((uint8)0x01)
#define REMORA_TEXT_WARNING ((uint8)0x02)
#define REMORA_TEXT_OPTION ((uint8)0x04)
#define REMORA_TEXT_PARAGRAPH ((uint8)0x08)
// This is the first line that is drawn (skipping the heading, which doesn't scroll).
#define REMORA_FIRST_SCROLLING_LINE 1
// This controls how int32 the screen flash effect lasts.
#define REMORA_FLASH_EFFECT_LENGTH 6
// This controls the rate at which flashing text flashes.
#define REMORA_TEXT_FLASH_RATE 8
// And this controls how int32 it flashes for.
#define REMORA_TEXT_FLASH_DURATION 4
// These are for the one-off interface in Mission 08.
#define REMORA_M08_NUM_LOCKS 12
#define REMORA_M08_ZOOM_X 120
#define REMORA_M08_ZOOM_Z 100
#define REMORA_M08_X_ORIGIN (-800)
#define REMORA_M08_Z_ORIGIN 2680
// We can probably dispense with these and just draw one blip in different colours.
#define REMORA_FLIC_REMORA_BLIP "blip_green"
#define REMORA_FLIC_ALIVE_ROBOT_BLIP "blip_orange"
#define REMORA_FLIC_DEAD_ROBOT_BLIP "blip_dark_orange"
#define REMORA_FLIC_ALIVE_HUMAN_BLIP "blip_red"
#define REMORA_FLIC_DEAD_HUMAN_BLIP "blip_dark_red"
#define REMORA_FLIC_RECHARGE_BLIP "blip_dark_yellow"
// This is the maximum floor ranges that can be set in any one session (probably only one will ever be set).
#define REMORA_MAX_FLOOR_RANGES 3
// This is the maximum levels that can be included in scanning.
#define REMORA_MAX_INCLUDED_SLICES 4
// Maximum knowledge level in the Remora maps.
#define REMORA_KNOWLEDGE_MAX_LEVEL 3
// This is the maximum length of an email ID string.
#define REMORA_MAXLEN_EMAIL_ID_STRING 11
#define REMORA_SCROLL_CYCLES 4
// Holds information about a single line on the Remora's display.
struct _remora_line {
union _pos {
_pin_position s_ePinPosition;
uint32 s_nXOffset;
} s_uPos;
uint8 s_nAttribute;
union _xy {
uint8 s_nIndent;
uint8 s_nPictureRow;
} s_uXY;
char s_pcText[REMORA_TEXT_BUFFER_WIDTH];
};
// Holds a floor range. All floors within this range are displayed together in the scan modes.
struct _slice_range {
uint8 s_nLower;
uint8 s_nUpper;
uint8 s_nPad1;
uint8 s_nPad2;
};
// Class which provides all the Remora functions for the game.
class _remora {
public:
// Definitions visible outside the class.
enum RemoraMode { UNUSED_MAIN_MENU = 0, MOTION_SCAN, INFRA_RED_LINK, DATABASE, COMMUNICATIONS, MAP, M08_LOCK_CONTROL, NO_OVERRIDE = 999 };
enum MenuVariableAccessMode { GET = 0, SET };
enum ScreenSymbol {
DO_NOT_DISPLAY = 0,
SS_REMORA = 1,
ALIVE_ROBOT = 2,
DEAD_ROBOT = 3,
ALIVE_HUMAN = 4,
DEAD_HUMAN = 5,
RECHARGE_ARMED = 6,
RECHARGE_UNARMED = 7,
DOOR_OPEN = 8,
DOOR_CLOSED = 9
};
enum TextScroll { SCROLL_NONE = 0, SCROLL_UP, SCROLL_DOWN };
// Default constructor and destructor.
_remora();
inline ~_remora();
// Call this before using the Remora.
void InitialiseRemora();
// Call this to activate the Remora in a given mode.
void ActivateRemora(RemoraMode eMode);
// These are used to set a specific activation mode from script.
void SetModeOverride(RemoraMode eMode) { m_eModeOverride = eMode; }
void SetDefaultOrOverrideMode();
// And call this to deactivate it.
void DeactivateRemora(bool8 bForceShutdown);
// This is the main Remora call, which should get made every logic cycle (though it won't always do anything).
void CycleRemoraLogic(const _input &sKeyboardState);
// This draws the Remora in its current state.
void DrawRemora();
// This finds text from a reference in the Remora's compiled text files.
const char *LocateTextFromReference(uint32 nHashRef);
// These functions save and restore necessary parts of the Remora.
void Save(Common::WriteStream *stream) const;
void Restore(Common::SeekableReadStream *stream);
// This allows the script variables to be set from the engine that control the Remora's menus.
void AccessMenuLevelVariables(int32 *pnParams, MenuVariableAccessMode eRetrieve);
// These draw the text used in the Remora. These are now shared between the PC and PSX.
void DrawScreenText();
void DrawVoiceOverText() const;
// This draws a flashing message if there is an email waiting.
void DrawEmailWaiting();
// This toggles the PC's formatting of text between normal mode and PSX emulation.
void ToggleTextFormattingPlatform() { m_bFormatForPSX = (m_bFormatForPSX == FALSE8) ? TRUE8 : FALSE8; }
bool8 FormatForPSX() const { return (m_bFormatForPSX); }
uint32 GetRemoraSurfaceId() { return (m_nRemoraSurfaceID); }
// This is public so prim route builder can access it.
bool8 CohenSutherland(DXrect oRect, int32 &nX1, int32 &nY1, int32 &nX2, int32 &nY2, bool8 bnClip) const;
// These functions have script counterparts.
bool8 IsActive() const { return ((m_eGameState == INACTIVE) ? FALSE8 : TRUE8); }
RemoraMode GetMode() const { return m_eCurrentMode; }
void SetMode(RemoraMode eMode);
void SetText(const char *pcText, uint8 nAttribute, uint8 nIndent, _pin_position ePosition);
void DrawHeadingText();
void SetupPicture(uint32 nPixelOffset, const char *pcPictureName);
void ClearAllText();
void DisplayCharacterSpeech(uint32 nHash);
inline void SetMaximumZoom(uint32 nZoom);
inline void SetMinimumZoom(uint32 nZoom);
void SetCurrentZoom(uint32 nZoom);
void NewEmail(const char *pcEmailID);
bool8 IsEmailWaiting() const { return ((strlen(m_pcEmailID) > 0) ? TRUE8 : FALSE8); }
bool8 IsThisEmailWaiting(const char *pcEmailID) const;
inline void MarkEmailRead();
void AddFloorRange(uint32 nLower, uint32 nUpper);
inline void ResetFloorRanges();
bool8 EMPEffect();
// One of the fn_routines() needs access to the speech timer so it knows when to allow script to run on.
uint32 GetSpeechTimer() const { return (m_nSpeechTimer); }
int32 GetProgressBarValue() { return m_nProgressBarValue; }
void SetProgressBarValue(int32 v) { m_nProgressBarValue = v; }
int32 GetProgressBarTotal() { return m_nProgressBarTotal; }
void SetProgressBarTotal(int32 t) { m_nProgressBarTotal = t; }
void DrawProgressBar();
private:
// Private definitions used internally by this class.
enum RemoraGameState { INACTIVE = 0, SWITCHING_ON, ACTIVE, SWITCHING_OFF };
enum Outcode { OUTCODE_LEFT = 0x00000001, OUTCODE_RIGHT = 0x00000002, OUTCODE_BOTTOM = 0x00000004, OUTCODE_TOP = 0x00000008 };
RemoraGameState m_eGameState; // Current state of Remora in the game (not its internal mode).
RemoraMode m_eCurrentMode; // Current mode Remora is in.
RemoraMode m_eLastMode; // Last mode the Remora was in.
RemoraMode m_eModeOverride; // Used to set a mode from script.
// General graphics.
DXrect m_sScreenRectangle; // The drawable area of the Remora's screen.
DXrect m_sBackgroundRectangle; // Actually this is the size of the whole screen.
DXrect m_sCasingSourceRectangle; // The rectangle to blit the casing from.
DXrect m_sCasingTargetRectangle; // The rectangle to blit the casing to.
DXrect m_sMoreUpSourceRectangle; // Source rectangle for the more-up arrow.
DXrect m_sMoreUpTargetRectangle; // Target rectangle for the more-up arrow.
DXrect m_sMoreDownSourceRectangle; // Source rectangle for the more-down arrow.
DXrect m_sMoreDownTargetRectangle; // Target rectangle for the more-down arrow.
uint32 m_nCasingSurfaceID; // Surface that holds the casing.
uint32 m_nMoreUpSurfaceID; // Surface for the more-up arrow.
uint32 m_nMoreDownSurfaceID; // Surface for the more-down arrow.
uint32 m_nRemoraSurfaceID; // Surface to draw everything into before blitting it to the working buffer
char m_pcRemoraCluster[MAXLEN_CLUSTER_URL];
bool8 m_bFormatForPSX; // Simulate PSX text formatting when true.
uint32 m_nDisplayedTextRows;
uint32 m_nCharacterSpacing;
uint32 m_nRowSpacing;
#if defined(_PSX)
DXrect m_sCasingTargetRectangle; // The rectangle to blit the casing to.
char *m_pcRemoraCluster;
#endif // #if defined(_PSX)
// Data for the text display.
_remora_line *m_pDisplayBuffer; // Holds info about text and pictures to display.
TextScroll m_eTextScroll; // Text scroll direction.
// These text buffers are for when characters speak within the Remora.
const char *m_pcSpeechText; // Buffer to hold character-spoken text.
uint32 m_nSpeechTimer; // Used to count how int32 speech has been displayed.
// These data items are for the scanning modes.
_remora_sprite m_oTextPicture; // Used for drawing a picture in the text.
#if defined(_PSX)
_remora_sprite m_oBlipSprite; // Holds the sprite for drawing the blips on the motion tracker.
_remora_sprite m_oPlayerBlipSprite; // Holds the sprite fot the player's blip.
_remora_sprite m_oCasing; // REMORA casing sprite
int32 counter;
#else
uint32 m_nScanPan; // Current position of scan beam.
uint32 m_nPulseHighlight; // This keeps track of the highlight in the pulse.
#endif
PXfloat m_fPlayerPan; // Local player pan so we can rotate the Remora scanner.
int32 m_nPlayerX, m_nPlayerY, m_nPlayerZ; // Position of player (may be 'fixed' for some scan modes).
uint32 m_nCurrentZoom; // 128 = scale of 1.0, 1 = x(1/128), 512 = scale of x4
uint32 m_nMinZoom; // Minimum zoom level allowed for the Remora.
uint32 m_nMaxZoom; // Maximum zoom level allowed for the Remora.
_barrier_slice *m_pSlices[REMORA_MAX_INCLUDED_SLICES]; // Slices of barriers for player's current height.
uint32 m_pnSlices[REMORA_MAX_INCLUDED_SLICES]; // Index of slice player is on.
int32 m_nIncludedCeiling; // Top coordinate of things to include in scan modes.
int32 m_nIncludedFloor; // Bottom coordinate of things to include in scan modes.
DXrect m_nPlayerBlipTargetRectangle; // Rectangle area to draw the player blip.
_slice_range m_pFloorRanges[REMORA_MAX_FLOOR_RANGES]; // Holds floor ranges for displaying multiple floor levels.
int32 m_nProgressBarValue; // 0 means not displayed
int32 m_nProgressBarTotal; // total of latest progress bar
int32 m_nStartYPixelOffset; // This is the scroll offset (to smooth scrolling).
// These are some extra definitions for the M08 lock-control interface.
uint32 m_pnDoorIDs[REMORA_M08_NUM_LOCKS]; // IDs of the doors in M08.
// These data items are for the Remora's email system.
char m_pcEmailID[REMORA_MAXLEN_EMAIL_ID_STRING + 1]; // Have to store actual string for savegames.
// Counter to remember when objects's are in the sweep beam
// so bright when in beam, after that the counter goes down
// so they fade away
uint8 m_pObjectScale[REMORA_MAX_NUMBER_OBJECTS];
// Clustering.
uint32 m_nRemoraClusterHash;
// These are here at the end to keep the data alligned.
bool8 m_bModeChanged; // Set to true when there is a mode change.
uint8 m_nNextAvailableRow; // Last line text has been written to.
uint8 m_nFirstLineToDraw; // Display from this point (to do scrolling).
bool8 m_bScrollingRequired; // Set to true when the scroll controls are needed.
bool8 m_bMainHeadingSet; // Set to true when a screen heading has been set.
uint8 m_nScreenFlashCount; // Counter to work a screen flash effect.
uint8 m_nNumFloorRangesSet; // Number of floor ranges currently set.
uint8 m_nNumCurrentFloorRanges; // Number floor ranges currently included in scan.
bool8 m_bScrolling; // Set to true while text is scrolling.
uint8 m_nCurrentPalette; // Pointer to the current palette.
uint8 m_nCharacterHeight; // Used to estimate picture heights in rows of text.
uint8 m_nPictureHeightCorrection; // Correction to stop picture sizes being rounded down.
uint8 m_nFlashCounter; // Counter for flashing text on and off.
bool8 m_bFlashingTextVisible; // Flag that goes with previous count.
uint8 m_bTextPictureLoaded; // Gets set to true when there is a picture in the text.
// These are used to explicitally declare the padding in this structure to make the alignment correct.
// Use these variables when you add more data to the structure, so that the aligment stays correct.
uint8 m_nPad1;
// Here I block the use of the default '='.
_remora(const _remora &) { ; }
void operator=(const _remora &) { ; }
// Private functions used only by this class.
void DoPlatformSpecificInitialisation();
void SetCommonActivateInfo(RemoraMode eMode);
void SetUpRemora();
void CloseDownRemora();
void RemoraLineDraw(int32 nX1, int32 nZ1, int32 nX2, int32 nZ2, _rgb sColour0, _rgb sColour1, uint32 nHalfThickness = 0) const;
void InitialiseMenuControlVariables();
void DrawGrid();
inline const char *MakeRemoraGraphicsPath(const char *pcBitmapName) const;
void SetUpSurfaceForBitmap(const char *pcBitmapName, DXrect &sSourceRect, DXrect &sTargetRect, uint32 &nSurfaceID);
void DrawHeaderAndFooterLines();
void ClipTopAndBottom();
uint32 ComputeOutcode(DXrect oRect, int32 nX, int32 nY) const;
inline bool8 TestOutcode(uint32 nOutcode, Outcode enCodeToTest) const;
#if defined(_PSX)
void DrawWideScanMask(const int32 xc, const int32 yc, const int32 x1, const int32 y1, const int32 x2, const int32 y2);
void DrawBlip(int32 x, int32 z, _rgb sColour, uint32 size, uint32 pulse) const;
void InitRotMatrix(const int32 angle, const int32 zoom, const int32 x, const int32 z, int32 *dx, int32 *dz);
#endif
// These functions are used by the text system.
uint32 GetColour(uint8 nAttribute) const { return ((uint32)(nAttribute & (uint8)0x0f)); }
bool8 GetFlashing(uint8 nAttribute) const { return ((bool8)((nAttribute & REMORA_TEXT_FLASH) >> 7)); }
void ProcessUpDownTextKeys(const _input &sKeyboardState);
void DrawMoreUpDownArrows();
void ColourToRGB(uint8 nAttributes, uint8 &nRed, uint8 &nGreen, uint8 &nBlue) const;
void GrabTextFormattingMemory();
void ReleaseTextFormattingMemory();
// These are for the scan mode.
void SetUpWideScan();
void DrawWideScan();
ScreenSymbol GetSymbolToDrawObject(_logic *pObject, uint32 nID) const;
void DrawEMPEffect();
void ProcessUpDownZoomKeys(const _input &sKeyboardState);
void DrawStaticBarriers(_rgb oLineColour) const;
void DrawAnimatingBarriers(_rgb oLineColour) const;
void DrawM08DoorLocks();
void DrawM08LockControlObjects();
void DrawFloorRectangles() const;
void DrawObjects(void);
void AddInterference() const;
void DrawScanBeam() const;
void DrawPulse();
void DrawIRLinkPulse();
void DrawSquareSymbol(int32 nX, int32 nY, uint32 nPal, uint32 nSize);
void DrawTriangleSymbol(int32 nX, int32 nY, uint32 nPal, uint32 nSize);
void DrawOctagonSymbol(int32 nX, int32 nY, uint32 nPal, uint32 nSize);
void DrawCrosshairs() const;
#if defined(_PSX)
void DrawObjects(const int32 x1, const int32 y1, const int32 x2, const int32 y2);
#endif
// These are for the one-off M08 lock control interface.
void SetUpM08LockControl();
void DrawM08LockControl();
void BuildM08DoorList();
};
} // End of namespace ICB (to avoid nesting)
// Here we include platform-specific definitions. The only reason we can get away with doing it here is because
// none of the platform-specific definitions happen to have been used in the above class definition.
#if defined(_PSX)
#include "remora_psx.h"
#define REMORA_DISPLAYED_TEXT_ROWS REMORA_PSX_DISPLAYED_TEXT_ROWS
#define REMORA_CHARACTER_SPACING REMORA_PSX_CHARACTER_SPACING
#define REMORA_ROW_SPACING REMORA_PSX_ROW_SPACING
#else
#include "remora_pc.h"
#define REMORA_DISPLAYED_TEXT_ROWS m_nDisplayedTextRows
#define REMORA_CHARACTER_SPACING m_nCharacterSpacing
#define REMORA_ROW_SPACING m_nRowSpacing
#endif
namespace ICB {
inline void _remora::InitialiseMenuControlVariables() {
int32 pnVariables[5] = {0, 0, 0, 0, 0};
AccessMenuLevelVariables((int32 *)pnVariables, SET);
}
inline void _remora::SetMaximumZoom(uint32 nZoom) {
// First check against the 'hard' limit.
if ((nZoom < REMORA_SCAN_ZOOM_HARD_LOWER) || (nZoom > REMORA_SCAN_ZOOM_HARD_UPPER))
Fatal_error("Zoom %d out of range %d-%d in _remora::SetMaximumZoom()", nZoom, REMORA_SCAN_ZOOM_HARD_LOWER, REMORA_SCAN_ZOOM_HARD_UPPER);
// Maximum can't be less than minimum. If it is, we move the minimum rather than generate an error
// otherwise the ordering of the calls to set min and max in script will be significant.
m_nMinZoom = (nZoom < m_nMinZoom) ? nZoom : m_nMinZoom;
// Now we can set the new value.
m_nMaxZoom = nZoom;
}
inline void _remora::SetMinimumZoom(uint32 nZoom) {
// First check against the 'hard' limit.
if ((nZoom < REMORA_SCAN_ZOOM_HARD_LOWER) || (nZoom > REMORA_SCAN_ZOOM_HARD_UPPER))
Fatal_error("Zoom %d out of range %d-%d in _remora::SetMinimumZoom()", nZoom, REMORA_SCAN_ZOOM_HARD_LOWER, REMORA_SCAN_ZOOM_HARD_UPPER);
// Minimum can't be greater than maximum. If it is, we move the maximum rather than generate an error
// otherwise the ordering of the calls to set min and max in script will be significant.
m_nMaxZoom = (nZoom > m_nMaxZoom) ? nZoom : m_nMaxZoom;
// Now we can set the new value.
m_nMinZoom = nZoom;
}
inline void _remora::NewEmail(const char *pcEmailID) { strcpy(m_pcEmailID, pcEmailID); }
inline void _remora::ResetFloorRanges() {
m_nNumFloorRangesSet = 0;
m_nNumCurrentFloorRanges = 0;
}
inline void _remora::MarkEmailRead() {
m_pcEmailID[0] = '\0';
g_oIconMenu->ClearEmailArrived();
}
extern _remora *g_oRemora;
} // End of namespace ICB
#endif // #if !defined( REMORA_H_INCLUDED )