scummvm/saga/saga.h
Andrew Kurushin a81b093e65 fixed sfSceneEq bug
fixed load actors entrance
removed some orphans

svn-id: r17964
2005-05-08 14:04:06 +00:00

566 lines
12 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef SAGA_H
#define SAGA_H
#include "common/stdafx.h"
#include "common/scummsys.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "common/stream.h"
#include "common/rect.h"
#include "saga/text.h"
#include "saga/gfx.h"
#include "saga/list.h"
namespace Saga {
class SndRes;
class Sound;
class Music;
class Anim;
class Render;
class IsoMap;
class Gfx;
class Script;
class Actor;
class Font;
class Sprite;
class Scene;
class Interface;
class Console;
class Events;
class PalAnim;
#define MIN_IMG_RLECODE 3
#define MODEX_SCANLINE_LIMIT 200
#define SAGA_IMAGE_DATA_OFFSET 776
#define SAGA_IMAGE_HEADER_LEN 8
#define MAXPATH 512
#define IS_BIG_ENDIAN ((_vm->getFeatures() & GF_BIG_ENDIAN_DATA) != 0)
#define ID_NOTHING 0
#define ID_PROTAG 1
#define OBJECT_TYPE_SHIFT 13
#define OBJECT_TYPE_MASK ((1 << OBJECT_TYPE_SHIFT) - 1)
#define OBJ_SPRITE_BASE 9
#define memoryError(Place) error("%s Memory allocation error.", Place)
struct RSCFILE_CONTEXT;
struct StringList;
enum ERRORCODE {
MEM = -2,//todo: remove
FAILURE = -1,
SUCCESS = 0
};
enum SAGAGameType {
GType_ITE,
GType_IHNM
};
enum GameObjectTypes {
kGameObjectNone = 0,
kGameObjectActor = 1,
kGameObjectObject = 2,
kGameObjectHitZone = 3,
kGameObjectStepZone = 4
};
enum ScriptTimings {
kScriptTimeTicksPerSecond = (728L/10L),
kRepeatSpeed = 40, // 25 frames/sec
kNormalFadeDuration = 320, // 64 steps, 5 msec each
kQuickFadeDuration = 64 // 64 steps, 1 msec each
};
enum Directions {
kDirUp = 0,
kDirUpRight = 1,
kDirRight = 2,
kDirDownRight = 3,
kDirDown = 4,
kDirDownLeft = 5,
kDirLeft = 6,
kDirUpLeft = 7
};
enum HitZoneFlags {
kHitZoneEnabled = (1 << 0), // Zone is enabled
kHitZoneExit = (1 << 1), // Causes char to exit
// The following flag causes the zone to act differently.
// When the actor hits the zone, it will immediately begin walking
// in the specified direction, and the actual specified effect of
// the zone will be delayed until the actor leaves the zone.
kHitZoneAutoWalk = (1 << 2),
// When set on a hit zone, this causes the character not to walk
// to the object (but they will look at it).
kHitZoneNoWalk = (1 << 2),
// zone activates only when character stops walking
kHitZoneTerminus = (1 << 3),
// Hit zones only - when the zone is clicked on it projects the
// click point downwards from the middle of the zone until it
// reaches the lowest point in the zone.
kHitZoneProject = (1 << 3)
};
enum PanelButtonType {
kPanelButtonVerb = 1,
kPanelButtonArrow = 2,
kPanelButtonConverseText = 4,
kPanelButtonInventory = 8,
kPanelAllButtons = 15
};
enum TextStringIds {
kTextWalkTo,
kTextLookAt,
kTextPickUp,
kTextTalkTo,
kTextOpen,
kTextClose,
kTextUse,
kTextGive,
kTextOptions,
kTextTest,
kTextDemo,
kTextHelp,
kTextQuitGame,
kTextFast,
kTextSlow,
kTextOn,
kTextOff,
kTextContinuePlaying,
kTextLoad,
kTextSave,
kTextGameOptions,
kTextReadingSpeed,
kTextMusic,
kTextSound,
kTextCancel,
kTextQuit,
kTextOK,
kTextMid,
kTextClick,
kText10Percent,
kText20Percent,
kText30Percent,
kText40Percent,
kText50Percent,
kText60Percent,
kText70Percent,
kText80Percent,
kText90Percent,
kTextMax
};
struct IMAGE_HEADER {
int width;
int height;
};
struct StringsTable {
byte *stringsPointer;
int stringsCount;
const char **strings;
const char *getString(int index) const {
if ((stringsCount <= index) || (index < 0))
error("StringList::getString wrong index 0x%X", index);
return strings[index];
}
void freeMem() {
free(strings);
free(stringsPointer);
memset(this, 0, sizeof(*this));
}
StringsTable() {
memset(this, 0, sizeof(*this));
}
~StringsTable() {
freeMem();
}
};
struct CLICKAREA {
int n_points;
Point *points;
};
enum GameIds {
// Dreamers Guild
GID_ITE_DEMO_G = 0,
GID_ITE_DISK_G,
GID_ITE_CD_G,
GID_ITE_MAC_G, // TODO
// Wyrmkeep
GID_ITE_CD, // data for Win rerelease is same as in old DOS
GID_ITE_MACCD,
GID_ITE_LINCD,
GID_ITE_WINDEMO1, // older Wyrmkeep windows demo
GID_ITE_MACDEMO1, // older Wyrmkeep mac demo
GID_ITE_LINDEMO,
GID_ITE_WINDEMO2,
GID_ITE_MACDEMO2,
// German
GID_ITE_DISK_DE,
GID_ITE_AMIGACD_DE, // TODO
GID_ITE_OLDMAC_DE, // TODO
GID_ITE_AMIGA_FL_DE,// TODO
GID_ITE_CD_DE, // reported by mld. Bestsellergamers cover disk
GID_ITE_AMIGA_AGA_DEMO, // TODO
GID_ITE_AMIGA_ECS_DEMO, // TODO
GID_IHNM_DEMO,
GID_IHNM_CD,
GID_IHNM_CD_DE // reported by mld. German retail
};
enum GameFileTypes {
GAME_RESOURCEFILE = 1 << 0,
GAME_SCRIPTFILE = 1 << 1,
GAME_SOUNDFILE = 1 << 2,
GAME_VOICEFILE = 1 << 3,
GAME_DEMOFILE = 1 << 4,
GAME_MUSICFILE = 1 << 5,
GAME_MUSICFILE_GM = 1 << 6,
GAME_MUSICFILE_FM = 1 << 7,
GAME_PATCHFILE = 1 << 8
};
enum GameSoundTypes {
GAME_SOUND_PCM = 0,
GAME_SOUND_VOC,
GAME_SOUND_WAV,
GAME_SOUND_VOX
};
enum GameFeatures {
GF_VOX_VOICES = 1 << 0,
GF_BIG_ENDIAN_DATA = 1 << 1,
GF_MAC_RESOURCES = 1 << 2,
GF_LANG_DE = 1 << 3,
GF_WYRMKEEP = 1 << 4,
GF_CD_FX = 1 << 5
};
struct GameSoundInfo {
int res_type;
long freq;
int sample_size;
int stereo;
};
struct GameFontDescription {
uint32 fontResourceId;
};
struct GameResourceDescription {
uint32 scene_lut_rn;
uint32 moduleLUTResourceId;
uint32 mainPanelResourceId;
uint32 conversePanelResourceId;
};
struct GameFileDescription {
const char *fileName;
uint16 fileType;
};
struct PanelButton {
PanelButtonType type;
int xOffset;
int yOffset;
int width;
int height;
int id;
int keyChar;
int state;
int upSpriteNumber;
int downSpriteNumber;
int overSpriteNumber;
};
struct GameDisplayInfo {
int logicalWidth;
int logicalHeight;
int pathStartY;
int sceneHeight;
int statusXOffset;
int statusYOffset;
int statusWidth;
int statusHeight;
int statusTextY;
int statusTextColor;
int statusBGColor;
int verbTextColor;
int verbTextShadowColor;
int verbTextActiveColor;
int leftPortraitXOffset;
int leftPortraitYOffset;
int rightPortraitXOffset;
int rightPortraitYOffset;
int inventoryUpButtonIndex;
int inventoryDownButtonIndex;
int inventoryRows;
int inventoryColumns;
int mainPanelXOffset;
int mainPanelYOffset;
int mainPanelButtonsCount;
PanelButton *mainPanelButtons;
int converseUpButtonIndex;
int converseDownButtonIndex;
int conversePanelXOffset;
int conversePanelYOffset;
int conversePanelButtonsCount;
PanelButton *conversePanelButtons;
};
struct GameDescription {
const char *name;
SAGAGameType gameType;
GameIds gameId;
const char *title;
GameDisplayInfo *gameDisplayInfo;
int startSceneNumber;
GameResourceDescription *resourceDescription;
int filesCount;
GameFileDescription *filesDescriptions;
int fontsCount;
GameFontDescription *fontDescriptions;
GameSoundInfo *soundInfo;
uint32 features;
GameSettings toGameSettings() const {
GameSettings dummy = { name, title, features };
return dummy;
}
};
inline int ticksToMSec(int tick) {
return tick * 1000 / kScriptTimeTicksPerSecond;
}
inline int clamp(int minValue, int value, int maxValue) {
if (value <= minValue) {
return minValue;
} else {
if (value >= maxValue) {
return maxValue;
} else {
return value;
}
}
}
inline int integerCompare(int i1, int i2) {
return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
}
inline int objectTypeId(uint16 objectId) {
return objectId >> OBJECT_TYPE_SHIFT;
}
inline int objectIdToIndex(uint16 objectId) {
return OBJECT_TYPE_MASK & objectId;
}
inline uint16 objectIndexToId(int type, int index) {
return (type << OBJECT_TYPE_SHIFT) | (OBJECT_TYPE_MASK & index);
}
DetectedGameList GAME_ProbeGame(const FSList &fslist);
class SagaEngine : public Engine {
void errorString(const char *buf_input, char *buf_output);
protected:
int go();
int init(GameDetector &detector);
public:
SagaEngine(GameDetector * detector, OSystem * syst);
virtual ~SagaEngine();
void shutDown() { _quit = true; }
void save() { //TODO: remove
save("iteSCUMMVM.sav");
}
void load() { //TODO: remove
load("iteSCUMMVM.sav");
}
void save(const char *fileName);
void load(const char *fileName);
int _soundEnabled;
int _musicEnabled;
SndRes *_sndRes;
Sound *_sound;
Music *_music;
Anim *_anim;
Render *_render;
IsoMap *_isoMap;
Gfx *_gfx;
Script *_script;
Actor *_actor;
Font *_font;
Sprite *_sprite;
Scene *_scene;
Interface *_interface;
Console *_console;
Events *_events;
PalAnim *_palanim;
/** Random number generator */
Common::RandomSource _rnd;
private:
int decodeBGImageRLE(const byte *inbuf, size_t inbuf_len, byte *outbuf, size_t outbuf_len);
int flipImage(byte *img_buf, int columns, int scanlines);
int unbankBGImage(byte *dest_buf, const byte *src_buf, int columns, int scanlines);
uint32 _previousTicks;
public:
int decodeBGImage(const byte *image_data, size_t image_size,
byte **output_buf, size_t *output_buf_len, int *w, int *h);
const byte *getImagePal(const byte *image_data, size_t image_size);
void loadStrings(StringsTable &stringsTable, const byte *stringsPointer, size_t stringsLength);
const char *getObjectName(uint16 objectId);
public:
TEXTLIST *textCreateList();
void textDestroyList(TEXTLIST *textlist);
void textClearList(TEXTLIST *textlist);
int textDrawList(TEXTLIST *textlist, SURFACE *ds);
TEXTLIST_ENTRY *textAddEntry(TEXTLIST *textlist, TEXTLIST_ENTRY *entry);
int textDeleteEntry(TEXTLIST *textlist, TEXTLIST_ENTRY *entry);
int textSetDisplay(TEXTLIST_ENTRY *entry, int val);
int textDraw(int font_id, SURFACE *ds, const char *string, int text_x, int text_y, int color,
int effect_color, int flags);
int textProcessList(TEXTLIST *textlist, long ms);
int transitionDissolve(byte *dst_img, int dst_w, int dst_h, int dst_p,
const byte *src_img, int src_w, int src_h, int src_p, int flags, int x, int y,
double percent);
int processInput(void);
const Point &mousePos() const {
return _mousePos;
}
const bool leftMouseButtonPressed() const {
return _leftMouseButtonPressed;
}
const bool rightMouseButtonPressed() const {
return _rightMouseButtonPressed;
}
const bool mouseButtonPressed() const {
return _leftMouseButtonPressed || _rightMouseButtonPressed;
}
private:
Point _mousePos;
bool _leftMouseButtonPressed;
bool _rightMouseButtonPressed;
bool _quit;
RSCFILE_CONTEXT **_gameFileContexts;
//current game description
int _gameNumber;
GameDescription *_gameDescription;
GameDisplayInfo _gameDisplayInfo;
public:
int initGame(void);
RSCFILE_CONTEXT *getFileContext(uint16 type, int param);
public:
const GameResourceDescription *getResourceDescription() { return _gameDescription->resourceDescription; }
const GameSoundInfo *getSoundInfo() { return _gameDescription->soundInfo; }
const GameFontDescription *getFontDescription(int index) {
assert(index < _gameDescription->fontsCount);
return &_gameDescription->fontDescriptions[index];
}
int getFontsCount() const { return _gameDescription->fontsCount; }
int getGameId() const { return _gameDescription->gameId; }
int getGameType() const { return _gameDescription->gameType; }
uint32 getFeatures() const { return _gameDescription->features; }
int getGameNumber() const { return _gameNumber; }
int getStartSceneNumber() const { return _gameDescription->startSceneNumber; }
int getDisplayWidth() const { return _gameDisplayInfo.logicalWidth; }
int getDisplayHeight() const { return _gameDisplayInfo.logicalHeight;}
int getSceneHeight() const { return _gameDisplayInfo.sceneHeight; }
const GameDisplayInfo & getDisplayInfo() { return _gameDisplayInfo; }
const char *getTextString(int textStringId);
void getExcuseInfo(int verb, const char *&textString, int &soundResourceId);
private:
int loadGame(int gameNumber);
};
// FIXME: Global var. We use it until everything will be turned into objects
extern SagaEngine *_vm;
} // End of namespace Saga
#endif