mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-29 05:03:29 +00:00
a81b093e65
fixed load actors entrance removed some orphans svn-id: r17964
566 lines
12 KiB
C++
566 lines
12 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004-2005 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef SAGA_H
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#define SAGA_H
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#include "common/stdafx.h"
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#include "common/scummsys.h"
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#include "base/engine.h"
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#include "base/gameDetector.h"
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#include "base/plugins.h"
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#include "common/stream.h"
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#include "common/rect.h"
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#include "saga/text.h"
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#include "saga/gfx.h"
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#include "saga/list.h"
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namespace Saga {
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class SndRes;
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class Sound;
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class Music;
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class Anim;
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class Render;
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class IsoMap;
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class Gfx;
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class Script;
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class Actor;
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class Font;
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class Sprite;
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class Scene;
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class Interface;
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class Console;
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class Events;
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class PalAnim;
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#define MIN_IMG_RLECODE 3
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#define MODEX_SCANLINE_LIMIT 200
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#define SAGA_IMAGE_DATA_OFFSET 776
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#define SAGA_IMAGE_HEADER_LEN 8
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#define MAXPATH 512
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#define IS_BIG_ENDIAN ((_vm->getFeatures() & GF_BIG_ENDIAN_DATA) != 0)
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#define ID_NOTHING 0
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#define ID_PROTAG 1
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#define OBJECT_TYPE_SHIFT 13
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#define OBJECT_TYPE_MASK ((1 << OBJECT_TYPE_SHIFT) - 1)
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#define OBJ_SPRITE_BASE 9
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#define memoryError(Place) error("%s Memory allocation error.", Place)
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struct RSCFILE_CONTEXT;
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struct StringList;
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enum ERRORCODE {
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MEM = -2,//todo: remove
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FAILURE = -1,
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SUCCESS = 0
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};
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enum SAGAGameType {
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GType_ITE,
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GType_IHNM
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};
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enum GameObjectTypes {
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kGameObjectNone = 0,
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kGameObjectActor = 1,
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kGameObjectObject = 2,
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kGameObjectHitZone = 3,
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kGameObjectStepZone = 4
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};
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enum ScriptTimings {
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kScriptTimeTicksPerSecond = (728L/10L),
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kRepeatSpeed = 40, // 25 frames/sec
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kNormalFadeDuration = 320, // 64 steps, 5 msec each
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kQuickFadeDuration = 64 // 64 steps, 1 msec each
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};
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enum Directions {
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kDirUp = 0,
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kDirUpRight = 1,
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kDirRight = 2,
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kDirDownRight = 3,
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kDirDown = 4,
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kDirDownLeft = 5,
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kDirLeft = 6,
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kDirUpLeft = 7
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};
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enum HitZoneFlags {
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kHitZoneEnabled = (1 << 0), // Zone is enabled
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kHitZoneExit = (1 << 1), // Causes char to exit
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// The following flag causes the zone to act differently.
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// When the actor hits the zone, it will immediately begin walking
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// in the specified direction, and the actual specified effect of
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// the zone will be delayed until the actor leaves the zone.
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kHitZoneAutoWalk = (1 << 2),
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// When set on a hit zone, this causes the character not to walk
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// to the object (but they will look at it).
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kHitZoneNoWalk = (1 << 2),
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// zone activates only when character stops walking
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kHitZoneTerminus = (1 << 3),
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// Hit zones only - when the zone is clicked on it projects the
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// click point downwards from the middle of the zone until it
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// reaches the lowest point in the zone.
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kHitZoneProject = (1 << 3)
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};
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enum PanelButtonType {
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kPanelButtonVerb = 1,
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kPanelButtonArrow = 2,
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kPanelButtonConverseText = 4,
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kPanelButtonInventory = 8,
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kPanelAllButtons = 15
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};
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enum TextStringIds {
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kTextWalkTo,
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kTextLookAt,
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kTextPickUp,
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kTextTalkTo,
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kTextOpen,
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kTextClose,
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kTextUse,
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kTextGive,
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kTextOptions,
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kTextTest,
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kTextDemo,
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kTextHelp,
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kTextQuitGame,
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kTextFast,
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kTextSlow,
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kTextOn,
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kTextOff,
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kTextContinuePlaying,
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kTextLoad,
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kTextSave,
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kTextGameOptions,
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kTextReadingSpeed,
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kTextMusic,
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kTextSound,
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kTextCancel,
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kTextQuit,
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kTextOK,
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kTextMid,
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kTextClick,
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kText10Percent,
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kText20Percent,
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kText30Percent,
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kText40Percent,
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kText50Percent,
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kText60Percent,
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kText70Percent,
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kText80Percent,
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kText90Percent,
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kTextMax
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};
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struct IMAGE_HEADER {
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int width;
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int height;
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};
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struct StringsTable {
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byte *stringsPointer;
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int stringsCount;
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const char **strings;
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const char *getString(int index) const {
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if ((stringsCount <= index) || (index < 0))
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error("StringList::getString wrong index 0x%X", index);
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return strings[index];
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}
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void freeMem() {
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free(strings);
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free(stringsPointer);
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memset(this, 0, sizeof(*this));
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}
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StringsTable() {
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memset(this, 0, sizeof(*this));
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}
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~StringsTable() {
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freeMem();
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}
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};
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struct CLICKAREA {
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int n_points;
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Point *points;
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};
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enum GameIds {
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// Dreamers Guild
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GID_ITE_DEMO_G = 0,
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GID_ITE_DISK_G,
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GID_ITE_CD_G,
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GID_ITE_MAC_G, // TODO
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// Wyrmkeep
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GID_ITE_CD, // data for Win rerelease is same as in old DOS
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GID_ITE_MACCD,
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GID_ITE_LINCD,
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GID_ITE_WINDEMO1, // older Wyrmkeep windows demo
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GID_ITE_MACDEMO1, // older Wyrmkeep mac demo
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GID_ITE_LINDEMO,
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GID_ITE_WINDEMO2,
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GID_ITE_MACDEMO2,
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// German
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GID_ITE_DISK_DE,
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GID_ITE_AMIGACD_DE, // TODO
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GID_ITE_OLDMAC_DE, // TODO
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GID_ITE_AMIGA_FL_DE,// TODO
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GID_ITE_CD_DE, // reported by mld. Bestsellergamers cover disk
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GID_ITE_AMIGA_AGA_DEMO, // TODO
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GID_ITE_AMIGA_ECS_DEMO, // TODO
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GID_IHNM_DEMO,
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GID_IHNM_CD,
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GID_IHNM_CD_DE // reported by mld. German retail
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};
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enum GameFileTypes {
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GAME_RESOURCEFILE = 1 << 0,
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GAME_SCRIPTFILE = 1 << 1,
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GAME_SOUNDFILE = 1 << 2,
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GAME_VOICEFILE = 1 << 3,
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GAME_DEMOFILE = 1 << 4,
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GAME_MUSICFILE = 1 << 5,
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GAME_MUSICFILE_GM = 1 << 6,
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GAME_MUSICFILE_FM = 1 << 7,
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GAME_PATCHFILE = 1 << 8
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};
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enum GameSoundTypes {
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GAME_SOUND_PCM = 0,
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GAME_SOUND_VOC,
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GAME_SOUND_WAV,
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GAME_SOUND_VOX
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};
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enum GameFeatures {
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GF_VOX_VOICES = 1 << 0,
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GF_BIG_ENDIAN_DATA = 1 << 1,
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GF_MAC_RESOURCES = 1 << 2,
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GF_LANG_DE = 1 << 3,
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GF_WYRMKEEP = 1 << 4,
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GF_CD_FX = 1 << 5
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};
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struct GameSoundInfo {
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int res_type;
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long freq;
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int sample_size;
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int stereo;
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};
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struct GameFontDescription {
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uint32 fontResourceId;
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};
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struct GameResourceDescription {
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uint32 scene_lut_rn;
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uint32 moduleLUTResourceId;
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uint32 mainPanelResourceId;
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uint32 conversePanelResourceId;
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};
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struct GameFileDescription {
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const char *fileName;
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uint16 fileType;
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};
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struct PanelButton {
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PanelButtonType type;
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int xOffset;
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int yOffset;
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int width;
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int height;
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int id;
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int keyChar;
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int state;
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int upSpriteNumber;
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int downSpriteNumber;
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int overSpriteNumber;
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};
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struct GameDisplayInfo {
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int logicalWidth;
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int logicalHeight;
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int pathStartY;
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int sceneHeight;
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int statusXOffset;
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int statusYOffset;
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int statusWidth;
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int statusHeight;
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int statusTextY;
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int statusTextColor;
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int statusBGColor;
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int verbTextColor;
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int verbTextShadowColor;
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int verbTextActiveColor;
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int leftPortraitXOffset;
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int leftPortraitYOffset;
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int rightPortraitXOffset;
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int rightPortraitYOffset;
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int inventoryUpButtonIndex;
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int inventoryDownButtonIndex;
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int inventoryRows;
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int inventoryColumns;
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int mainPanelXOffset;
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int mainPanelYOffset;
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int mainPanelButtonsCount;
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PanelButton *mainPanelButtons;
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int converseUpButtonIndex;
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int converseDownButtonIndex;
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int conversePanelXOffset;
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int conversePanelYOffset;
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int conversePanelButtonsCount;
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PanelButton *conversePanelButtons;
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};
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struct GameDescription {
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const char *name;
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SAGAGameType gameType;
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GameIds gameId;
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const char *title;
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GameDisplayInfo *gameDisplayInfo;
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int startSceneNumber;
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GameResourceDescription *resourceDescription;
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int filesCount;
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GameFileDescription *filesDescriptions;
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int fontsCount;
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GameFontDescription *fontDescriptions;
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GameSoundInfo *soundInfo;
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uint32 features;
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GameSettings toGameSettings() const {
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GameSettings dummy = { name, title, features };
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return dummy;
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}
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};
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inline int ticksToMSec(int tick) {
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return tick * 1000 / kScriptTimeTicksPerSecond;
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}
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inline int clamp(int minValue, int value, int maxValue) {
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if (value <= minValue) {
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return minValue;
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} else {
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if (value >= maxValue) {
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return maxValue;
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} else {
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return value;
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}
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}
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}
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inline int integerCompare(int i1, int i2) {
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return ((i1) > (i2) ? 1 : ((i1) < (i2) ? -1 : 0));
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}
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inline int objectTypeId(uint16 objectId) {
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return objectId >> OBJECT_TYPE_SHIFT;
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}
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inline int objectIdToIndex(uint16 objectId) {
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return OBJECT_TYPE_MASK & objectId;
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}
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inline uint16 objectIndexToId(int type, int index) {
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return (type << OBJECT_TYPE_SHIFT) | (OBJECT_TYPE_MASK & index);
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}
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DetectedGameList GAME_ProbeGame(const FSList &fslist);
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class SagaEngine : public Engine {
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void errorString(const char *buf_input, char *buf_output);
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protected:
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int go();
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int init(GameDetector &detector);
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public:
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SagaEngine(GameDetector * detector, OSystem * syst);
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virtual ~SagaEngine();
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void shutDown() { _quit = true; }
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void save() { //TODO: remove
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save("iteSCUMMVM.sav");
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}
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void load() { //TODO: remove
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load("iteSCUMMVM.sav");
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}
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void save(const char *fileName);
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void load(const char *fileName);
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int _soundEnabled;
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int _musicEnabled;
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SndRes *_sndRes;
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Sound *_sound;
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Music *_music;
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Anim *_anim;
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Render *_render;
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IsoMap *_isoMap;
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Gfx *_gfx;
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Script *_script;
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Actor *_actor;
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Font *_font;
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Sprite *_sprite;
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Scene *_scene;
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Interface *_interface;
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Console *_console;
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Events *_events;
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PalAnim *_palanim;
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/** Random number generator */
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Common::RandomSource _rnd;
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private:
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int decodeBGImageRLE(const byte *inbuf, size_t inbuf_len, byte *outbuf, size_t outbuf_len);
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int flipImage(byte *img_buf, int columns, int scanlines);
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int unbankBGImage(byte *dest_buf, const byte *src_buf, int columns, int scanlines);
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uint32 _previousTicks;
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public:
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int decodeBGImage(const byte *image_data, size_t image_size,
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byte **output_buf, size_t *output_buf_len, int *w, int *h);
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const byte *getImagePal(const byte *image_data, size_t image_size);
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void loadStrings(StringsTable &stringsTable, const byte *stringsPointer, size_t stringsLength);
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const char *getObjectName(uint16 objectId);
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public:
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TEXTLIST *textCreateList();
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void textDestroyList(TEXTLIST *textlist);
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void textClearList(TEXTLIST *textlist);
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int textDrawList(TEXTLIST *textlist, SURFACE *ds);
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TEXTLIST_ENTRY *textAddEntry(TEXTLIST *textlist, TEXTLIST_ENTRY *entry);
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int textDeleteEntry(TEXTLIST *textlist, TEXTLIST_ENTRY *entry);
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int textSetDisplay(TEXTLIST_ENTRY *entry, int val);
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int textDraw(int font_id, SURFACE *ds, const char *string, int text_x, int text_y, int color,
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int effect_color, int flags);
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int textProcessList(TEXTLIST *textlist, long ms);
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int transitionDissolve(byte *dst_img, int dst_w, int dst_h, int dst_p,
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const byte *src_img, int src_w, int src_h, int src_p, int flags, int x, int y,
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double percent);
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int processInput(void);
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const Point &mousePos() const {
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return _mousePos;
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}
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const bool leftMouseButtonPressed() const {
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return _leftMouseButtonPressed;
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}
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const bool rightMouseButtonPressed() const {
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return _rightMouseButtonPressed;
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}
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const bool mouseButtonPressed() const {
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return _leftMouseButtonPressed || _rightMouseButtonPressed;
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}
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private:
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Point _mousePos;
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bool _leftMouseButtonPressed;
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bool _rightMouseButtonPressed;
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bool _quit;
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RSCFILE_CONTEXT **_gameFileContexts;
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//current game description
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int _gameNumber;
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GameDescription *_gameDescription;
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GameDisplayInfo _gameDisplayInfo;
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public:
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int initGame(void);
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RSCFILE_CONTEXT *getFileContext(uint16 type, int param);
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public:
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const GameResourceDescription *getResourceDescription() { return _gameDescription->resourceDescription; }
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const GameSoundInfo *getSoundInfo() { return _gameDescription->soundInfo; }
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const GameFontDescription *getFontDescription(int index) {
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assert(index < _gameDescription->fontsCount);
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return &_gameDescription->fontDescriptions[index];
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}
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int getFontsCount() const { return _gameDescription->fontsCount; }
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int getGameId() const { return _gameDescription->gameId; }
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int getGameType() const { return _gameDescription->gameType; }
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uint32 getFeatures() const { return _gameDescription->features; }
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int getGameNumber() const { return _gameNumber; }
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int getStartSceneNumber() const { return _gameDescription->startSceneNumber; }
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int getDisplayWidth() const { return _gameDisplayInfo.logicalWidth; }
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int getDisplayHeight() const { return _gameDisplayInfo.logicalHeight;}
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int getSceneHeight() const { return _gameDisplayInfo.sceneHeight; }
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const GameDisplayInfo & getDisplayInfo() { return _gameDisplayInfo; }
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const char *getTextString(int textStringId);
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void getExcuseInfo(int verb, const char *&textString, int &soundResourceId);
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private:
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int loadGame(int gameNumber);
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};
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// FIXME: Global var. We use it until everything will be turned into objects
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extern SagaEngine *_vm;
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} // End of namespace Saga
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#endif
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