scummvm/engines/saga/saga.h
Matthew Hoops d876dddd45 SAGA: Rework the way audio is buffered
The streams that are created are now used directly instead of SAGA creating its own RawStream after decoding it. In addition, this should fix ADPCM-compressed sounds on big endian systems (as the code was treating the result of readBuffer() to always be LE, whereas it's actual native endian).

I've also clarified the bugfix to bug #1256701. It only applies to 16-bit PCM data and the size for other data is no longer truncated too ;)
2011-12-24 11:09:54 -05:00

659 lines
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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SAGA_H
#define SAGA_H
#include "engines/engine.h"
#include "common/array.h"
#include "common/random.h"
#include "common/memstream.h"
#include "common/textconsole.h"
#include "saga/gfx.h"
struct ADGameFileDescription;
/**
* This is the namespace of the SAGA engine.
*
* Status of this engine:
*
* This engine contains 2 main engine generations, SAGA and SAGA2
*
* SAGA status: complete
*
* SAGA2 status: in early stages of development, no recent activity. Contact sev
* if you want to work on it, since we have some original source codes.
*
* Games using this engine:
*
* SAGA:
* - Inherit the Earth
* - I Have No Mouth And I Must Scream
*
* SAGA2:
* - Dinotopia
* - Faery Tale Adventure II: Halls of the Dead
*
*/
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;
class Puzzle;
class Resource;
class ResourceContext;
// #define SAGA_DEBUG 1 // define for test functions
#define SAGA_IMAGE_DATA_OFFSET 776
#define SAGA_IMAGE_HEADER_LEN 8
// Note that IHNM has a smaller save title size than ITE
// We allocate the ITE save title size in savegames, to
// preserve savegame backwards compatibility. We only check
// for IHNM's save title during text input
#define SAVE_TITLE_SIZE 28
#define TITLESIZE 80
#define IHNM_SAVE_TITLE_SIZE 22
#define MAX_SAVES 96
#define MAX_FILE_NAME 256
#define ID_NOTHING 0
#define ID_PROTAG 1
#define OBJECT_TYPE_SHIFT 13
#define OBJECT_TYPE_MASK ((1 << OBJECT_TYPE_SHIFT) - 1)
#define IHNM_OBJ_PROFILE 0x4000
#define memoryError(Place) error("%s Memory allocation error.", Place)
enum ERRORCODE {
FAILURE = -1,
SUCCESS = 0
};
enum GameIds {
GID_ITE = 0,
GID_IHNM = 1,
GID_DINO = 2,
GID_FTA2 = 3
};
enum GameFileTypes {
// Common
GAME_RESOURCEFILE = 1 << 0, // Game resources
GAME_SCRIPTFILE = 1 << 1, // Game scripts
GAME_SOUNDFILE = 1 << 2, // SFX (also contains voices and MIDI music in SAGA 2 games)
GAME_VOICEFILE = 1 << 3, // Voices (also contains SFX in the ITE floppy version)
// ITE specific
GAME_DIGITALMUSICFILE = 1 << 4, // ITE digital music, added by Wyrmkeep
GAME_MACBINARY = 1 << 5, // ITE Mac CD Guild
GAME_DEMOFILE = 1 << 6, // Early ITE demo
GAME_SWAPENDIAN = 1 << 7, // Used to identify the BE voice file in the ITE combined version
// IHNM specific
GAME_MUSICFILE_FM = 1 << 8, // IHNM
GAME_MUSICFILE_GM = 1 << 9, // IHNM, ITE Mac CD Guild
GAME_PATCHFILE = 1 << 10, // IHNM patch file (patch.re_/patch.res)
// SAGA 2 (Dinotopia, FTA2)
GAME_IMAGEFILE = 1 << 11, // Game images
GAME_OBJRESOURCEFILE = 1 << 12 // Game object data
};
enum GameFeatures {
GF_ITE_FLOPPY = 1 << 0,
#if 0
GF_OLD_ITE_DOS = 1 << 1, // Currently unused
#endif
GF_EXTRA_ITE_CREDITS = 1 << 2,
GF_8BIT_UNSIGNED_PCM = 1 << 3
};
enum VerbTypeIds {
kVerbITENone = 0,
kVerbITEPickUp = 1,
kVerbITELookAt = 2,
kVerbITEWalkTo = 3,
kVerbITETalkTo = 4,
kVerbITEOpen = 5,
kVerbITEClose = 6,
kVerbITEGive = 7,
kVerbITEUse = 8,
kVerbITEOptions = 9,
kVerbITEEnter = 10,
kVerbITELeave = 11,
kVerbITEBegin = 12,
kVerbITEWalkOnly = 13,
kVerbITELookOnly = 14,
kVerbIHNMNone = 0,
kVerbIHNMWalk = 1,
kVerbIHNMLookAt = 2,
kVerbIHNMTake = 3,
kVerbIHNMUse = 4,
kVerbIHNMTalkTo = 5,
kVerbIHNMSwallow = 6,
kVerbIHNMGive = 7,
kVerbIHNMPush = 8,
kVerbIHNMOptions = 9,
kVerbIHNMEnter = 10,
kVerbIHNMLeave = 11,
kVerbIHNMBegin = 12,
kVerbIHNMWalkOnly = 13,
kVerbIHNMLookOnly = 14,
kVerbTypeIdsMax = kVerbITELookOnly + 1
};
enum PanelButtonType {
kPanelButtonVerb = 1 << 0,
kPanelButtonArrow = 1 << 1,
kPanelButtonConverseText = 1 << 2,
kPanelButtonInventory = 1 << 3,
kPanelButtonOption = 1 << 4,
kPanelButtonOptionSlider = 1 << 5,
kPanelButtonOptionSaveFiles = 1 << 6,
kPanelButtonOptionText = 1 << 7,
kPanelButtonQuit = 1 << 8,
kPanelButtonQuitText = 1 << 9,
kPanelButtonLoad = 1 << 10,
kPanelButtonLoadText = 1 << 11,
kPanelButtonSave = 1 << 12,
kPanelButtonSaveText = 1 << 13,
kPanelButtonSaveEdit = 1 << 14,
kPanelButtonProtectText = 1 << 15,
kPanelButtonProtectEdit = 1 << 16,
kPanelAllButtons = 0xFFFFF
};
enum TextStringIds {
kTextPickUp,
kTextLookAt,
kTextWalkTo,
kTextTalkTo,
kTextOpen,
kTextClose,
kTextGive,
kTextUse,
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,
kTextQuitTheGameQuestion,
kTextLoadSuccessful,
kTextEnterSaveGameName,
kTextGiveTo,
kTextUseWidth,
kTextNewSave,
kTextICantPickup,
kTextNothingSpecial,
kTextNoPlaceToOpen,
kTextNoOpening,
kTextDontKnow,
kTextShowDialog,
kTextEnterProtectAnswer,
kTextVoices,
kTextText,
kTextAudio,
kTextBoth,
kTextLoadSavedGame
};
struct GameResourceDescription {
uint32 sceneLUTResourceId;
uint32 moduleLUTResourceId;
uint32 mainPanelResourceId;
uint32 conversePanelResourceId;
uint32 optionPanelResourceId;
uint32 mainSpritesResourceId;
uint32 mainPanelSpritesResourceId;
uint32 mainStringsResourceId;
// ITE specific resources
uint32 actorsStringsResourceId;
uint32 defaultPortraitsResourceId;
// IHNM specific resources
uint32 optionPanelSpritesResourceId;
uint32 warningPanelResourceId;
uint32 warningPanelSpritesResourceId;
uint32 psychicProfileResourceId;
};
struct GameFontDescription {
uint32 fontResourceId;
};
struct GameDisplayInfo;
struct GamePatchDescription {
const char *fileName;
uint16 fileType;
uint32 resourceId;
};
struct SAGAGameDescription;
enum GameObjectTypes {
kGameObjectNone = 0,
kGameObjectActor = 1,
kGameObjectObject = 2,
kGameObjectHitZone = 3,
kGameObjectStepZone = 4
};
enum ScriptTimings {
kScriptTimeTicksPerSecond = (728L/10L),
kScriptTimeTicksPerSecondIHNM = 72,
kRepeatSpeedTicks = (728L/10L)/3,
kNormalFadeDuration = 320, // 64 steps, 5 msec each
kQuickFadeDuration = 64, // 64 steps, 1 msec each
kPuzzleHintTime = 30000000L // 30 secs. used in timer
};
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)
};
struct ImageHeader {
int width;
int height;
};
struct StringsTable {
Common::Array<char> buffer;
Common::Array<char *> strings;
const char *getString(uint index) const {
if (strings.size() <= index) {
// This occurs at the end of Ted's chapter, right after the ending cutscene
warning("StringsTable::getString wrong index 0x%X (%d)", index, strings.size());
return "";
}
return strings[index];
}
void clear() {
strings.clear();
buffer.clear();
}
};
typedef Common::Array<Point> PointList;
enum ColorId {
kITEColorTransBlack = 0x00,
kITEColorBrightWhite = 0x01,
kITEColorWhite = 0x02,
kITEColorLightGrey = 0x04,
kITEColorGrey = 0x0a,
kITEColorDarkGrey = 0x0b,
kITEColorDarkGrey0C = 0x0C,
kITEColorBlack = 0x0f,
kITEColorRed = 0x65,
kITEColorDarkBlue8a = 0x8a,
kITEColorBlue89 = 0x89,
kITEColorLightBlue92 = 0x92,
kITEColorBlue = 0x93,
kITEColorLightBlue94 = 0x94,
kITEColorLightBlue96 = 0x96,
kITEColorGreen = 0xba,
kIHNMColorPortrait = 0xfe
};
enum KnownColor {
kKnownColorTransparent,
kKnownColorBrightWhite,
kKnownColorWhite,
kKnownColorBlack,
kKnownColorSubtitleTextColor,
kKnownColorVerbText,
kKnownColorVerbTextShadow,
kKnownColorVerbTextActive
};
struct SaveFileData {
char name[SAVE_TITLE_SIZE];
uint slotNumber;
};
struct SaveGameHeader {
uint32 type;
uint32 size;
uint32 version;
char name[SAVE_TITLE_SIZE];
};
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);
}
class ByteArray : public Common::Array<byte> {
public:
/**
* Return a pointer to the start of the buffer underlying this byte array,
* or NULL if the buffer is empty.
*/
byte *getBuffer() {
return empty() ? NULL : &front();
}
const byte *getBuffer() const {
return empty() ? NULL : &front();
}
void assign(const ByteArray &src) {
resize(src.size());
if (!empty()) {
memcpy(&front(), &src.front(), size());
}
}
};
class ByteArrayReadStreamEndian : public Common::MemoryReadStreamEndian {
public:
ByteArrayReadStreamEndian(const ByteArray & byteArray, bool bigEndian = false)
: Common::MemoryReadStreamEndian(byteArray.getBuffer(), byteArray.size(), bigEndian) {
}
};
class SagaEngine : public Engine {
friend class Scene;
public:
// Engine APIs
virtual Common::Error run();
bool hasFeature(EngineFeature f) const;
void syncSoundSettings();
void pauseEngineIntern(bool pause);
GUI::Debugger *getDebugger();
SagaEngine(OSystem *syst, const SAGAGameDescription *gameDesc);
~SagaEngine();
void save(const char *fileName, const char *saveName);
void load(const char *fileName);
uint32 getCurrentLoadVersion() const {
return _saveHeader.version;
}
void fillSaveList();
char *calcSaveFileName(uint slotNumber);
SaveFileData *getSaveFile(uint idx);
uint getNewSaveSlotNumber() const;
bool locateSaveFile(char *saveName, uint &titleNumber);
bool isSaveListFull() const {
return _saveFilesCount == MAX_SAVES;
}
uint getSaveFilesCount() const {
return isSaveListFull() ? _saveFilesCount : _saveFilesCount + 1;
}
bool isIHNMDemo() const { return _isIHNMDemo; }
int16 _framesEsc;
uint32 _globalFlags;
int16 _ethicsPoints[8];
int _spiritualBarometer;
int _soundVolume;
int _musicVolume;
int _speechVolume;
bool _subtitlesEnabled;
bool _voicesEnabled;
bool _voiceFilesExist;
int _readingSpeed;
bool _copyProtection;
bool _musicWasPlaying;
bool _isIHNMDemo;
bool _hasITESceneSubstitutes;
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;
Puzzle *_puzzle;
Resource *_resource;
// Random number generator
Common::RandomSource _rnd;
private:
bool decodeBGImageRLE(const byte *inbuf, size_t inbuf_len, ByteArray &outbuf);
void flipImage(byte *imageBuffer, int columns, int scanlines);
void unbankBGImage(byte *dest_buf, const byte *src_buf, int columns, int scanlines);
uint32 _previousTicks;
public:
bool decodeBGImage(const ByteArray &imageData, ByteArray &outputBuffer, int *w, int *h, bool flip = false);
const byte *getImagePal(const ByteArray &imageData) {
if (imageData.size() <= SAGA_IMAGE_HEADER_LEN) {
return NULL;
}
return &imageData.front() + SAGA_IMAGE_HEADER_LEN;
}
void loadStrings(StringsTable &stringsTable, const ByteArray &stringsData);
const char *getObjectName(uint16 objectId) const;
public:
int processInput();
Point mousePos() const;
int getMouseClickCount() const {
return _mouseClickCount;
}
void incrementMouseClickCount() {
_mouseClickCount++;
}
void resetMouseClickCount() {
_mouseClickCount = 0;
}
bool leftMouseButtonPressed() const {
return _leftMouseButtonPressed;
}
bool rightMouseButtonPressed() const {
return _rightMouseButtonPressed;
}
bool mouseButtonPressed() const {
return _leftMouseButtonPressed || _rightMouseButtonPressed;
}
inline int ticksToMSec(int tick) const {
if (getGameId() == GID_ITE)
return tick * 1000 / kScriptTimeTicksPerSecond;
else
return tick * 1000 / kScriptTimeTicksPerSecondIHNM;
}
private:
uint _saveFilesCount;
SaveFileData _saveFiles[MAX_SAVES];
SaveGameHeader _saveHeader;
bool _leftMouseButtonPressed;
bool _rightMouseButtonPressed;
int _mouseClickCount;
//current game description
int _gameNumber;
const SAGAGameDescription *_gameDescription;
Common::String _gameTitle;
Common::Rect _displayClip;
public:
int32 _frameCount;
public:
bool initGame();
bool isBigEndian() const;
bool isMacResources() const;
bool isSaga2() const { return getGameId() == GID_DINO || getGameId() == GID_FTA2; }
const GameResourceDescription *getResourceDescription() const;
const GameFontDescription *getFontDescription(int index) const;
int getFontsCount() const;
int getGameId() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
int getGameNumber() const;
int getStartSceneNumber() const;
const GamePatchDescription *getPatchDescriptions() const;
const ADGameFileDescription *getFilesDescriptions() const;
const Common::Rect &getDisplayClip() const { return _displayClip;}
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const GameDisplayInfo &getDisplayInfo();
const char *getTextString(int textStringId);
void getExcuseInfo(int verb, const char *&textString, int &soundResourceId);
private:
public:
ColorId KnownColor2ColorId(KnownColor knownColor);
void setTalkspeed(int talkspeed);
int getTalkspeed() const;
};
} // End of namespace Saga
#endif