scummvm/engines/kyra/kyra_v2.h
Johannes Schickel f4e6109b33 - fixed savegame description loading in kyra1
- added Kyra2 load menu, currently just accessable from startup menu though

svn-id: r31331
2008-03-30 18:27:46 +00:00

1194 lines
33 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef KYRA_KYRA_V2_H
#define KYRA_KYRA_V2_H
#include "kyra/kyra.h"
#include "kyra/script.h"
#include "kyra/screen_v2.h"
#include "kyra/text_v2.h"
#include "kyra/gui_v2.h"
#include "common/list.h"
namespace Kyra {
enum kSequences {
kSequenceVirgin = 0,
kSequenceWestwood,
kSequenceTitle,
kSequenceOverview,
kSequenceLibrary,
kSequenceHand,
kSequencePoint,
kSequenceZanfaun,
kSequenceFunters,
kSequenceFerb,
kSequenceFish,
kSequenceFheep,
kSequenceFarmer,
kSequenceFuards,
kSequenceFirates,
kSequenceFrash,
kSequenceArraySize
};
enum kNestedSequences {
kSequenceFiggle = 0,
kSequenceOver1,
kSequenceOver2,
kSequenceForest,
kSequenceDragon,
kSequenceDarm,
kSequenceLibrary2,
kSequenceLibrary3,
kSequenceMarco,
kSequenceHand1a,
kSequenceHand1b,
kSequenceHand1c,
kSequenceHand2,
kSequenceHand3,
kSequenceHand4
};
enum kSequencesDemo {
kSequenceDemoVirgin = 0,
kSequenceDemoWestwood,
kSequenceDemoTitle,
kSequenceDemoHill,
kSequenceDemoOuthome,
kSequenceDemoWharf,
kSequenceDemoDinob,
kSequenceDemoFisher
};
enum kNestedSequencesDemo {
kSequenceDemoWharf2 = 0,
kSequenceDemoDinob2,
kSequenceDemoWater,
kSequenceDemoBail,
kSequenceDemoDig
};
class WSAMovieV2;
class KyraEngine_v2;
class TextDisplayer_v2;
class Debugger_v2;
typedef int (KyraEngine_v2::*Seqproc)(WSAMovieV2*, int, int, int);
struct ActiveWSA {
int16 flags;
WSAMovieV2 *movie;
uint16 startFrame;
uint16 endFrame;
uint16 frameDelay;
Seqproc callback;
uint32 nextFrame;
uint16 currentFrame;
uint16 lastFrame;
uint16 x;
uint16 y;
const uint16 *control;
uint16 startupCommand;
uint16 finalCommand;
};
struct ActiveText {
uint16 strIndex;
uint16 x;
uint16 y;
int duration;
uint16 width;
uint32 startTime;
int16 textcolor;
};
struct Sequence {
uint16 flags;
const char * wsaFile;
const char * cpsFile;
uint8 startupCommand;
uint8 finalCommand;
int16 stringIndex1;
int16 stringIndex2;
uint16 startFrame;
uint16 numFrames;
uint16 frameDelay;
uint16 xPos;
uint16 yPos;
Seqproc callback;
uint16 duration;
};
struct NestedSequence {
uint16 flags;
const char * wsaFile;
uint16 startframe;
uint16 endFrame;
uint16 frameDelay;
Seqproc callback;
uint16 x;
uint16 y;
const uint16 * wsaControl;
uint16 startupCommand;
uint16 finalCommand;
};
class KyraEngine_v2 : public KyraEngine {
friend class Debugger_v2;
friend class TextDisplayer_v2;
friend class GUI_v2;
public:
KyraEngine_v2(OSystem *system, const GameFlags &flags);
~KyraEngine_v2();
virtual Screen *screen() { return _screen; }
Screen_v2 *screen_v2() { return _screen; }
virtual TextDisplayer *text() { return _text; }
int language() const { return _lang; }
virtual Movie *createWSAMovie();
protected:
// Main menu code, also used for Kyra 3
static const char *_mainMenuStrings[];
virtual void gui_initMainMenu() {}
int gui_handleMainMenu();
virtual void gui_updateMainMenuAnimation();
void gui_drawMainMenu(const char *const *strings, int select);
void gui_drawMainBox(int x, int y, int w, int h, int fill);
bool gui_mainMenuGetInput();
void gui_printString(const char *string, int x, int y, int col1, int col2, int flags, ...);
// intro/outro
void seq_playSequences(int startSeq, int endSeq = -1);
int seq_introWestwood(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introTitle(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introOverview(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introLibrary(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introPoint(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introZanfaun(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introOver1(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introOver2(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introForest(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introDragon(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introDarm(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introLibrary2(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introMarco(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand1a(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand1b(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand1c(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand2(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_introHand3(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFunters(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFerb(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFish(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFheep(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFarmer(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFuards(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFirates(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFrash(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_finaleFiggle(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoVirgin(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoWestwood(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoTitle(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoHill(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoOuthome(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoWharf(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoDinob(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoFisher(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoWharf2(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoDinob2(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoWater(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoBail(WSAMovieV2 *wsaObj, int x, int y, int frm);
int seq_demoDig(WSAMovieV2 *wsaObj, int x, int y, int frm);
void seq_sequenceCommand(int command);
void seq_loadNestedSequence(int wsaNum, int seqNum);
void seq_nestedSequenceFrame(int command, int wsaNum);
void seq_animatedSubFrame(int srcPage, int dstPage, int delaytime,
int steps, int x, int y, int w, int h, int openClose, int directionFlags);
bool seq_processNextSubFrame(int wsaNum);
void seq_resetActiveWSA(int wsaNum);
void seq_unloadWSA(int wsaNum);
void seq_processWSAs();
void seq_cmpFadeFrame(const char *cmpFile);
void seq_playTalkText(uint8 chatNum);
void seq_resetAllTextEntries();
uint32 seq_activeTextsTimeLeft();
void seq_waitForTextsTimeout();
int seq_setTextEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 width);
void seq_processText();
char *seq_preprocessString(const char *str, int width);
void seq_printCreditsString(uint16 strIndex, int x, int y, const uint8 *colorMap, uint8 textcolor);
void seq_playWsaSyncDialogue(uint16 strIndex, uint16 vocIndex, int textColor, int x, int y, int width,
WSAMovieV2 * wsa, int firstframe, int lastframe, int wsaXpos, int wsaYpos);
void seq_finaleActorScreen();
void seq_displayScrollText(uint8 *data, const ScreenDim *d, int tempPage1, int tempPage2, int speed, int step, Screen::FontId fid1, Screen::FontId fid2, const uint8 *shapeData = 0, const char *const *specialData = 0);
void seq_scrollPage();
void seq_showStarcraftLogo();
void seq_init();
void seq_uninit();
int init();
int go();
Screen_v2 *_screen;
TextDisplayer_v2 *_text;
Debugger_v2 *_debugger;
uint8 *_mouseSHPBuf;
static const int8 _dosTrackMap[];
static const int _dosTrackMapSize;
const AudioDataStruct *_soundData;
protected:
// game initialization
void startup();
void runLoop();
void cleanup();
void registerDefaultSettings();
// TODO: get rid of all variables having pointers to the static resources if possible
// i.e. let them directly use the _staticres functions
void initStaticResource();
void setupTimers();
void setupOpcodeTable();
void loadMouseShapes();
void loadItemShapes();
// run
bool _runFlag;
bool _showCredits;
void update();
void updateWithText();
Functor0Mem<void, KyraEngine_v2> _updateFunctor;
void updateMouse();
void dinoRide();
int checkInput(Button *buttonList, bool mainLoop = false);
void removeInputTop();
void handleInput(int x, int y);
bool handleInputUnkSub(int x, int y);
int inputSceneChange(int x, int y, int unk1, int unk2);
// - Input
void updateInput();
int _mouseX, _mouseY;
int _mouseState;
struct Event {
Common::Event event;
bool causedSkip;
Event() : event(), causedSkip(false) {}
Event(Common::Event e) : event(e), causedSkip(false) {}
Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {}
operator Common::Event() const { return event; }
};
Common::List<Event> _eventList;
bool skipFlag() const;
void resetSkipFlag(bool removeEvent = true);
// gfx/animation specific
uint8 *_gamePlayBuffer;
void restorePage3();
uint8 *_screenBuffer;
bool _inventorySaved;
void backUpPage0();
void restorePage0();
uint8 *_gfxBackUpRect;
void backUpGfxRect24x24(int x, int y);
void restoreGfxRect24x24(int x, int y);
void backUpGfxRect32x32(int x, int y);
void restoreGfxRect32x32(int x, int y);
uint8 *getShapePtr(int index) { return _defaultShapeTable[index]; }
uint8 *_defaultShapeTable[250];
uint8 *_sceneShapeTable[50];
WSAMovieV2 *_wsaSlots[10];
void freeSceneShapePtrs();
struct ShapeDesc {
uint8 unk0, unk1, unk2, unk3, unk4;
uint16 width, height;
int16 xAdd, yAdd;
};
ShapeDesc *_shapeDescTable;
struct SceneAnim {
uint16 flags;
int16 x, y;
int16 x2, y2;
int16 width, height;
uint16 unkE;
uint16 specialSize;
uint16 unk12;
int16 shapeIndex;
uint16 wsaFlag;
char filename[14];
};
SceneAnim _sceneAnims[10];
WSAMovieV2 *_sceneAnimMovie[10];
bool _specialSceneScriptState[10];
bool _specialSceneScriptStateBackup[10];
ScriptState _sceneSpecialScripts[10];
uint32 _sceneSpecialScriptsTimer[10];
int _lastProcessedSceneScript;
bool _specialSceneScriptRunFlag;
void updateSpecialSceneScripts();
void freeSceneAnims();
int _loadedZTable;
void loadZShapes(int shapes);
void loadInventoryShapes();
void resetScaleTable();
void setScaleTableItem(int item, int data);
int getScale(int x, int y);
uint16 _scaleTable[15];
void setDrawLayerTableEntry(int entry, int data);
int getDrawLayer(int x, int y);
int _drawLayerTable[15];
int _layerFlagTable[16]; // seems to indicate layers where items get destroyed when dropped to (TODO: check this!)
char _newShapeFilename[13];
int _newShapeLastEntry;
int _newShapeWidth, _newShapeHeight;
int _newShapeXAdd, _newShapeYAdd;
int _newShapeFlag;
uint8 *_newShapeFiledata;
int _newShapeCount;
int _newShapeAnimFrame;
int _newShapeDelay;
int initNewShapes(uint8 *filedata);
void processNewShapes(int unk1, int unk2);
void resetNewShapes(int count, uint8 *filedata);
// animator
struct AnimObj {
uint16 index;
uint16 type;
uint16 enabled;
uint16 needRefresh;
uint16 unk8;
uint16 animFlags;
uint16 flags;
int16 xPos1, yPos1;
uint8 *shapePtr;
uint16 shapeIndex1;
uint16 animNum;
uint16 shapeIndex3;
uint16 shapeIndex2;
uint16 unk1E;
uint8 unk20;
uint8 unk21;
uint8 unk22;
uint8 unk23;
int16 xPos2, yPos2;
int16 xPos3, yPos3;
int16 width, height;
int16 width2, height2;
AnimObj *nextObject;
};
AnimObj _animObjects[42];
void clearAnimObjects();
AnimObj *_animList;
bool _drawNoShapeFlag;
AnimObj *initAnimList(AnimObj *list, AnimObj *entry);
AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry);
AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry);
void drawAnimObjects();
void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void refreshAnimObjects(int force);
void refreshAnimObjectsIfNeed();
void updateItemAnimations();
void flagAnimObjsUnk8();
void flagAnimObjsForRefresh();
void updateCharFacing();
void updateCharacterAnim(int);
void updateSceneAnim(int anim, int newFrame);
void addItemToAnimList(int item);
void deleteItemAnimEntry(int item);
int _animObj0Width, _animObj0Height;
void setCharacterAnimDim(int w, int h);
void resetCharacterAnimDim();
// scene
struct SceneDesc {
char filename[10];
uint16 exit1, exit2, exit3, exit4;
uint8 flags;
uint8 sound;
};
SceneDesc *_sceneList;
int _sceneListSize;
uint16 _currentScene;
const char *_sceneCommentString;
uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4;
int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2,
_sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4;
int _specialExitCount;
uint16 _specialExitTable[25];
bool checkSpecialSceneExit(int num, int x, int y);
uint8 _scenePal[688];
bool _overwriteSceneFacing;
void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3);
void enterNewSceneUnk1(int facing, int unk1, int unk2);
void enterNewSceneUnk2(int unk1);
void unloadScene();
void loadScenePal();
void loadSceneMsc();
void fadeScenePal(int srcIndex, int delay);
void startSceneScript(int unk1);
void runSceneScript2();
void runSceneScript4(int unk1);
void runSceneScript6();
void runSceneScript7();
void initSceneAnims(int unk1);
void initSceneScreen(int unk1);
int trySceneChange(int *moveTable, int unk1, int updateChar);
int checkSceneChange();
// pathfinder
int _movFacingTable[600];
int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize);
bool lineIsPassable(int x, int y);
bool directLinePassable(int x, int y, int toX, int toY);
int pathfinderInitPositionTable(int *moveTable);
int pathfinderAddToPositionTable(int index, int v1, int v2);
int pathfinderInitPositionIndexTable(int tableLen, int x, int y);
int pathfinderAddToPositionIndexTable(int index, int v);
void pathfinderFinializePath(int *moveTable, int unk1, int x, int y, int moveTableSize);
int _pathfinderPositionTable[400];
int _pathfinderPositionIndexTable[200];
// item
uint8 _itemHtDat[176];
struct Item {
uint16 id;
uint16 sceneId;
int16 x;
uint8 y;
uint16 unk7;
};
Item *_itemList;
uint16 _hiddenItems[20];
int findFreeItem();
int countAllItems();
int findItem(uint16 sceneId, uint16 id);
int checkItemCollision(int x, int y);
void resetItemList();
void updateWaterFlasks();
int _itemInHand;
int _handItemSet;
bool dropItem(int unk1, uint16 item, int x, int y, int unk2);
bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2);
void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item);
void exchangeMouseItem(int itemPos);
bool pickUpItem(int x, int y);
bool isDropable(int x, int y);
static const byte _itemStringMap[];
static const int _itemStringMapSize;
void setMouseCursor(uint16 item);
void setHandItem(uint16 item);
void removeHandItem();
static const int16 _flaskTable[];
bool itemIsFlask(int item);
// inventory
static const int _inventoryX[];
static const int _inventoryY[];
static const uint16 _itemMagicTable[];
int getInventoryItemSlot(uint16 item);
void removeItemFromInventory(int slot);
bool checkInventoryItemExchange(uint16 item, int slot);
void drawInventoryShape(int page, uint16 item, int slot);
void clearInventorySlot(int slot, int page);
void redrawInventory(int page);
void scrollInventoryWheel();
int findFreeVisibleInventorySlot();
struct ItemAnimData {
int16 itemIndex;
uint8 numFrames;
uint8 curFrame;
uint32 nextFrame;
const uint8 *frames;
} _itemAnimData[15];
int _nextAnimItem;
// gui
bool _menuDirectlyToLoad;
GUI_v2 *_gui;
void loadButtonShapes();
uint8 *_buttonShapes[19];
void initInventoryButtonList();
Button *_inventoryButtons;
Button *_buttonList;
int scrollInventory(Button *button);
int buttonInventory(Button *button);
int bookButton(Button *button);
int cauldronButton(Button *button);
int cauldronClearButton(Button *button);
// book
static const int _bookPageYOffset[];
static const byte _bookTextColorMap[];
int _bookMaxPage;
int _bookNewPage;
int _bookCurPage;
int _bookBkgd;
bool _bookShown;
void loadBookBkgd();
void showBookPage();
void bookLoop();
void bookDecodeText(uint8 *text);
void bookPrintText(int dstPage, const uint8 *text, int x, int y, uint8 color);
int bookPrevPage(Button *button);
int bookNextPage(Button *button);
int bookClose(Button *button);
// cauldron
uint8 _cauldronState;
int16 _cauldronUseCount;
int16 _cauldronTable[25];
int16 _cauldronStateTables[23][7];
static const int16 _cauldronProtectedItems[];
static const int16 _cauldronBowlTable[];
static const int16 _cauldronMagicTable[];
static const int16 _cauldronMagicTableScene77[];
static const uint8 _cauldronStateTable[];
void resetCauldronStateTable(int idx);
bool addToCauldronStateTable(int data, int idx);
void setCauldronState(uint8 state, bool paletteFade);
void clearCauldronTable();
void addFrontCauldronTable(int item);
void cauldronItemAnim(int item);
void cauldronRndPaletteFade();
bool updateCauldron();
void listItemsInCauldron();
// localization
void loadCCodeBuffer(const char *file);
void loadOptionsBuffer(const char *file);
void loadChapterBuffer(int chapter);
uint8 *_optionsBuffer;
uint8 *_cCodeBuffer;
uint8 *_chapterBuffer;
int _currentChapter;
int _newChapterFile;
uint8 *getTableEntry(uint8 *buffer, int id);
char *getTableString(int id, uint8 *buffer, int decode);
const char *getChapterString(int id);
int decodeString1(const char *src, char *dst);
void decodeString2(const char *src, char *dst);
void changeFileExtension(char *buffer);
// - Just used in French version
int getItemCommandStringDrop(uint16 item);
int getItemCommandStringPickUp(uint16 item);
int getItemCommandStringInv(uint16 item);
// -
char _internStringBuf[200];
static const char *_languageExtension[];
static const char *_scriptLangExt[];
// character
struct Character {
uint16 sceneId;
uint16 dlgIndex;
uint8 height;
uint8 facing;
uint16 animFrame;
uint8 unk8;
uint8 unk9;
uint8 unkA;
uint16 inventory[20];
int16 x1, y1;
int16 x2, y2;
};
int8 _deathHandler;
Character _mainCharacter;
bool _useCharPal;
int _charPalEntry;
uint8 _charPalTable[16];
void updateCharPal(int unk1);
void setCharPalEntry(int entry, int value);
void moveCharacter(int facing, int x, int y);
int updateCharPos(int *table);
void updateCharPosWithUpdate();
void updateCharAnimFrame(int num, int *table);
int checkCharCollision(int x, int y);
int _mainCharX, _mainCharY;
int _charScaleX, _charScaleY;
static const int _characterFrameTable[];
// text
void showMessageFromCCode(int id, int16 palIndex, int);
void showMessage(const char *string, int16 palIndex);
void showChapterMessage(int id, int16 palIndex);
void updateCommandLineEx(int str1, int str2, int16 palIndex);
const char *_shownMessage;
byte _messagePal[3];
bool _fadeMessagePalette;
void fadeMessagePalette();
// chat
int _vocHigh;
const char *_chatText;
int _chatObject;
bool _chatIsNote;
uint32 _chatEndTime;
int _chatVocHigh, _chatVocLow;
ScriptData _chatScriptData;
ScriptState _chatScriptState;
int chatGetType(const char *text);
int chatCalcDuration(const char *text);
void objectChat(const char *text, int object, int vocHigh = -1, int vocLow = -1);
void objectChatInit(const char *text, int object, int vocHigh = -1, int vocLow = -1);
void objectChatPrintText(const char *text, int object);
void objectChatProcess(const char *script);
void objectChatWaitToFinish();
void startDialogue(int dlgIndex);
void zanthSceneStartupChat();
void zanthRandomIdleChat();
void updateDlgBuffer();
void loadDlgHeader(int &csEntry, int &vocH, int &scIndex1, int &scIndex2);
void processDialogue(int dlgOffset, int vocH = 0, int csEntry = 0);
void npcChatSequence(const char *str, int objectId, int vocHigh = -1, int vocLow = -1);
void setNewDlgIndex(int dlgIndex);
int _npcTalkChpIndex;
int _npcTalkDlgIndex;
uint8 _newSceneDlgState[32];
int8 **_conversationState;
uint8 *_dlgBuffer;
// Talk object handling
void initTalkObject(int index);
void deinitTalkObject(int index);
struct TalkObject {
char filename[13];
int8 scriptId;
int16 x, y;
int8 color;
};
TalkObject *_talkObjectList;
struct TalkSections {
uint8 *STATim;
uint8 *TLKTim;
uint8 *ENDTim;
};
TalkSections _currentTalkSections;
char _TLKFilename[13];
bool _objectChatFinished;
// tim sequence
void tim_setupOpcodes();
uint8 *tim_loadFile(const char *filename, uint8 *buffer, int32 bufferSize);
void tim_releaseBuffer(uint8 *buffer);
void tim_processSequence(uint8 *timBuffer, int loop);
void tim_playFullSequence(const char *filename);
int tim_o_dummy_r0(uint8 *ptr);
int tim_o_dummy_r1(uint8 *ptr);
int tim_o_clearCmds2(uint8 *ptr);
int tim_o_abort(uint8 *ptr);
int tim_o_selectcurrentCommandSet(uint8 *ptr);
int tim_o_deleteBuffer(uint8 *ptr);
int tim_o_refreshTimers(uint8 *ptr);
int tim_o_execSubOpcode(uint8 *ptr);
int tim_o_initActiveSub(uint8 *ptr);
int tim_o_resetActiveSub(uint8 *ptr);
int tim_o_printTalkText(uint8 *ptr);
int tim_o_updateSceneAnim(uint8 *ptr);
int tim_o_resetChat(uint8 *ptr);
int tim_o_playSoundEffect(uint8 *ptr);
typedef int (KyraEngine_v2::*TimOpc)(uint8 *ptr);
const TimOpc * _timOpcodes;
struct TIMHeader {
uint16 deleteBufferFlag;
int16 unkFlag;
int16 unkFlag2;
int16 cmdsOffset;
int16 unkOffset2;
int16 AVTLOffset;
int16 TEXTOffset;
};
struct Cmds {
uint8 *dataPtr;
uint32 unk_2;
uint32 timer1;
uint32 timer2;
uint8 *backupPtr;
uint8 *AVTLSubChunk;
};
struct TIMBuffers {
uint8 *AVTLChunk;
uint8 *TEXTChunk;
uint8 *offsUnkFlag2;
uint8 *offsUnkFlag;
int16 currentEntry;
int16 unk_12;
Cmds *currentCommandSet;
uint8 *unkCmds;
};
TIMBuffers _TIMBuffers;
const char *_timChatText;
int _timChatObject;
// sound
int _oldTalkFile;
int _currentTalkFile;
void openTalkFile(int newFile);
int _lastSfxTrack;
virtual void snd_playVoiceFile(int id);
void snd_loadSoundFile(int id);
void playVoice(int high, int low);
void snd_playSoundEffect(int track);
// timer
void timerFadeOutMessage(int);
void timerCauldronAnimation(int);
void timerFunc4(int);
void timerFunc5(int);
void timerBurnZanthia(int);
void setTimer1DelaySecs(int secs);
uint32 _nextIdleAnim;
int _lastIdleScript;
void setNextIdleAnimTimer();
void showIdleAnim();
void runIdleScript(int script);
void setWalkspeed(uint8 speed);
// delay
void delay(uint32 millis, bool updateGame = false, bool isMainLoop = false);
// ingame static sequence handling
void seq_makeBookOrCauldronAppear(int type);
void seq_makeBookAppear();
struct InventoryWsa {
int x, y, x2, y2, w, h;
int page;
int curFrame, lastFrame, specialFrame;
int sfx;
int delay;
bool running;
uint32 timer;
WSAMovieV2 *wsa;
} _invWsa;
// TODO: move inside KyraEngine_v2::InventoryWsa?
void loadInvWsa(const char *filename, int run, int delay, int page, int sfx, int sFrame, int flags);
void closeInvWsa();
void updateInvWsa();
void displayInvWsaLastFrame();
// opcodes
int o2_setCharacterFacingRefresh(ScriptState *script);
int o2_setCharacterPos(ScriptState *script);
int o2_defineObject(ScriptState *script);
int o2_refreshCharacter(ScriptState *script);
int o2_getCharacterX(ScriptState *script);
int o2_getCharacterY(ScriptState *script);
int o2_getCharacterFacing(ScriptState *script);
int o2_getCharacterScene(ScriptState *script);
int o2_setSceneComment(ScriptState *script);
int o2_setCharacterAnimFrame(ScriptState *script);
int o2_setCharacterFacing(ScriptState *script);
int o2_trySceneChange(ScriptState *script);
int o2_moveCharacter(ScriptState *script);
int o2_customCharacterChat(ScriptState *script);
int o2_soundFadeOut(ScriptState *script);
int o2_showChapterMessage(ScriptState *script);
int o2_restoreTalkTextMessageBkgd(ScriptState *script);
int o2_wsaClose(ScriptState *script);
int o2_meanWhileScene(ScriptState *script);
int o2_backUpScreen(ScriptState *script);
int o2_restoreScreen(ScriptState *script);
int o2_displayWsaFrame(ScriptState *script);
int o2_displayWsaSequentialFramesLooping(ScriptState *script);
int o2_wsaOpen(ScriptState *script);
int o2_displayWsaSequentialFrames(ScriptState *script);
int o2_displayWsaSequence(ScriptState *script);
int o2_addItemToInventory(ScriptState *script);
int o2_drawShape(ScriptState *script);
int o2_addItemToCurScene(ScriptState *script);
int o2_checkForItem(ScriptState *script);
int o2_removeItemSlotFromInventory(ScriptState *script);
int o2_defineItem(ScriptState *script);
int o2_removeItemFromInventory(ScriptState *script);
int o2_countItemInInventory(ScriptState *script);
int o2_countItemsInScene(ScriptState *script);
int o2_queryGameFlag(ScriptState *script);
int o2_resetGameFlag(ScriptState *script);
int o2_setGameFlag(ScriptState *script);
int o2_setHandItem(ScriptState *script);
int o2_removeHandItem(ScriptState *script);
int o2_handItemSet(ScriptState *script);
int o2_hideMouse(ScriptState *script);
int o2_addSpecialExit(ScriptState *script);
int o2_setMousePos(ScriptState *script);
int o2_showMouse(ScriptState *script);
int o2_wipeDownMouseItem(ScriptState *script);
int o2_getElapsedSecs(ScriptState *script);
int o2_getTimerDelay(ScriptState *script);
//int o2_playSoundEffect(ScriptState *script);
int o2_delaySecs(ScriptState *script);
int o2_delay(ScriptState *script);
int o2_setTimerDelay(ScriptState *script);
int o2_setScaleTableItem(ScriptState *script);
int o2_setDrawLayerTableItem(ScriptState *script);
int o2_setCharPalEntry(ScriptState *script);
int o2_loadZShapes(ScriptState *script);
int o2_drawSceneShape(ScriptState *script);
int o2_drawSceneShapeOnPage(ScriptState *script);
int o2_disableAnimObject(ScriptState *script);
int o2_enableAnimObject(ScriptState *script);
int o2_loadPalette384(ScriptState *script);
int o2_setPalette384(ScriptState *script);
int o2_restoreBackBuffer(ScriptState *script);
int o2_backUpInventoryGfx(ScriptState *script);
int o2_disableSceneAnim(ScriptState *script);
int o2_enableSceneAnim(ScriptState *script);
int o2_restoreInventoryGfx(ScriptState *script);
int o2_setSceneAnimPos2(ScriptState *script);
int o2_update(ScriptState *script);
int o2_fadeScenePal(ScriptState *script);
int o2_enterNewSceneEx(ScriptState *script);
int o2_switchScene(ScriptState *script);
int o2_getShapeFlag1(ScriptState *script);
int o2_setPathfinderFlag(ScriptState *script);
int o2_getSceneExitToFacing(ScriptState *script);
int o2_setLayerFlag(ScriptState *script);
int o2_setZanthiaPos(ScriptState *script);
int o2_loadMusicTrack(ScriptState *script);
int o2_playWanderScoreViaMap(ScriptState *script);
int o2_playSoundEffect(ScriptState *script);
int o2_setSceneAnimPos(ScriptState *script);
int o2_blockInRegion(ScriptState *script);
int o2_blockOutRegion(ScriptState *script);
int o2_setCauldronState(ScriptState *script);
int o2_showItemString(ScriptState *script);
int o2_getRand(ScriptState *script);
int o2_isAnySoundPlaying(ScriptState *script);
int o2_setDeathHandlerFlag(ScriptState *script);
int o2_setDrawNoShapeFlag(ScriptState *script);
int o2_setRunFlag(ScriptState *script);
int o2_showLetter(ScriptState *script);
int o2_fillRect(ScriptState *script);
int o2_waitForConfirmationClick(ScriptState *script);
int o2_encodeShape(ScriptState *script);
int o2_defineRoomEntrance(ScriptState *script);
int o2_runTemporaryScript(ScriptState *script);
int o2_setSpecialSceneScriptRunTime(ScriptState *script);
int o2_defineSceneAnim(ScriptState *script);
int o2_updateSceneAnim(ScriptState *script);
int o2_addToSceneAnimPosAndUpdate(ScriptState *script);
int o2_useItemOnMainChar(ScriptState *script);
int o2_startDialogue(ScriptState *script);
int o2_zanthRandomChat(ScriptState *script);
int o2_setupDialogue(ScriptState *script);
int o2_getDlgIndex(ScriptState *script);
int o2_defineRoom(ScriptState *script);
int o2_addCauldronStateTableEntry(ScriptState *script);
int o2_setCountDown(ScriptState *script);
int o2_getCountDown(ScriptState *script);
int o2_pressColorKey(ScriptState *script);
int o2_objectChat(ScriptState *script);
int o2_chapterChange(ScriptState *script);
int o2_getColorCodeFlag1(ScriptState *script);
int o2_setColorCodeFlag1(ScriptState *script);
int o2_getColorCodeFlag2(ScriptState *script);
int o2_setColorCodeFlag2(ScriptState *script);
int o2_getColorCodeValue(ScriptState *script);
int o2_setColorCodeValue(ScriptState *script);
int o2_countItemInstances(ScriptState *script);
int o2_removeItemFromScene(ScriptState *script);
int o2_initObject(ScriptState *script);
int o2_npcChat(ScriptState *script);
int o2_deinitObject(ScriptState *script);
int o2_playTimSequence(ScriptState *script);
int o2_makeBookOrCauldronAppear(ScriptState *script);
int o2_setSpecialSceneScriptState(ScriptState *script);
int o2_clearSpecialSceneScriptState(ScriptState *script);
int o2_querySpecialSceneScriptState(ScriptState *script);
int o2_resetInputColorCode(ScriptState *script);
int o2_setHiddenItemsEntry(ScriptState *script);
int o2_getHiddenItemsEntry(ScriptState *script);
int o2_mushroomEffect(ScriptState *script);
int o2_customChat(ScriptState *script);
int o2_customChatFinish(ScriptState *script);
int o2_setupSceneAnimation(ScriptState *script);
int o2_stopSceneAnimation(ScriptState *script);
int o2_disableTimer(ScriptState *script);
int o2_enableTimer(ScriptState *script);
int o2_setTimerCountdown(ScriptState *script);
int o2_processPaletteIndex(ScriptState *script);
int o2_updateTwoSceneAnims(ScriptState *script);
int o2_getRainbowRoomData(ScriptState *script);
int o2_drawSceneShapeEx(ScriptState *script);
int o2_getBoolFromStack(ScriptState *script);
int o2_getSfxDriver(ScriptState *script);
int o2_getVocSupport(ScriptState *script);
int o2_getMusicDriver(ScriptState *script);
int o2_setVocHigh(ScriptState *script);
int o2_getVocHigh(ScriptState *script);
int o2_zanthiaChat(ScriptState *script);
int o2_isVoiceEnabled(ScriptState *script);
int o2_isVoicePlaying(ScriptState *script);
int o2_stopVoicePlaying(ScriptState *script);
int o2_getGameLanguage(ScriptState *script);
int o2_dummy(ScriptState *script);
// opcodes temporary
// TODO: rename it from temporary to something more appropriate
int o2t_defineNewShapes(ScriptState *script);
int o2t_setCurrentFrame(ScriptState *script);
int o2t_playSoundEffect(ScriptState *script);
int o2t_fadeScenePal(ScriptState *script);
int o2t_setShapeFlag(ScriptState *script);
// script
void runStartScript(int script, int unk1);
void loadNPCScript();
bool _noScriptEnter;
ScriptData _npcScriptData;
ScriptData _sceneScriptData;
ScriptState _sceneScriptState;
ScriptData _temporaryScriptData;
ScriptState _temporaryScriptState;
bool _temporaryScriptExecBit;
Common::Array<const Opcode*> _opcodesTemporary;
void runTemporaryScript(const char *filename, int unk1, int unk2, int newShapes, int shapeUnload);
// pathfinder
int _pathfinderFlag;
uint8 *_unkBuf500Bytes;
uint8 *_unkBuf200kByte;
bool _chatAltFlag;
int _unk3, _unk4, _unk5;
bool _unkSceneScreenFlag1;
bool _unkHandleSceneChangeFlag;
// sequence player
ActiveWSA *_activeWSA;
ActiveText *_activeText;
const char *const *_sequencePakList;
int _sequencePakListSize;
const char *const *_ingamePakList;
int _ingamePakListSize;
const char *const *_musicFileListIntro;
int _musicFileListIntroSize;
const char *const *_musicFileListFinale;
int _musicFileListFinaleSize;
const char *const *_musicFileListIngame;
int _musicFileListIngameSize;
const uint8 *_cdaTrackTableIntro;
int _cdaTrackTableIntroSize;
const uint8 *_cdaTrackTableIngame;
int _cdaTrackTableIngameSize;
const uint8 *_cdaTrackTableFinale;
int _cdaTrackTableFinaleSize;
const char *const *_sequenceSoundList;
int _sequenceSoundListSize;
const char *const *_ingameSoundList;
int _ingameSoundListSize;
const uint16 *_ingameSoundIndex;
int _ingameSoundIndexSize;
const char *const *_sequenceStrings;
int _sequenceStringsSize;
const uint16 *_ingameTalkObjIndex;
int _ingameTalkObjIndexSize;
const char *const *_ingameTimJpStr;
int _ingameTimJpStrSize;
const uint8 *_itemAnimTable;
uint8 *_demoShapeDefs;
int _sequenceStringsDuration[33];
static const uint8 _seqTextColorPresets[];
char *_seqProcessedString;
WSAMovieV2 *_seqWsa;
bool _abortIntroFlag;
int _menuChoice;
uint32 _seqFrameDelay;
uint32 _seqStartTime;
uint32 _seqEndTime;
int _seqFrameCounter;
int _seqScrollTextCounter;
int _seqWsaCurrentFrame;
bool _seqSpecialFlag;
bool _seqSubframePlaying;
uint8 _seqTextColor[2];
uint8 _seqTextColorMap[16];
Sequence *_sequences;
NestedSequence *_nSequences;
static const uint8 _rainbowRoomData[];
// color code related vars
int _colorCodeFlag1;
int _colorCodeFlag2;
uint8 _presetColorCode[7];
uint8 _inputColorCode[7];
uint32 _scriptCountDown;
int _dbgPass;
// save/load specific
void saveGame(const char *fileName, const char *saveName);
void loadGame(const char *fileName);
};
} // end of namespace Kyra
#endif