mirror of
https://github.com/libretro/scummvm.git
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5d84b5afe3
English and German at the same time. I've simplified the handling a bit by splitting the line flags into language and... not-language? platform? since this was easier than adding another combined flag. Easier to read, anyway. I've also fixed some other minor things, e.g. "Edward" was shortened to "Ed" in the WyrmKeep version. Of course, there may be regressions. And there are some cases where English texts could appear in German versions, but I don't know if it ever happens for any existing versin of the game. svn-id: r18334
362 lines
8.2 KiB
C++
362 lines
8.2 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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// Scene management module private header file
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#ifndef SAGA_SCENE_H
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#define SAGA_SCENE_H
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#include "saga/text.h"
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#include "saga/list.h"
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#include "saga/actor.h"
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namespace Saga {
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#define SCENE_DOORS_MAX 16
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class ObjectMap;
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struct EVENT;
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enum SceneFlags {
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kSceneFlagISO = 1,
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kSceneFlagShowCursor = 2
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};
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struct SCENE_BGINFO {
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int bg_x;
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int bg_y;
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int bg_w;
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int bg_h;
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int bg_p;
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byte *bg_buf;
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size_t bg_buflen;
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};
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typedef int (SceneProc) (int, void *);
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enum SCENE_PROC_PARAMS {
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SCENE_BEGIN = 0,
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SCENE_END
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};
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// Resource type numbers
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enum SAGAResourceTypes {
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SAGA_BG_IMAGE = 2,
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SAGA_BG_MASK = 3,
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SAGA_STRINGS = 5,
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SAGA_OBJECT_MAP = 6,
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SAGA_ACTION_MAP = 7,
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SAGA_ISO_IMAGES = 8,
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SAGA_ISO_MAP = 9,
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SAGA_ISO_PLATFORMS = 10,
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SAGA_ISO_METATILES = 11,
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SAGA_ENTRY = 12,
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SAGA_ANIM_1 = 14,
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SAGA_ANIM_2,
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SAGA_ANIM_3,
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SAGA_ANIM_4,
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SAGA_ANIM_5,
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SAGA_ANIM_6,
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SAGA_ANIM_7,
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SAGA_ISO_MULTI = 22,
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SAGA_PAL_ANIM = 23,
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SAGA_FACES = 24
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};
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#define SAGA_RESLIST_ENTRY_LEN 4
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struct SCENE_RESLIST {
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uint32 res_number;
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int res_type;
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byte *res_data;
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size_t res_data_len;
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};
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#define SAGA_SCENE_DESC_LEN 16
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struct SceneDescription {
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int16 flags;
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int16 resListRN;
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int16 endSlope;
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int16 beginSlope;
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uint16 scriptModuleNumber;
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uint16 sceneScriptEntrypointNumber;
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uint16 startScriptEntrypointNumber;
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int16 musicRN;
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SCENE_RESLIST *resList;
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size_t resListCnt;
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};
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struct SceneEntry {
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Location location;
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int facing;
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};
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struct SceneEntryList {
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SceneEntry *entryList;
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int entryListCount;
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const SceneEntry * getEntry(int index) {
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if ((index < 0) || (index >= entryListCount)) {
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error("SceneEntryList::getEntry wrong index (%d)", index);
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}
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return &entryList[index];
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}
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void freeMem() {
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free(entryList);
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memset(this, 0, sizeof(*this));
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}
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SceneEntryList() {
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memset(this, 0, sizeof(*this));
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}
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~SceneEntryList() {
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freeMem();
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}
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};
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struct SCENE_IMAGE {
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int loaded;
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int w;
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int h;
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int p;
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byte *buf;
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size_t buf_len;
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byte *res_buf;
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size_t res_len;
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PALENTRY pal[256];
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};
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struct SCENE_ANIMINFO {
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int anim_res_number;
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int anim_handle;
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};
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typedef SortedList<SCENE_ANIMINFO> SceneAnimInfoList;
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enum SceneTransitionType {
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kTransitionNoFade,
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kTransitionFade,
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kTransitionFadeNoInterface
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};
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enum SceneLoadFlags {
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kLoadByResourceId,
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kLoadBySceneNumber,
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kLoadByDescription
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};
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struct LoadSceneParams {
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uint32 sceneDescriptor;
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SceneLoadFlags loadFlag;
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SceneDescription* sceneDescription;
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SceneProc *sceneProc;
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bool sceneSkipTarget;
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SceneTransitionType transitionType;
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int actorsEntrance;
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};
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typedef Common::List<LoadSceneParams> SceneQueueList;
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///// IHNM-specific stuff
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#define IHNM_PALFADE_TIME 1000
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#define IHNM_INTRO_FRAMETIME 80
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#define IHNM_DGLOGO_TIME 8000
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#define IHNM_TITLE_TIME_GM 28750
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#define IHNM_TITLE_TIME_FM 19500
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///// ITE-specific stuff
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#define ITE_INTRO_FRAMETIME 90
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#define INTRO_CAPTION_Y 170
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#define INTRO_DE_CAPTION_Y 160
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#define VOICE_PAD 50
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#define VOICE_LETTERLEN 90
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#define PALETTE_FADE_DURATION 1000
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#define DISSOLVE_DURATION 3000
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#define LOGO_DISSOLVE_DURATION 1000
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#define CREDIT_DURATION1 4000
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struct INTRO_DIALOGUE {
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uint32 i_voice_rn;
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const char *i_str;
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};
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struct INTRO_CREDIT {
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Common::Language lang;
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int game;
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int type;
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const char *string;
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};
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class Scene {
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public:
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Scene(SagaEngine *vm);
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~Scene();
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// Console functions
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void cmdSceneInfo();
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void cmdActionMapInfo();
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void cmdObjectMapInfo();
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void cmdSceneChange(int argc, const char **argv);
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void startScene();
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void nextScene();
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void skipScene();
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void endScene();
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void queueScene(LoadSceneParams *sceneQueue) {
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_sceneQueue.push_back(*sceneQueue);
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}
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void draw();
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int getFlags() const { return _sceneDescription.flags; }
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int getScriptModuleNumber() const { return _sceneDescription.scriptModuleNumber; }
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bool isInDemo() { return !_inGame; }
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void getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength);
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int isBGMaskPresent() { return _bgMask.loaded; }
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int getBGMaskType(const Point &testPoint);
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bool validBGMaskPoint(const Point &testPoint);
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bool canWalk(const Point &testPoint);
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bool offscreenPath(Point &testPoint);
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void setDoorState(int doorNumber, int doorState);
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int getDoorState(int doorNumber);
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void initDoorsState();
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int getBGInfo(SCENE_BGINFO *bginfo);
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int getBGPal(PALENTRY **pal);
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void getSlopes(int &beginSlope, int &endSlope);
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void clearSceneQueue(void) {
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_sceneQueue.clear();
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}
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void changeScene(uint16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType);
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bool initialized() const { return _initialized; }
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bool isSceneLoaded() const { return _sceneLoaded; }
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int getSceneResourceId(int sceneNumber) {
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if ((sceneNumber < 0) || (sceneNumber >= _sceneMax)) {
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error("getSceneResourceId: wrong sceneNumber");
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}
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return _sceneLUT[sceneNumber];
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}
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int currentSceneNumber() const { return _sceneNumber; }
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int getOutsetSceneNumber() const { return _outsetSceneNumber; }
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int currentSceneResourceId() const { return _sceneResourceId; }
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private:
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void loadScene(LoadSceneParams *loadSceneParams);
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int loadSceneDescriptor(uint32 res_number);
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int loadSceneResourceList(uint32 res_number);
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void loadSceneEntryList(const byte* resourcePointer, size_t resourceLength);
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int processSceneResources();
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SagaEngine *_vm;
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bool _initialized;
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RSCFILE_CONTEXT *_sceneContext;
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int *_sceneLUT;
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int _sceneCount;
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int _sceneMax;
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SceneQueueList _sceneQueue;
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int _firstScene;
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bool _sceneLoaded;
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int _sceneNumber;
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int _outsetSceneNumber;
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int _sceneResourceId;
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bool _inGame;
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bool _loadDescription;
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SceneDescription _sceneDescription;
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int _resListEntries;
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SCENE_RESLIST *_resList;
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int _animEntries;
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SceneAnimInfoList _animList;
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SceneProc *_sceneProc;
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SCENE_IMAGE _bg;
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SCENE_IMAGE _bgMask;
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int _sceneDoors[SCENE_DOORS_MAX];
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public:
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ObjectMap *_actionMap;
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ObjectMap *_objectMap;
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SceneEntryList _entryList;
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StringsTable _sceneStrings;
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TEXTLIST *_textList;
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private:
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int IHNMStartProc();
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int ITEStartProc();
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public:
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static int SC_IHNMIntroMovieProc1(int param, void *refCon);
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static int SC_IHNMIntroMovieProc2(int param, void *refCon);
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static int SC_IHNMIntroMovieProc3(int param, void *refCon);
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static int SC_IHNMHateProc(int param, void *refCon);
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private:
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int IHNMIntroMovieProc1(int param);
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int IHNMIntroMovieProc2(int param);
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int IHNMIntroMovieProc3(int param);
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int IHNMHateProc(int param);
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public:
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static int SC_ITEIntroAnimProc(int param, void *refCon);
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static int SC_ITEIntroCave1Proc(int param, void *refCon);
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static int SC_ITEIntroCave2Proc(int param, void *refCon);
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static int SC_ITEIntroCave3Proc(int param, void *refCon);
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static int SC_ITEIntroCave4Proc(int param, void *refCon);
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static int SC_ITEIntroValleyProc(int param, void *refCon);
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static int SC_ITEIntroTreeHouseProc(int param, void *refCon);
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static int SC_ITEIntroFairePathProc(int param, void *refCon);
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static int SC_ITEIntroFaireTentProc(int param, void *refCon);
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private:
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EVENT *ITEQueueDialogue(EVENT *q_event, int n_dialogues, const INTRO_DIALOGUE dialogue[]);
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EVENT *ITEQueueCredits(int delta_time, int duration, int n_credits, const INTRO_CREDIT credits[]);
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int ITEIntroAnimProc(int param);
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int ITEIntroCave1Proc(int param);
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int ITEIntroCave2Proc(int param);
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int ITEIntroCave3Proc(int param);
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int ITEIntroCave4Proc(int param);
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int ITEIntroValleyProc(int param);
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int ITEIntroTreeHouseProc(int param);
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int ITEIntroFairePathProc(int param);
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int ITEIntroFaireTentProc(int param);
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};
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} // End of namespace Saga
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#endif
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