scummvm/engines/scumm/scumm.h
Max Horn b07482b0b2 A long time ago, in a virtual machine far, far away...
It is a period of bug fixing. Rebel
developers, coding from a public
project, have won their umpteenth victory
against the evil Actor Walk Bugs.
 
During the debugging, programmers 
used secret plans to the LucasArts'
ultimate tool, the SCUMM engine, an
extensible scripting system with enough
power to create an entire adventure.

Pursued by ensuing sinister regressions,
High King Fingolfin gleefully jumps up
and down, making use of the hotkey
that can save his games and restore
them back again later....

[With apologies to George Lucas. Good
riddance to bugs #751662, #771483, #959001,
#1329457, #1329498, #1329529, #1527672,
#1538260, #1571701, #1571705, #1571740,
and a warm welcome to the regressions
this change will cause. :-) ]

svn-id: r26090
2007-03-11 15:23:50 +00:00

1347 lines
35 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2006 The ScummVM project
*
* 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 SCUMM_H
#define SCUMM_H
#include "engines/engine.h"
#include "common/endian.h"
#include "common/file.h"
#include "common/rect.h"
#include "common/str.h"
#include "graphics/surface.h"
#include "scumm/gfx.h"
#include "scumm/plugin.h"
#include "scumm/script.h"
#include "sound/mididrv.h"
namespace GUI {
class Dialog;
}
using GUI::Dialog;
namespace Common {
class InSaveFile;
class OutSaveFile;
}
namespace Scumm {
class Actor;
class BaseCostumeLoader;
class BaseCostumeRenderer;
class BaseScummFile;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class MusicEngine;
class ScummEngine;
class ScummDebugger;
class Serializer;
class Sound;
struct Box;
struct BoxCoords;
struct FindObjectInRoom;
// Use g_scumm from error() ONLY
extern ScummEngine *g_scumm;
/* System Wide Constants */
enum {
NUM_SENTENCE = 6,
NUM_SHADOW_PALETTE = 8
};
/**
* SCUMM feature flags define for every game which specific set of engine
* features are used by that game.
* Note that some of them could be replaced by checks for the SCUMM version.
*/
enum GameFeatures {
/** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */
GF_NEW_COSTUMES = 1 << 2,
/** Games using XOR encrypted data files. */
GF_USE_KEY = 1 << 4,
/** Small header games (ScummEngine_v4 and subclasses). */
GF_SMALL_HEADER = 1 << 5,
/** Old bundle games (ScummEngine_v3old and subclasses). */
GF_OLD_BUNDLE = 1 << 6,
/** EGA games. */
GF_16COLOR = 1 << 7,
/** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */
GF_OLD256 = 1 << 8,
/** Games which have Audio CD tracks. */
GF_AUDIOTRACKS = 1 << 9,
/**
* Games using only very few local variables in scripts.
* Apparently that is only the case for 256 color version of Indy3.
*/
GF_FEW_LOCALS = 1 << 11,
/** HE games for which localized versions exist */
GF_HE_LOCALIZED = 1 << 13,
/**
* HE Games with more global scripts and different sprite handling
* i.e. read it as HE version 9.85. Used for HE98 only.
*/
GF_HE_985 = 1 << 14,
/** HE games with 16 bit color */
GF_16BIT_COLOR = 1 << 15,
/** HE games which use sprites for subtitles */
GF_HE_NOSUBTITLES = 1 << 16,
/** A demo, not a full blown game. */
GF_DEMO = 1 << 17
};
/* SCUMM Debug Channels */
void CDECL debugC(int level, const char *s, ...);
enum {
DEBUG_GENERAL = 1 << 0, // General debug
DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause)
DEBUG_OPCODES = 1 << 3, // Track opcode invocations
DEBUG_VARS = 1 << 4, // Track variable changes
DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation
DEBUG_IMUSE = 1 << 6, // Track iMUSE events
DEBUG_SOUND = 1 << 7, // General Sound Debug
DEBUG_ACTORS = 1 << 8, // General Actor Debug
DEBUG_INSANE = 1 << 9, // Track INSANE
DEBUG_SMUSH = 1 << 10 // Track SMUSH
};
/**
* Internal header for any memory block allocated by the resource manager.
*
* @todo Hide MemBlkHeader; no code outside the resource manager should
* have to use it, ever. Currently script code needs it to detect whether
* some scripts have moved (in fetchScriptByte()).
*/
struct MemBlkHeader {
uint32 size;
};
struct VerbSlot;
struct ObjectData;
enum {
/**
* Lighting flag that indicates whether the normal palette, or the 'dark'
* palette shall be used to draw actors.
* Apparantly only used in very old games (so far only NESCostumeRenderer
* checks it).
*/
LIGHTMODE_actor_use_base_palette = 1 << 0,
/**
* Lighting flag that indicates whether the room is currently lit. Normally
* always on. Used for rooms in which the light can be switched "off".
*/
LIGHTMODE_room_lights_on = 1 << 1,
/**
* Lighting flag that indicates whether a flashlight like device is active.
* Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
* follows the mouse). Only has any effect if the room lights are off.
*/
LIGHTMODE_flashlight_on = 1 << 2,
/**
* Lighting flag that indicates whether actors are to be drawn with their
* own custom palette, or using a fixed 'dark' palette. This is the
* modern successor of LIGHTMODE_actor_use_base_palette.
* Note: It is tempting to 'merge' these two flags, but since flags can
* check their values, this is probably not a good idea.
*/
LIGHTMODE_actor_use_colors = 1 << 3
//
};
enum {
MBS_LEFT_CLICK = 0x8000,
MBS_RIGHT_CLICK = 0x4000,
MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
MBS_MAX_KEY = 0x0200
};
enum ScummGameId {
GID_CMI,
GID_DIG,
GID_FT,
GID_INDY3,
GID_INDY4,
GID_LOOM,
GID_MANIAC,
GID_MONKEY_EGA,
GID_MONKEY_VGA,
GID_MONKEY,
GID_MONKEY2,
GID_PASS,
GID_SAMNMAX,
GID_TENTACLE,
GID_ZAK,
GID_HEGAME, // Generic name for all HE games with default behaviour
GID_PUTTDEMO,
GID_FBEAR,
GID_FUNPACK,
GID_WATER,
GID_PUTTRACE,
GID_FUNSHOP, // Used for all three funshops
GID_FOOTBALL,
GID_SOCCER,
GID_HECUP // CUP demos
};
struct SentenceTab {
byte verb;
byte preposition;
uint16 objectA;
uint16 objectB;
uint8 freezeCount;
};
struct StringSlot {
int16 xpos;
int16 ypos;
int16 right;
int16 height;
byte color;
byte charset;
bool center;
bool overhead;
bool no_talk_anim;
};
struct StringTab : StringSlot {
// The 'default' values for this string slot. This is used so that the
// string slot can temporarily be set to different values, and then be
// easily reset to a previously set default.
StringSlot _default;
void saveDefault() {
StringSlot &s = *this;
_default = s;
}
void loadDefault() {
StringSlot &s = *this;
s = _default;
}
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
struct AuxBlock {
bool visible;
Common::Rect r;
void reset() {
visible = false;
r.left = r.top = 0;
r.right = r.bottom = -1;
}
};
struct AuxEntry {
int actorNum;
int subIndex;
};
// TODO: Rename InfoStuff to something more descriptive
struct InfoStuff {
uint32 date;
uint16 time;
uint32 playtime;
};
/**
* A list of resource types.
* WARNING: Do not change the order of these, as the savegame format relies
* on it; any change made here will break savegame compatibility!
*/
enum ResTypes {
rtFirst = 1,
rtRoom = 1,
rtScript = 2,
rtCostume = 3,
rtSound = 4,
rtInventory = 5,
rtCharset = 6,
rtString = 7,
rtVerb = 8,
rtActorName = 9,
rtBuffer = 10,
rtScaleTable = 11,
rtTemp = 12,
rtFlObject = 13,
rtMatrix = 14,
rtBox = 15,
rtObjectName = 16,
rtRoomScripts = 17,
rtRoomImage = 18,
rtImage = 19,
rtTalkie = 20,
rtSpoolBuffer = 21,
rtLast = 21,
rtNumTypes = 22
};
/**
* The 'resource manager' class. Currently doesn't really deserve to be called
* a 'class', at least until somebody gets around to OOfying this more.
*/
class ResourceManager {
//friend class ScummDebugger;
//friend class ScummEngine;
protected:
ScummEngine *_vm;
public:
byte mode[rtNumTypes];
uint16 num[rtNumTypes];
uint32 tags[rtNumTypes];
const char *name[rtNumTypes];
byte **address[rtNumTypes];
protected:
byte *flags[rtNumTypes];
byte *status[rtNumTypes];
public:
byte *roomno[rtNumTypes];
uint32 *roomoffs[rtNumTypes];
uint32 *globsize[rtNumTypes];
protected:
uint32 _allocatedSize;
uint32 _maxHeapThreshold, _minHeapThreshold;
byte _expireCounter;
public:
ResourceManager(ScummEngine *vm);
~ResourceManager();
void setHeapThreshold(int min, int max);
void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
void freeResources();
byte *createResource(int type, int index, uint32 size);
void nukeResource(int type, int i);
bool isResourceLoaded(int type, int index) const;
void lock(int type, int i);
void unlock(int type, int i);
bool isLocked(int type, int i) const;
void setModified(int type, int i);
bool isModified(int type, int i) const;
void increaseExpireCounter();
void setResourceCounter(int type, int index, byte flag);
void increaseResourceCounter();
void resourceStats();
//protected:
bool validateResource(const char *str, int type, int index) const;
protected:
void expireResources(uint32 size);
};
/**
* Base class for all SCUMM engines.
*/
class ScummEngine : public Engine {
friend class ScummDebugger;
friend class CharsetRenderer;
friend class ResourceManager;
GUI::Debugger *getDebugger();
void errorString(const char *buf_input, char *buf_output);
public:
/* Put often used variables at the top.
* That results in a shorter form of the opcode
* on some architectures. */
IMuse *_imuse;
IMuseDigital *_imuseDigital;
MusicEngine *_musicEngine;
Sound *_sound;
VerbSlot *_verbs;
ObjectData *_objs;
ScummDebugger *_debugger;
// Core variables
GameSettings _game;
uint8 _gameMD5[16];
/** Random number generator */
Common::RandomSource _rnd;
/** Graphics manager */
Gdi *_gdi;
/** Central resource data. */
ResourceManager *_res;
protected:
VirtualMachineState vm;
public:
// Constructor / Destructor
ScummEngine(OSystem *syst, const DetectorResult &dr);
virtual ~ScummEngine();
/** Startup function, main loop. */
int go();
// Init functions
int init();
protected:
virtual void setupScumm();
virtual void resetScumm();
virtual void setupScummVars();
virtual void resetScummVars();
void setupCharsetRenderer();
void setupCostumeRenderer();
virtual void loadLanguageBundle() {}
void loadCJKFont();
void setupMusic(int midi);
void updateSoundSettings();
void setTalkspeed(int talkspeed);
int getTalkspeed();
// Scumm main loop & helper functions.
virtual int scummLoop(int delta);
virtual void scummLoop_updateScummVars();
virtual void scummLoop_handleSaveLoad();
virtual void scummLoop_handleDrawing();
virtual void scummLoop_handleActors() = 0;
virtual void scummLoop_handleEffects();
virtual void scummLoop_handleSound();
virtual void runBootscript();
// Event handling
public:
void parseEvents(); // Used by IMuseDigital::startSound
protected:
void waitForTimer(int msec_delay);
virtual void processInput();
virtual void processKeyboard(int lastKeyHit);
virtual void clearClickedStatus();
// Cursor/palette
void updateCursor();
virtual void animateCursor() {}
virtual void updatePalette();
public:
void pauseGame();
void restart();
void shutDown();
/** We keep running until this is set to true. */
bool _quit;
protected:
Dialog *_pauseDialog;
Dialog *_versionDialog;
Dialog *_mainMenuDialog;
virtual int runDialog(Dialog &dialog);
void confirmExitDialog();
void confirmRestartDialog();
void pauseDialog();
void versionDialog();
void mainMenuDialog();
char displayMessage(const char *altButton, const char *message, ...);
byte _fastMode;
byte _numActors;
Actor **_actors; // Has _numActors elements
Actor **_sortedActors;
byte *_arraySlot;
uint16 *_inventory;
uint16 *_newNames;
public:
// VAR is a wrapper around scummVar, which attempts to include additional
// useful information should an illegal var access be detected.
#define VAR(x) scummVar(x, #x, __FILE__, __LINE__)
int32& scummVar(byte var, const char *varName, const char *file, int line)
{
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
int32 scummVar(byte var, const char *varName, const char *file, int line) const
{
if (var == 0xFF) {
error("Illegal access to variable %s in file %s, line %d", varName, file, line);
}
return _scummVars[var];
}
protected:
int16 _varwatch;
int32 *_roomVars;
int32 *_scummVars;
byte *_bitVars;
/* Global resource tables */
int _numVariables, _numBitVariables, _numLocalObjects;
int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
int _numInventory;
int _numNewNames, _numGlobalScripts;
int _numRoomVariables;
int _numPalettes, _numSprites, _numTalkies, _numUnk;
int _HEHeapSize;
public:
int _numLocalScripts, _numImages, _numRooms, _numScripts, _numSounds; // Used by HE games
int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette
int _numCharsets; // FIXME - should be protected, used by CharsetRenderer
BaseCostumeLoader *_costumeLoader;
BaseCostumeRenderer *_costumeRenderer;
int _NESCostumeSet;
void NES_loadCostumeSet(int n);
byte *_NEScostdesc, *_NEScostlens, *_NEScostoffs, *_NEScostdata;
byte _NESPatTable[2][4096];
byte _NESPalette[2][16];
byte _NESBaseTiles;
int _NESStartStrip;
protected:
int _curPalIndex;
public:
byte _currentRoom; // FIXME - should be protected but Actor::isInCurrentRoom uses it
int _roomResource; // FIXME - should be protected but Sound::pauseSounds uses it
bool _egoPositioned; // Used by Actor::putActor, hence public
FilenamePattern _filenamePattern;
Common::String generateFilename(const int room) const;
protected:
int _keyPressed;
bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)
Common::Point _mouse;
Common::Point _virtualMouse;
uint16 _mouseAndKeyboardStat;
byte _leftBtnPressed, _rightBtnPressed;
/** The bootparam, to be passed to the script 1, the bootscript. */
int _bootParam;
// Various options useful for debugging
bool _dumpScripts;
bool _hexdumpScripts;
bool _showStack;
uint16 _debugMode;
// Save/Load class - some of this may be GUI
byte _saveLoadFlag, _saveLoadSlot;
uint32 _lastSaveTime;
bool _saveTemporaryState;
char _saveLoadName[32];
bool saveState(int slot, bool compat);
bool loadState(int slot, bool compat);
virtual void saveOrLoad(Serializer *s);
void saveLoadResource(Serializer *ser, int type, int index); // "Obsolete"
void saveResource(Serializer *ser, int type, int index);
void loadResource(Serializer *ser, int type, int index);
void makeSavegameName(char *out, int slot, bool temporary);
int getKeyState(int key);
public:
bool getSavegameName(int slot, char *desc);
void listSavegames(bool *marks, int num);
void requestSave(int slot, const char *name, bool temporary = false);
void requestLoad(int slot);
// thumbnail + info stuff
public:
Graphics::Surface *loadThumbnailFromSlot(int slot);
bool loadInfosFromSlot(int slot, InfoStuff *stuff);
protected:
Graphics::Surface *loadThumbnail(Common::InSaveFile *file);
bool loadInfos(Common::InSaveFile *file, InfoStuff *stuff);
void saveThumbnail(Common::OutSaveFile *file);
void saveInfos(Common::OutSaveFile* file);
int32 _engineStartTime;
int32 _dialogStartTime;
protected:
/* Script VM - should be in Script class */
uint32 _localScriptOffsets[1024];
const byte *_scriptPointer, *_scriptOrgPointer;
byte _opcode, _currentScript;
const byte * const *_lastCodePtr;
int _resultVarNumber, _scummStackPos;
int _vmStack[150];
virtual void setupOpcodes() = 0;
virtual void executeOpcode(byte i) = 0;
virtual const char *getOpcodeDesc(byte i) = 0;
void initializeLocals(int slot, int *vars);
int getScriptSlot();
void startScene(int room, Actor *a, int b);
void startManiac();
public:
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
void stopScript(int script);
void nukeArrays(byte scriptSlot);
protected:
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
virtual void runInventoryScript(int i);
void inventoryScript();
void checkAndRunSentenceScript();
void runExitScript();
void runEntryScript();
void runAllScripts();
void freezeScripts(int scr);
void unfreezeScripts();
bool isScriptInUse(int script) const;
bool isRoomScriptRunning(int script) const;
bool isScriptRunning(int script) const;
void killAllScriptsExceptCurrent();
void killScriptsAndResources();
void decreaseScriptDelay(int amount);
void stopObjectCode();
void stopObjectScript(int script);
void getScriptBaseAddress();
void getScriptEntryPoint();
int getVerbEntrypoint(int obj, int entry);
byte fetchScriptByte();
virtual uint fetchScriptWord();
virtual int fetchScriptWordSigned();
uint fetchScriptDWord();
int fetchScriptDWordSigned();
void ignoreScriptWord() { fetchScriptWord(); }
void ignoreScriptByte() { fetchScriptByte(); }
virtual void getResultPos();
void setResult(int result);
void push(int a);
int pop();
virtual int readVar(uint var);
virtual void writeVar(uint var, int value);
void beginCutscene(int *args);
void endCutscene();
void abortCutscene();
void beginOverride();
void endOverride();
void copyScriptString(byte *dst);
int resStrLen(const byte *src) const;
void doSentence(int c, int b, int a);
/* Should be in Resource class */
BaseScummFile *_fileHandle;
uint32 _fileOffset;
public:
/** The name of the (macintosh/rescumm style) container file, if any. */
Common::String _containerFile;
bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false);
protected:
int _resourceHeaderSize;
byte _resourceMapper[128];
byte *_heV7DiskOffsets;
uint32 *_heV7RoomIntOffsets;
const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile?
virtual void allocateArrays();
void openRoom(int room);
void closeRoom();
void deleteRoomOffsets();
virtual void readRoomsOffsets();
void askForDisk(const char *filename, int disknum); // TODO: Use Common::String
bool openResourceFile(const Common::String &filename, byte encByte); // TODO: Use Common::String
void loadPtrToResource(int type, int i, const byte *ptr);
virtual void readResTypeList(int id);
// void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
// byte *createResource(int type, int index, uint32 size);
int loadResource(int type, int i);
// void nukeResource(int type, int i);
int getResourceSize(int type, int idx);
public:
byte *getResourceAddress(int type, int i);
virtual byte *getStringAddress(int i);
byte *getStringAddressVar(int i);
void ensureResourceLoaded(int type, int i);
int getResourceRoomNr(int type, int index);
protected:
int readSoundResource(int type, int index);
int readSoundResourceSmallHeader(int type, int index);
bool isResourceInUse(int type, int i) const;
virtual void setupRoomSubBlocks();
virtual void resetRoomSubBlocks();
virtual void clearRoomObjects();
virtual void resetRoomObjects();
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
virtual void readArrayFromIndexFile();
virtual void readMAXS(int blockSize) = 0;
virtual void readGlobalObjects();
virtual void readIndexFile();
virtual void readIndexBlock(uint32 block, uint32 itemsize);
virtual void loadCharset(int i);
void nukeCharset(int i);
int _lastLoadedRoom;
public:
const byte *findResourceData(uint32 tag, const byte *ptr);
const byte *findResource(uint32 tag, const byte *ptr);
int getResourceDataSize(const byte *ptr) const;
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
public:
/* Should be in Object class */
byte OF_OWNER_ROOM;
int getInventorySlot();
int findInventory(int owner, int index);
int getInventoryCount(int owner);
protected:
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
int _numObjectsInRoom;
public:
uint32 *_classData;
protected:
void markObjectRectAsDirty(int obj);
virtual void loadFlObject(uint object, uint room);
void nukeFlObjects(int min, int max);
int findFlObjectSlot();
int findLocalObjectSlot();
void addObjectToInventory(uint obj, uint room);
void updateObjectStates();
public:
bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public
protected:
void putClass(int obj, int cls, bool set);
int getState(int obj);
void putState(int obj, int state);
void setObjectState(int obj, int state, int x, int y);
int getOwner(int obj) const;
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj) const;
int getObjX(int obj);
int getObjY(int obj);
void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); }
void getObjectXYPos(int object, int &x, int &y, int &dir);
int getObjOldDir(int obj);
int getObjNewDir(int obj);
int getObjectIndex(int object) const;
int getObjectImageCount(int object);
int whereIsObject(int object) const;
int findObject(int x, int y);
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
public:
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
protected:
int getObjActToObjActDist(int a, int b); // Not sure how to handle
const byte *getObjOrActorName(int obj); // these three..
void setObjectName(int obj);
void addObjectToDrawQue(int object);
void removeObjectFromDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
virtual void clearDrawQueues();
uint32 getOBCDOffs(int object) const;
byte *getOBCDFromObject(int obj);
const byte *getOBIMFromObjectData(const ObjectData &od);
const byte *getObjectImage(const byte *ptr, int state);
virtual int getObjectIdFromOBIM(const byte *obim);
protected:
/* Should be in Verb class */
uint16 _verbMouseOver;
int _inventoryOffset;
int8 _userPut;
uint16 _userState;
virtual void handleMouseOver(bool updateInventory);
virtual void redrawVerbs();
virtual void checkExecVerbs();
void verbMouseOver(int verb);
int findVerbAtPos(int x, int y) const;
virtual void drawVerb(int verb, int mode);
virtual void runInputScript(int a, int cmd, int mode);
void restoreVerbBG(int verb);
void drawVerbBitmap(int verb, int x, int y);
int getVerbSlot(int id, int mode) const;
void killVerb(int slot);
void setVerbObject(uint room, uint object, uint verb);
public:
bool isValidActor(int id) const;
/* Should be in Actor class */
Actor *derefActor(int id, const char *errmsg = 0) const;
Actor *derefActorSafe(int id, const char *errmsg) const;
protected:
void walkActors();
void playActorSounds();
void redrawAllActors();
void setActorRedrawFlags();
void putActors();
void showActors();
void resetV1ActorTalkColor();
void resetActorBgs();
virtual void processActors();
void processUpperActors();
virtual int getActorFromPos(int x, int y);
public:
/* Actor talking stuff */
byte _actorToPrintStrFor, _V1TalkingActor;
int _sentenceNum;
SentenceTab _sentence[NUM_SENTENCE];
StringTab _string[6];
byte _haveMsg;
int16 _talkDelay;
int _NES_lastTalkingActor;
int _NES_talkColor;
virtual void actorTalk(const byte *msg);
void stopTalk();
int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac
void setTalkingActor(int variable);
// Generic costume code
bool isCostumeInUse(int i) const;
Common::Rect _actorClipOverride;
protected:
/* Should be in Graphics class? */
uint16 _screenB, _screenH;
public:
int _roomHeight, _roomWidth;
int _screenHeight, _screenWidth;
VirtScreen virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
int _screenStartStrip, _screenEndStrip;
int _screenTop;
Common::RenderMode _renderMode;
protected:
ColorCycle _colorCycle[16]; // Palette cycles
uint8 _colorUsedByCycle[256];
uint32 _ENCD_offs, _EXCD_offs;
uint32 _CLUT_offs, _EPAL_offs;
uint32 _IM00_offs, _PALS_offs;
//ender: fullscreen
bool _fullRedraw, _bgNeedsRedraw;
bool _screenEffectFlag, _completeScreenRedraw;
bool _disableFadeInEffect;
struct {
int hotspotX, hotspotY, width, height;
byte animate, animateIndex;
int8 state;
} _cursor;
byte _grabbedCursor[8192];
byte _currentCursor;
byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
bool _doEffect;
public:
bool isLightOn() const;
byte _currentLights;
int getCurrentLights() const;
protected:
void initScreens(int b, int h);
void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
void initBGBuffers(int height);
void initCycl(const byte *ptr); // Color cycle
void decodeNESBaseTiles();
void drawObject(int obj, int arg);
void drawRoomObjects(int arg);
void drawRoomObject(int i, int arg);
void drawBox(int x, int y, int x2, int y2, int color);
void moveScreen(int dx, int dy, int height);
void restoreBackground(Common::Rect rect, byte backcolor = 0);
void redrawBGStrip(int start, int num);
virtual void redrawBGAreas();
void cameraMoved();
void setCameraAtEx(int at);
virtual void setCameraAt(int pos_x, int pos_y);
virtual void setCameraFollows(Actor *a, bool setCamera = false);
virtual void moveCamera();
virtual void panCameraTo(int x, int y);
void clampCameraPos(Common::Point *pt);
void actorFollowCamera(int act);
const byte *getPalettePtr(int palindex, int room);
void setC64Palette();
void setNESPalette();
void setAmigaPalette();
void setHercPalette();
void setCGAPalette();
void setEGAPalette();
void setV1Palette();
void resetPalette();
void setCurrentPalette(int pal);
void setRoomPalette(int pal, int room);
virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
virtual void setPalColor(int index, int r, int g, int b);
void setDirtyColors(int min, int max);
const byte *findPalInPals(const byte *pal, int index);
void swapPalColors(int a, int b);
virtual void copyPalColor(int dst, int src);
void cyclePalette();
void stopCycle(int i);
virtual void palManipulateInit(int resID, int start, int end, int time);
void palManipulate();
public:
int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette
protected:
void moveMemInPalRes(int start, int end, byte direction);
void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch);
public:
void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
}
protected:
// Screen rendering
byte *_compositeBuf;
byte *_herculesBuf;
virtual void drawDirtyScreenParts();
void updateDirtyScreen(VirtScreenNumber slot);
void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
void ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const;
void ditherHerc(byte *src, byte *hercbuf, int srcPitch, int *x, int *y, int *width, int *height) const;
public:
VirtScreen *findVirtScreen(int y);
byte *getMaskBuffer(int x, int y, int z);
protected:
void fadeIn(int effect);
void fadeOut(int effect);
void setScrollBuffer();
void unkScreenEffect6();
void transitionEffect(int a);
void dissolveEffect(int width, int height);
void scrollEffect(int dir);
protected:
bool _shakeEnabled;
uint _shakeFrame;
void setShake(int mode);
int _drawObjectQueNr;
byte _drawObjectQue[200];
/* For each of the 410 screen strips, gfxUsageBits contains a
* bitmask. The lower 80 bits each correspond to one actor and
* signify if any part of that actor is currently contained in
* that strip.
*
* If the leftmost bit is set, the strip (background) is dirty
* needs to be redrawn.
*
* The second leftmost bit is set by removeBlastObject() and
* restoreBackground(), but I'm not yet sure why.
*/
uint32 gfxUsageBits[410 * 3];
void upgradeGfxUsageBits();
void setGfxUsageBit(int strip, int bit);
void clearGfxUsageBit(int strip, int bit);
bool testGfxUsageBit(int strip, int bit);
bool testGfxAnyUsageBits(int strip);
bool testGfxOtherUsageBits(int strip, int bit);
public:
byte _roomPalette[256];
byte *_shadowPalette;
bool _skipDrawObject;
int _voiceMode;
// HE specific
byte _HEV7ActorPalette[256];
uint8 *_hePalettes;
protected:
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
byte _darkenPalette[3 * 256];
int _palDirtyMin, _palDirtyMax;
byte _palManipStart, _palManipEnd;
uint16 _palManipCounter;
byte *_palManipPalette;
byte *_palManipIntermediatePal;
bool _haveActorSpeechMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
int _tempMusic;
int _saveSound;
bool _native_mt32;
bool _enable_gs;
MidiDriverFlags _musicType;
bool _copyProtection;
public:
uint16 _extraBoxFlags[65];
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
int getNextBox(byte from, byte to);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
bool checkXYInBoxBounds(int box, int x, int y);
BoxCoords getBoxCoordinates(int boxnum);
byte getMaskFromBox(int box);
Box *getBoxBaseAddr(int box);
byte getBoxFlags(int box);
int getBoxScale(int box);
int getScale(int box, int x, int y);
int getScaleFromSlot(int slot, int x, int y);
protected:
// Scaling slots/items
struct ScaleSlot {
int x1, y1, scale1;
int x2, y2, scale2;
};
ScaleSlot _scaleSlots[20];
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
void setBoxScaleSlot(int box, int slot);
void convertScaleTableToScaleSlot(int slot);
void createBoxMatrix();
bool areBoxesNeighbours(int i, int j);
/* String class */
public:
CharsetRenderer *_charset;
byte _charsetColorMap[16];
/**
* All text is normally rendered into this overlay surface. Then later
* drawStripToScreen() composits it over the game graphics.
*/
Graphics::Surface _textSurface;
protected:
byte _charsetColor;
byte _charsetData[23][16];
int _charsetBufPos;
byte _charsetBuffer[512];
bool _keepText;
int _nextLeft, _nextTop;
void restoreCharsetBg();
void clearCharsetMask();
void clearTextSurface();
virtual void initCharset(int charset);
virtual void printString(int m, const byte *msg);
virtual bool handleNextCharsetCode(Actor *a, int *c);
void CHARSET_1();
void drawString(int a, const byte *msg);
void debugMessage(const byte *msg);
void showMessageDialog(const byte *msg);
virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
int convertIntMessage(byte *dst, int dstSize, int var);
int convertVerbMessage(byte *dst, int dstSize, int var);
int convertNameMessage(byte *dst, int dstSize, int var);
int convertStringMessage(byte *dst, int dstSize, int var);
public:
Common::Language _language; // Accessed by a hack in NutRenderer::loadFont
// Used by class ScummDialog:
virtual void translateText(const byte *text, byte *trans_buff);
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
bool _useCJKMode;
int _2byteHeight;
int _2byteWidth;
byte *get2byteCharPtr(int idx);
protected:
byte *_2byteFontPtr;
public:
/* Scumm Vars */
byte VAR_KEYPRESS;
byte VAR_SYNC;
byte VAR_EGO;
byte VAR_CAMERA_POS_X;
byte VAR_HAVE_MSG;
byte VAR_ROOM;
byte VAR_OVERRIDE;
byte VAR_MACHINE_SPEED;
byte VAR_ME;
byte VAR_NUM_ACTOR;
byte VAR_CURRENT_LIGHTS;
byte VAR_CURRENTDRIVE;
byte VAR_CURRENTDISK;
byte VAR_TMR_1;
byte VAR_TMR_2;
byte VAR_TMR_3;
byte VAR_MUSIC_TIMER;
byte VAR_ACTOR_RANGE_MIN;
byte VAR_ACTOR_RANGE_MAX;
byte VAR_CAMERA_MIN_X;
byte VAR_CAMERA_MAX_X;
byte VAR_TIMER_NEXT;
byte VAR_VIRT_MOUSE_X;
byte VAR_VIRT_MOUSE_Y;
byte VAR_ROOM_RESOURCE;
byte VAR_LAST_SOUND;
byte VAR_CUTSCENEEXIT_KEY;
byte VAR_OPTIONS_KEY;
byte VAR_TALK_ACTOR;
byte VAR_CAMERA_FAST_X;
byte VAR_SCROLL_SCRIPT;
byte VAR_ENTRY_SCRIPT;
byte VAR_ENTRY_SCRIPT2;
byte VAR_EXIT_SCRIPT;
byte VAR_EXIT_SCRIPT2;
byte VAR_VERB_SCRIPT;
byte VAR_SENTENCE_SCRIPT;
byte VAR_INVENTORY_SCRIPT;
byte VAR_CUTSCENE_START_SCRIPT;
byte VAR_CUTSCENE_END_SCRIPT;
byte VAR_CHARINC;
byte VAR_WALKTO_OBJ;
byte VAR_DEBUGMODE;
byte VAR_HEAPSPACE;
byte VAR_RESTART_KEY;
byte VAR_PAUSE_KEY;
byte VAR_MOUSE_X;
byte VAR_MOUSE_Y;
byte VAR_TIMER;
byte VAR_TMR_4;
byte VAR_SOUNDCARD;
byte VAR_VIDEOMODE;
byte VAR_MAINMENU_KEY;
byte VAR_FIXEDDISK;
byte VAR_CURSORSTATE;
byte VAR_USERPUT;
byte VAR_SOUNDRESULT;
byte VAR_TALKSTOP_KEY;
byte VAR_FADE_DELAY;
byte VAR_NOSUBTITLES;
// V5+
byte VAR_SOUNDPARAM;
byte VAR_SOUNDPARAM2;
byte VAR_SOUNDPARAM3;
byte VAR_INPUTMODE;
byte VAR_MEMORY_PERFORMANCE;
byte VAR_VIDEO_PERFORMANCE;
byte VAR_ROOM_FLAG;
byte VAR_GAME_LOADED;
byte VAR_NEW_ROOM;
// V4/V5
byte VAR_V5_TALK_STRING_Y;
// V6+
byte VAR_ROOM_WIDTH;
byte VAR_ROOM_HEIGHT;
byte VAR_SUBTITLES;
byte VAR_V6_EMSSPACE;
// V7/V8 specific variables
byte VAR_CAMERA_POS_Y;
byte VAR_CAMERA_MIN_Y;
byte VAR_CAMERA_MAX_Y;
byte VAR_CAMERA_THRESHOLD_X;
byte VAR_CAMERA_THRESHOLD_Y;
byte VAR_CAMERA_SPEED_X;
byte VAR_CAMERA_SPEED_Y;
byte VAR_CAMERA_ACCEL_X;
byte VAR_CAMERA_ACCEL_Y;
byte VAR_CAMERA_DEST_X;
byte VAR_CAMERA_DEST_Y;
byte VAR_CAMERA_FOLLOWED_ACTOR;
// V7/V8 specific variables
byte VAR_VERSION_KEY;
byte VAR_DEFAULT_TALK_DELAY;
byte VAR_CUSTOMSCALETABLE;
byte VAR_BLAST_ABOVE_TEXT;
byte VAR_VOICE_MODE;
byte VAR_MUSIC_BUNDLE_LOADED;
byte VAR_VOICE_BUNDLE_LOADED;
byte VAR_LEFTBTN_DOWN; // V7/V8
byte VAR_RIGHTBTN_DOWN; // V7/V8
byte VAR_LEFTBTN_HOLD; // V6/V72HE/V7/V8
byte VAR_RIGHTBTN_HOLD; // V6/V72HE/V7/V8
byte VAR_SAVELOAD_SCRIPT; // V6/V7 (not HE)
byte VAR_SAVELOAD_SCRIPT2; // V6/V7 (not HE)
// V6/V7 specific variables (FT & Sam & Max specific)
byte VAR_CHARSET_MASK;
// V6 specific variables
byte VAR_V6_SOUNDMODE;
// V1/V2 specific variables
byte VAR_CHARCOUNT;
byte VAR_VERB_ALLOWED;
byte VAR_ACTIVE_VERB;
byte VAR_ACTIVE_OBJECT1;
byte VAR_ACTIVE_OBJECT2;
// HE specific variables
byte VAR_REDRAW_ALL_ACTORS; // Used in setActorRedrawFlags()
byte VAR_SKIP_RESET_TALK_ACTOR; // Used in setActorCostume()
byte VAR_SOUND_CHANNEL; // Used in o_startSound()
byte VAR_TALK_CHANNEL; // Used in startHETalkSound()
byte VAR_SOUNDCODE_TMR; // Used in processSoundCode()
byte VAR_RESERVED_SOUND_CHANNELS; // Used in findFreeSoundChannel()
byte VAR_MAIN_SCRIPT; // Used in scummLoop()
byte VAR_SCRIPT_CYCLE; // Used in runScript()/runObjectScript()
byte VAR_NUM_SCRIPT_CYCLES; // Used in runAllScripts()
byte VAR_KEY_STATE; // Used in parseEvents()
byte VAR_MOUSE_STATE; // Used in checkExecVerbs();
// Exists both in V7 and in V72HE:
byte VAR_NUM_GLOBAL_OBJS;
};
} // End of namespace Scumm
#endif