mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
1a52c5283a
- Renamed some opcodes inside KyraEngine_LoK svn-id: r32055
426 lines
10 KiB
C++
426 lines
10 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef KYRA_KYRA_V2_H
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#define KYRA_KYRA_V2_H
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#include "kyra/kyra_v1.h"
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#include "kyra/gui.h"
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#include "kyra/wsamovie.h"
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#include "common/list.h"
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#include "common/hashmap.h"
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namespace Kyra {
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struct FrameControl {
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uint16 index;
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uint16 delay;
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};
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struct ItemAnimData_v2 {
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int16 itemIndex;
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uint8 numFrames;
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const FrameControl *frames;
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};
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struct ActiveItemAnim {
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uint16 currentFrame;
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uint32 nextFrame;
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};
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class Screen_v2;
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class KyraEngine_v2 : public KyraEngine_v1 {
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friend class Debugger_v2;
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friend class GUI_v2;
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public:
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struct EngineDesc {
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// Generic shape related
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const int itemShapeStart;
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const uint8 *characterFrameTable;
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// Scene script
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const int firstAnimSceneScript;
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// Animation script specific
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const int animScriptFrameAdd;
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// Item specific
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const int maxItemId;
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};
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KyraEngine_v2(OSystem *system, const GameFlags &flags, const EngineDesc &desc);
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~KyraEngine_v2();
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virtual Screen_v2 *screen_v2() const = 0;
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virtual GUI *gui_v2() const = 0;
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void delay(uint32 time, bool update = false, bool isMainLoop = false);
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const EngineDesc &engineDesc() const { return _desc; }
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protected:
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EngineDesc _desc;
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// run
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bool _runFlag;
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bool _showOutro;
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virtual void update() = 0;
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virtual void updateWithText() = 0;
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// MainMenu
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MainMenu *_menu;
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// Input
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virtual int inputSceneChange(int x, int y, int unk1, int unk2) = 0;
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void updateInput();
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int checkInput(Button *buttonList, bool mainLoop = false);
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void removeInputTop();
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int _mouseX, _mouseY;
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struct Event {
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Common::Event event;
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bool causedSkip;
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Event() : event(), causedSkip(false) {}
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Event(Common::Event e) : event(e), causedSkip(false) {}
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Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {}
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operator Common::Event() const { return event; }
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};
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Common::List<Event> _eventList;
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virtual bool skipFlag() const;
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virtual void resetSkipFlag(bool removeEvent = true);
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// Animator
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struct AnimObj {
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uint16 index;
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uint16 type;
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bool enabled;
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uint16 needRefresh;
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uint16 specialRefresh;
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uint16 animFlags;
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uint16 flags;
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int16 xPos1, yPos1;
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uint8 *shapePtr;
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uint16 shapeIndex1;
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uint16 animNum;
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uint16 shapeIndex3;
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uint16 shapeIndex2;
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int16 xPos2, yPos2;
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int16 xPos3, yPos3;
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int16 width, height;
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int16 width2, height2;
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uint16 palette;
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AnimObj *nextObject;
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};
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void allocAnimObjects(int actors, int anims, int items);
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AnimObj *_animObjects;
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AnimObj *_animActor;
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AnimObj *_animAnims;
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AnimObj *_animItems;
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bool _drawNoShapeFlag;
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AnimObj *_animList;
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AnimObj *initAnimList(AnimObj *list, AnimObj *entry);
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AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry);
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AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry);
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virtual void refreshAnimObjects(int force) = 0;
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void refreshAnimObjectsIfNeed();
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void flagAnimObjsSpecialRefresh();
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void flagAnimObjsForRefresh();
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virtual void clearAnimObjects() = 0;
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virtual void drawAnimObjects() = 0;
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virtual void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer) = 0;
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virtual void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer) = 0;
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virtual void updateCharacterAnim(int) = 0;
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virtual void updateSceneAnim(int anim, int newFrame) = 0;
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void addItemToAnimList(int item);
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void deleteItemAnimEntry(int item);
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virtual void animSetupPaletteEntry(AnimObj *) {}
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virtual void setCharacterAnimDim(int w, int h) = 0;
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virtual void resetCharacterAnimDim() = 0;
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virtual int getScale(int x, int y) = 0;
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uint8 *_screenBuffer;
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// Scene
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struct SceneDesc {
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char filename1[10];
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char filename2[10];
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uint16 exit1, exit2, exit3, exit4;
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uint8 flags;
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uint8 sound;
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};
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SceneDesc *_sceneList;
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int _sceneListSize;
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uint16 _currentScene;
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uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4;
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int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2,
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_sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4;
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int _specialExitCount;
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uint16 _specialExitTable[25];
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bool checkSpecialSceneExit(int num, int x, int y);
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bool _overwriteSceneFacing;
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virtual void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3) = 0;
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void runSceneScript6();
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EMCData _sceneScriptData;
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EMCState _sceneScriptState;
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virtual int trySceneChange(int *moveTable, int unk1, int unk2) = 0;
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// Animation
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virtual void restorePage3() = 0;
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struct SceneAnim {
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uint16 flags;
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int16 x, y;
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int16 x2, y2;
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int16 width, height;
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uint16 specialSize;
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int16 shapeIndex;
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uint16 wsaFlag;
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char filename[14];
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};
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SceneAnim _sceneAnims[16];
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WSAMovie_v2 *_sceneAnimMovie[16];
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void freeSceneAnims();
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bool _specialSceneScriptState[10];
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bool _specialSceneScriptStateBackup[10];
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EMCState _sceneSpecialScripts[10];
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uint32 _sceneSpecialScriptsTimer[10];
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int _lastProcessedSceneScript;
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bool _specialSceneScriptRunFlag;
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void updateSpecialSceneScripts();
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// Sequences
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EMCData _animationScriptData;
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EMCState _animationScriptState;
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Common::Array<const Opcode*> _opcodesAnimation;
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void runAnimationScript(const char *filename, int allowSkip, int resetChar, int newShapes, int shapeUnload);
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int o2a_setAnimationShapes(EMCState *script);
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int o2a_setResetFrame(EMCState *script);
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char _animShapeFilename[14];
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uint8 *_animShapeFiledata;
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int _animShapeCount;
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int _animShapeLastEntry;
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int _animNewFrame;
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int _animDelayTime;
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int _animResetFrame;
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int _animShapeWidth, _animShapeHeight;
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int _animShapeXAdd, _animShapeYAdd;
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bool _animNeedUpdate;
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virtual int initAnimationShapes(uint8 *filedata) = 0;
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void processAnimationScript(int allowSkip, int resetChar);
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virtual void uninitAnimationShapes(int count, uint8 *filedata) = 0;
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// Shapes
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typedef Common::HashMap<int, uint8*> ShapeMap;
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ShapeMap _gameShapes;
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uint8 *getShapePtr(int index) const;
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void addShapeToPool(const uint8 *data, int realIndex, int shape);
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void addShapeToPool(uint8 *shpData, int index);
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void remShapeFromPool(int idx);
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int _characterShapeFile;
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virtual void loadCharacterShapes(int shapes) = 0;
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// pathfinder
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int _movFacingTable[600];
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int _pathfinderFlag;
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int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize);
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bool directLinePassable(int x, int y, int toX, int toY);
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int pathfinderInitPositionTable(int *moveTable);
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int pathfinderAddToPositionTable(int index, int v1, int v2);
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int pathfinderInitPositionIndexTable(int tableLen, int x, int y);
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int pathfinderAddToPositionIndexTable(int index, int v);
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void pathfinderFinializePath(int *moveTable, int unk1, int x, int y, int moveTableSize);
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int _pathfinderPositionTable[400];
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int _pathfinderPositionIndexTable[200];
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// items
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struct Item {
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uint16 id;
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uint16 sceneId;
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int16 x;
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uint8 y;
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};
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void initItemList(int size);
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uint16 _hiddenItems[100];
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Item *_itemList;
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int _itemListSize;
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int _itemInHand;
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int findFreeItem();
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int countAllItems();
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int findItem(uint16 sceneId, uint16 id);
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int findItem(uint16 item);
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void resetItemList();
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void resetItem(int index);
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virtual void setMouseCursor(uint16 item) = 0;
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void setHandItem(uint16 item);
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void removeHandItem();
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// character
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struct Character {
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uint16 sceneId;
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int16 dlgIndex;
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uint8 height;
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uint8 facing;
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uint16 animFrame;
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byte walkspeed;
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uint16 inventory[20];
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int16 x1, y1;
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int16 x2, y2;
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int16 x3, y3;
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};
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Character _mainCharacter;
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int _mainCharX, _mainCharY;
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int _charScale;
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void moveCharacter(int facing, int x, int y);
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int updateCharPos(int *table, int force = 0);
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void updateCharPosWithUpdate();
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uint32 _updateCharPosNextUpdate;
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static const int8 _updateCharPosXTable[];
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static const int8 _updateCharPosYTable[];
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virtual int getCharacterWalkspeed() const = 0;
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virtual void updateCharAnimFrame(int num, int *table) = 0;
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// chat
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int _vocHigh;
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const char *_chatText;
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int _chatObject;
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uint32 _chatEndTime;
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int _chatVocHigh, _chatVocLow;
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EMCData _chatScriptData;
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EMCState _chatScriptState;
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virtual void setDlgIndex(int dlgIndex) = 0;
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virtual void randomSceneChat() = 0;
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// unknown
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int _unk3, _unk4, _unk5;
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bool _unkSceneScreenFlag1;
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bool _unkHandleSceneChangeFlag;
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// opcodes
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int o2_getCharacterX(EMCState *script);
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int o2_getCharacterY(EMCState *script);
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int o2_getCharacterFacing(EMCState *script);
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int o2_getCharacterScene(EMCState *script);
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int o2_setCharacterFacingOverwrite(EMCState *script);
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int o2_trySceneChange(EMCState *script);
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int o2_moveCharacter(EMCState *script);
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int o2_checkForItem(EMCState *script);
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int o2_defineItem(EMCState *script);
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int o2_addSpecialExit(EMCState *script);
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int o2_delay(EMCState *script);
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int o2_update(EMCState *script);
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int o2_getShapeFlag1(EMCState *script);
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int o2_waitForConfirmationClick(EMCState *script);
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int o2_randomSceneChat(EMCState *script);
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int o2_setDlgIndex(EMCState *script);
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int o2_getDlgIndex(EMCState *script);
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int o2_defineRoomEntrance(EMCState *script);
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int o2_runAnimationScript(EMCState *script);
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int o2_setSpecialSceneScriptRunTime(EMCState *script);
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int o2_defineScene(EMCState *script);
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int o2_setSpecialSceneScriptState(EMCState *script);
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int o2_clearSpecialSceneScriptState(EMCState *script);
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int o2_querySpecialSceneScriptState(EMCState *script);
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int o2_setHiddenItemsEntry(EMCState *script);
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int o2_getHiddenItemsEntry(EMCState *script);
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int o2_disableTimer(EMCState *script);
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int o2_enableTimer(EMCState *script);
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int o2_setTimerCountdown(EMCState *script);
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int o2_setVocHigh(EMCState *script);
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int o2_getVocHigh(EMCState *script);
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// save/load specific
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virtual void saveGame(const char *fileName, const char *saveName) = 0;
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virtual void loadGame(const char *fileName) = 0;
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};
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} // end of namespace Kyra
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#endif
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