Kari Salminen 2ca52fc007 CINE: Add support for Operation Stealth.
Add support for Operation Stealth PC 16 and 256 color versions with
AdLib and Roland MT-32 sound. Add support for 20 extended savegames
(Thumbnails, playtime etc) for both Future Wars and Operation Stealth
(20 because it fits on screen using the original save/load interface).

Details:
 - Add versioning to Future Wars and Operation Stealth savegames.
 - Add fade in effect to both Future Wars and Operation Stealth.
 - Add mouse wheel support and keyboard support to moving in menus.
 - Map middle mouse button to pressing both left and right buttons.
 - Make interface more responsive (See manageEvents() and drawFrame()).
 - Amiga versions should be completable but sound may or may not work.
 - Atari ST versions completely untested.

Game options currently supported:
 - Using original save/load interface
 - Using transparent dialog boxes in 16 color scenes (Also for PC)

Console commands currently supported:
 - labyrinthCheat (For cheating in Operation Stealth's labyrinths)
 - disableLabyrinthCheat (Disabling labyrinth cheat)
 - disableHacks (Disabling hacks, useful for testing)
 - enableHacks (Enabling hacks, useful for testing. On by default)
2020-07-25 00:33:42 +02:00

253 lines
6.7 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.
*
*/
#ifndef CINE_CINE_H
#define CINE_CINE_H
#include "common/scummsys.h"
#include "common/file.h"
#include "common/util.h"
#include "common/str.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/random.h"
#include "engines/engine.h"
#include "cine/texte.h"
#include "cine/rel.h"
#include "cine/script.h"
#include "cine/part.h"
#include "cine/prc.h"
#include "cine/msg.h"
#include "cine/bg.h"
#include "cine/pal.h"
#include "cine/gfx.h"
#include "cine/anim.h"
#include "cine/bg_list.h"
#include "cine/various.h"
#include "cine/console.h"
#include "cine/sound.h"
//#define DUMP_SCRIPTS
/**
* This is the namespace of the Cine engine.
*
* Status of this engine:
*
* This enigne has 2 generations Cinematique evo.1 and Cinematique evo.2
* first generation is fairly complete, and second one is under development
*
* Cinematique evo.1 status:
* The engine supports Future Wars and is basically complete with support of
* all known game variants. Based on Yaz0r's engine.
*
* Cinematique evo.2 status:
* This generation supports Operation Stealth, originally developed by Yaz0r for
* French variant of the game which heared to be completable.
* Later the work was renewed as part of GSoC'08, by Kari Salminen, but it has not
* yet been finished. The game is not completable.
*
*
* Games using this engine:
*
* Cinematique evo.1
* - Future Wars
*
* Cinematique evo.2
* - Operation Stealth
*
*/
namespace Cine {
enum CineGameType {
GType_FW = 1,
GType_OS
};
enum CineGameFeatures {
GF_CD = 1 << 0,
GF_DEMO = 1 << 1,
GF_ALT_FONT = 1 << 2,
GF_CRYPTED_BOOT_PRC = 1 << 3
};
struct CINEGameDescription;
struct SeqListElement;
struct VolumeResource {
char name[10];
uint32 pNamesList;
int16 diskNum;
int32 sizeOfNamesList;
};
typedef Common::HashMap<Common::String, Common::Array<VolumeResource> > StringToVolumeResourceArrayHashMap;
class CineConsole;
class CineEngine : public Engine {
protected:
// Engine APIs
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
void shutdown();
bool initGame();
public:
CineEngine(OSystem *syst, const CINEGameDescription *gameDesc);
~CineEngine() override;
void syncSoundSettings() override;
bool mayHave256Colors() const;
int getGameType() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool loadSaveDirectory();
void makeSystemMenu();
int scummVMSaveLoadDialog(bool isSave);
int modifyGameSpeed(int speedChange);
void setDefaultGameSpeed();
uint32 getTimerDelay() const;
Common::Error loadGameState(int slot) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
virtual Common::String getSaveStateName(int slot) const override;
bool canLoadGameStateCurrently() override;
bool canSaveGameStateCurrently() override;
const CINEGameDescription *_gameDescription;
Common::File _partFileHandle;
Common::RandomSource _rnd;
StringToVolumeResourceArrayHashMap _volumeEntriesMap;
TextHandler _textHandler;
bool _restartRequested;
private:
void initialize();
void showSplashScreen();
void resetEngine();
bool checkSaveHeaderData(const ChunkHeader& hdr);
bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat, uint32 version);
bool loadVersionedSaveFW(Common::SeekableReadStream &in);
bool loadVersionedSaveOS(Common::SeekableReadStream &in);
bool makeLoad(const Common::String &saveName);
void writeSaveHeader(Common::OutSaveFile &out, uint32 headerId);
void makeSaveFW(Common::OutSaveFile &out);
void makeSaveOS(Common::OutSaveFile &out);
void makeSave(const Common::String &saveFileName, uint32 playtime,
Common::String desc, bool isAutosave);
void mainLoop(int bootScriptIdx);
void readVolCnf();
Common::String getTargetSaveStateName(Common::String target, int slot) const;
bool _preLoad;
int _timerDelayMultiplier;
public:
// TODO: These are pseudo-global vars
// They better belong to appropriate classes
Common::Array<AnimData> _animDataTable;
Common::List<BGIncrust> _bgIncrustList;
Common::StringArray _messageTable;
Common::Array<ObjectStruct> _objectTable;
Common::List<overlay> _overlayList;
Common::Array<PalEntry> _palArray;
Common::Array<PartBuffer> _partBuffer;
ScriptList _globalScripts;
ScriptList _objectScripts;
RawObjectScriptArray _relTable; ///< Object script bytecode table
/**
* Global variables.
* 255 of these are saved, but there's one more that's used for bypassing the copy protection.
* In CineEngine::mainLoop(int bootScriptIdx) there's this code: globalVars[VAR_BYPASS_PROTECTION] = 0;
* And as VAR_BYPASS_PROTECTION is 255 that's why we're allocating one more than we otherwise would.
*/
ScriptVars _globalVars;
RawScriptArray _scriptTable; ///< Table of script bytecode
Common::Array<int16> _zoneData;
Common::Array<uint16> _zoneQuery; ///< Only exists in Operation Stealth
Common::List<SeqListElement> _seqList;
Common::String _commandBuffer;
Common::Array<Common::KeyState> _keyInputList;
};
extern CineEngine *g_cine;
extern Sound *g_sound;
#define BOOT_PRC_NAME "AUTO00.PRC"
#define BOOT_SCRIPT_INDEX 1
#define COPY_PROT_FAIL_PRC_NAME "L201.ANI"
enum {
// Both FW and OS
VAR_MOUSE_X_POS = 249,
VAR_MOUSE_Y_POS = 250,
// FW only
VAR_MOUSE_X_MODE = 253,
VAR_MOUSE_Y_MODE = 251,
// OS only
VAR_MOUSE_X_POS_2ND = 251, // Many times used in conjunction with VAR_MOUSE_X_POS
VAR_MOUSE_Y_POS_2ND = 252, // Many times used in conjunction with VAR_MOUSE_Y_POS
VAR_BYPASS_PROTECTION = 255,
VAR_LOW_MEMORY = 0
};
enum {
MOUSE_CURSOR_NORMAL = 0,
MOUSE_CURSOR_DISK,
MOUSE_CURSOR_CROSS
};
enum {
kCineDebugScript = 1 << 0,
kCineDebugPart = 1 << 1,
kCineDebugSound = 1 << 2,
kCineDebugCollision = 1 << 3
};
enum {
kCmpEQ = (1 << 0),
kCmpGT = (1 << 1),
kCmpLT = (1 << 2)
};
} // End of namespace Cine
#endif