scummvm/engines/kyra/kyra_v1.h
2012-11-23 02:56:26 +01:00

435 lines
13 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 KYRA_KYRA_V1_H
#define KYRA_KYRA_V1_H
#include "engines/engine.h"
#include "common/array.h"
#include "common/error.h"
#include "common/events.h"
#include "common/hashmap.h"
#include "common/random.h"
#include "common/rendermode.h"
#include "audio/mixer.h"
#include "kyra/script.h"
#include "kyra/item.h"
namespace Common {
class SeekableReadStream;
class WriteStream;
} // End of namespace Common
namespace Graphics {
struct Surface;
}
class KyraMetaEngine;
/**
* This is the namespace of the Kyra engine.
*
* Status of this engine:
*
* The KYRA engine supports all three Kyrandia games by Westwood. It also
* supports Westwood's Lands of Lore. There are various platform ports of
* the different games, almost all of them are fully supported. Only the
* Macintosh port of Kyrandia 1 makes a difference here, which lacks support
* for sound effects and music.
*
* The different translations of the games are mostly supported, since every
* translation requires some work for kyra.dat for example, it is almost
* impossible to support translations, without owning them. There a currently
* a few reported unsupported translations:
*
* - Official translations
* None known.
* - Probably official translations (currently no sources are known to verify this)
* Kyrandia 2 Spanish (feature request #2499966 "KYRA2: Add support for Spanish floppy version")
* - Doubtful official translations (no sources here either, but less likely to be official)
* Kyrandia 1 Korean (feature request #1758252 "KYRA1: Add support for Korean/DOS version")
* Kyrandia 2 Polish (feature request #2146192 "KYRA2: Add support for Polish floppy version")
* - Fan translations:
* Kyrandia 3 Russian (feature request #2812792 "Kyrandia3 Russian")
*
* The primary maintainer for the engine is LordHoto, although some parts are
* maintained by _athrxx. If you have questions about parts of the code, the
* following rough description might help in determining who you should ask:
* _athrxx is the maintainer for the Lands of Lore subengine, he also
* maintains most of the FM-TOWNS and PC98 specific code (especially the sound
* code, also some ingame code) and the Kyrandia 2 sequence player code.
* LordHoto is responsible for the rest of the codebase, he also worked on the
* graphics output for 16 color PC98 games.
*
* Other people who worked on this engine include cyx, who initially started
* to work on Kyrandia 1 support. Vinterstum, who did various things for
* Kyrandia 1 and started to work on the Kyrandia 2 sequence player code and
* also on the TIM script code. Eriktorbjorn, who helped out naming our AdLib
* player code and also contributed a work around for a music bug in the
* "Pool of Sorrow" scene of Kyrandia 1, which is also present in the original.
* He also contributed the VQA player for Kyrandia 3.
*
* The engine is mostly finished code wise. A possible remaining task is
* proper refactoring, which might help in reducing binary size and along with
* it runtime memory use, but of course might lead to regressions (since the
* current code makes no problems on our low end ports, it is pretty minor
* priority though, since the benefit would be mostly nicer code). The biggest
* task left is the kyra.dat handling.
*
* Games using this engine:
* - The Legend of Kyrandia (fully supported, except for Macintosh port, which lacks sound)
* - (The) Hand of Fate (fully supported)
* - Malcolm's Revenge (fully supported)
* - Lands of Lore: The Throne of Chaos (fully supported)
*/
namespace Kyra {
struct GameFlags {
Common::Language lang;
// language overwrites of fan translations (only needed for multilingual games)
Common::Language fanLang;
Common::Language replacedLang;
Common::Platform platform;
bool isDemo : 1;
bool useAltShapeHeader : 1; // alternative shape header (uses 2 bytes more, those are unused though)
bool isTalkie : 1;
bool isOldFloppy : 1;
bool useHiRes : 1;
bool use16ColorMode : 1;
bool useDigSound : 1;
bool useInstallerPackage : 1;
byte gameID;
};
struct KeyCodeHash : public Common::UnaryFunction<Common::KeyCode, uint> {
uint operator()(Common::KeyCode val) const { return (uint)val; }
};
enum {
GI_KYRA1 = 0,
GI_KYRA2 = 1,
GI_KYRA3 = 2,
GI_LOL = 4,
GI_EOB1 = 5,
GI_EOB2 = 6
};
// TODO: this is just the start of makeing the debug output of the kyra engine a bit more useable
// in the future we maybe merge some flags and/or create new ones
enum DebugLevels {
kDebugLevelScriptFuncs = 1 << 0, ///< debug level for o#_* functions
kDebugLevelScript = 1 << 1, ///< debug level for "EMCInterpreter" functions
kDebugLevelSprites = 1 << 2, ///< debug level for "Sprites" functions
kDebugLevelScreen = 1 << 3, ///< debug level for "Screen" functions
kDebugLevelSound = 1 << 4, ///< debug level for "Sound" functions
kDebugLevelAnimator = 1 << 5, ///< debug level for "ScreenAnimator" functions
kDebugLevelMain = 1 << 6, ///< debug level for common "KyraEngine(_v#)" functions && "TextDisplayer" functions
kDebugLevelGUI = 1 << 7, ///< debug level for "KyraEngine*" gui functions
kDebugLevelSequence = 1 << 8, ///< debug level for "SeqPlayer" functions
kDebugLevelMovie = 1 << 9, ///< debug level for movie specific funtions
kDebugLevelTimer = 1 << 10 ///< debug level for "TimerManager" functions
};
enum AudioResourceSet {
kMusicIntro = 0,
kMusicIngame,
kMusicFinale
};
class Screen;
class Resource;
class Sound;
class TextDisplayer;
class StaticResource;
class TimerManager;
class Debugger;
class GUI;
struct Button;
class KyraEngine_v1 : public Engine {
friend class Debugger;
friend class ::KyraMetaEngine;
friend class GUI;
friend class GUI_v1;
friend class GUI_EoB;
friend class SoundMidiPC; // For _eventMan
friend class SeqPlayer_HOF; // For skipFlag()
friend class TransferPartyWiz; // For save state API
public:
KyraEngine_v1(OSystem *system, const GameFlags &flags);
virtual ~KyraEngine_v1();
uint8 game() const { return _flags.gameID; }
const GameFlags &gameFlags() const { return _flags; }
// access to Kyra specific functionallity
Resource *resource() { return _res; }
virtual Screen *screen() = 0;
virtual TextDisplayer *text() { return _text; }
virtual GUI *gui() const { return 0; }
Sound *sound() { return _sound; }
StaticResource *staticres() { return _staticres; }
TimerManager *timer() { return _timer; }
uint32 tickLength() const { return _tickLength; }
Common::RandomSource _rnd;
// input
void setMousePos(int x, int y);
Common::Point getMousePos();
// config specific
bool speechEnabled();
bool textEnabled();
enum kVolumeEntry {
kVolumeMusic = 0,
kVolumeSfx = 1,
kVolumeSpeech = 2
};
// volume reaches per default from 2 to 97
void setVolume(kVolumeEntry vol, uint8 value);
uint8 getVolume(kVolumeEntry vol);
virtual void syncSoundSettings();
// game flag handling
int setGameFlag(int flag);
int queryGameFlag(int flag) const;
int resetGameFlag(int flag);
// sound
virtual void snd_playTheme(int file, int track);
virtual void snd_playSoundEffect(int id, int volume=0xFF);
virtual void snd_playWanderScoreViaMap(int command, int restart);
virtual void snd_playVoiceFile(int id) = 0;
virtual bool snd_voiceIsPlaying();
virtual void snd_stopVoice();
// delay functionallity
virtual void delayUntil(uint32 timestamp, bool updateGameTimers = false, bool update = false, bool isMainLoop = false);
virtual void delay(uint32 millis, bool update = false, bool isMainLoop = false);
virtual void delayWithTicks(int ticks);
protected:
// Engine APIs
virtual Common::Error init();
virtual Common::Error go() = 0;
virtual Common::Error run() {
Common::Error err;
registerDefaultSettings();
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
virtual ::GUI::Debugger *getDebugger();
virtual bool hasFeature(EngineFeature f) const;
virtual void pauseEngineIntern(bool pause);
// intern
Resource *_res;
Sound *_sound;
TextDisplayer *_text;
StaticResource *_staticres;
TimerManager *_timer;
EMCInterpreter *_emc;
Debugger *_debugger;
// input
void setupKeyMap();
void updateInput();
int checkInput(Button *buttonList, bool mainLoop = false, int eventFlag = 0x8000);
void removeInputTop();
int _mouseX, _mouseY;
struct Event {
Common::Event event;
bool causedSkip;
Event() : event(), causedSkip(false) {}
Event(Common::Event e) : event(e), causedSkip(false) {}
Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {}
operator Common::Event() const { return event; }
};
Common::List<Event> _eventList;
typedef Common::HashMap<Common::KeyCode, int16, KeyCodeHash> KeyMap;
KeyMap _keyMap;
// config specific
virtual void registerDefaultSettings();
virtual void readSettings();
virtual void writeSettings();
uint8 _configWalkspeed;
int _configMusic;
bool _configSounds;
uint8 _configVoice;
Common::RenderMode _configRenderMode;
// game speed
virtual bool skipFlag() const;
virtual void resetSkipFlag(bool removeEvent = true);
uint16 _tickLength;
uint16 _gameSpeed;
// run
int8 _deathHandler;
// timer
virtual void setupTimers() = 0;
virtual void setWalkspeed(uint8 speed) = 0;
// detection
GameFlags _flags;
// opcode
virtual void setupOpcodeTable() = 0;
Common::Array<const Opcode *> _opcodes;
int o1_queryGameFlag(EMCState *script);
int o1_setGameFlag(EMCState *script);
int o1_resetGameFlag(EMCState *script);
int o1_getRand(EMCState *script);
int o1_hideMouse(EMCState *script);
int o1_showMouse(EMCState *script);
int o1_setMousePos(EMCState *script);
int o1_setHandItem(EMCState *script);
int o1_removeHandItem(EMCState *script);
int o1_getMouseState(EMCState *script);
int o1_setDeathHandler(EMCState *script);
int o1_playWanderScoreViaMap(EMCState *script);
int o1_fillRect(EMCState *script);
int o1_blockInWalkableRegion(EMCState *script);
int o1_blockOutWalkableRegion(EMCState *script);
int o1_playSoundEffect(EMCState *script);
// items
int _mouseState;
virtual void setHandItem(Item item) = 0;
virtual void removeHandItem() = 0;
// game flags
uint8 _flagsTable[100]; // TODO: check this value
// sound
Audio::SoundHandle _speechHandle;
int _curMusicTheme;
int _curSfxFile;
int16 _lastMusicCommand;
const int8 *_trackMap;
int _trackMapSize;
virtual int convertVolumeToMixer(int value);
virtual int convertVolumeFromMixer(int value);
// pathfinder
virtual int findWay(int x, int y, int toX, int toY, int *moveTable, int moveTableSize);
int findSubPath(int x, int y, int toX, int toY, int *moveTable, int start, int end);
int getFacingFromPointToPoint(int x, int y, int toX, int toY);
int getOppositeFacingDirection(int dir);
void changePosTowardsFacing(int &x, int &y, int facing);
int getMoveTableSize(int *moveTable);
virtual bool lineIsPassable(int x, int y) = 0;
static const int8 _addXPosTable[];
static const int8 _addYPosTable[];
// Character
static const int8 _charAddXPosTable[];
static const int8 _charAddYPosTable[];
// save/load
int _gameToLoad;
uint32 _lastAutosave;
void checkAutosave();
bool _isSaveAllowed;
bool canLoadGameStateCurrently() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
const char *getSavegameFilename(int num);
Common::String _savegameFilename;
static Common::String getSavegameFilename(const Common::String &target, int num);
bool saveFileLoadable(int slot);
struct SaveHeader {
Common::String description;
uint32 version;
byte gameID;
uint32 flags;
bool originalSave; // savegame from original interpreter
bool oldHeader; // old scummvm save header
Graphics::Surface *thumbnail;
};
enum ReadSaveHeaderError {
kRSHENoError = 0,
kRSHEInvalidType = 1,
kRSHEInvalidVersion = 2,
kRSHEIoError = 3
};
static ReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *file, bool loadThumbnail, SaveHeader &header);
void loadGameStateCheck(int slot);
virtual Common::Error loadGameState(int slot) = 0;
Common::Error saveGameState(int slot, const Common::String &desc) { return saveGameStateIntern(slot, desc.c_str(), 0); }
virtual Common::Error saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail) = 0;
Common::SeekableReadStream *openSaveForReading(const char *filename, SaveHeader &header, bool checkID = true);
Common::WriteStream *openSaveForWriting(const char *filename, const char *saveName, const Graphics::Surface *thumbnail) const;
// TODO: Consider moving this to Screen
virtual Graphics::Surface *generateSaveThumbnail() const { return 0; }
};
} // End of namespace Kyra
#endif