scummvm/scumm/scumm.h
Max Horn 04db5c12ab make version public
svn-id: r8366
2003-06-06 23:55:00 +00:00

1229 lines
31 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef SCUMM_H
#define SCUMM_H
#include "common/engine.h"
#include "common/gameDetector.h"
#include "common/file.h"
#include "common/map.h"
#include "common/rect.h"
#include "common/str.h"
#include "common/timer.h"
#include "common/util.h"
class CharsetRenderer;
class GameDetector;
class NewGui;
class Dialog;
class ConsoleDialog;
class Scumm;
class IMuse;
class IMuseDigital;
class Player_V2;
class Actor;
class Sound;
class Bundle;
class ScummDebugger;
class Serializer;
struct FindObjectInRoom;
class BaseCostumeRenderer;
typedef ScummVM::Map<ScummVM::String, int> ObjectIDMap;
// Use g_scumm from error() ONLY
extern Scumm *g_scumm;
/* System Wide Constants */
enum {
NUM_SCRIPT_SLOT = 80,
NUM_LOCALSCRIPT = 60,
NUM_SENTENCE = 6,
NUM_SHADOW_PALETTE = 8,
KEY_SET_OPTIONS = 3456 // WinCE
};
enum ObjectClass {
kObjectClassNeverClip = 20,
kObjectClassAlwaysClip = 21,
kObjectClassIgnoreBoxes = 22,
kObjectClassYFlip = 29,
kObjectClassXFlip = 30,
kObjectClassPlayer = 31, // Actor is controlled by the player
kObjectClassUntouchable = 32
};
#include "gfx.h"
#include "boxes.h"
struct MemBlkHeader {
uint32 size;
};
struct VerbSlot;
struct ObjectData {
uint32 OBIMoffset;
uint32 OBCDoffset;
int16 walk_x, walk_y;
uint16 obj_nr;
int16 x_pos;
int16 y_pos;
uint16 width;
uint16 height;
byte actordir;
byte parent;
byte parentstate;
byte state;
byte fl_object_index;
};
struct ScriptSlot {
uint32 offs;
int32 delay;
uint16 number;
uint16 delayFrameCount;
bool freezeResistant, recursive;
bool didexec;
byte status;
byte where;
byte freezeCount;
byte cutsceneOverride;
};
struct NestedScript {
uint16 number;
uint8 where;
uint8 slot;
};
struct BlastText {
int16 xpos, ypos;
ScummVM::Rect rect;
byte color;
byte charset;
bool center;
byte text[256];
};
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,
rtLast = 17,
rtNumTypes = 18
};
enum {
LIGHTMODE_dark = 0,
LIGHTMODE_actor_base = 1,
LIGHTMODE_screen = 2,
LIGHTMODE_flashlight = 4,
LIGHTMODE_actor_color = 8
};
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_TENTACLE = GID_SCUMM_FIRST,
GID_MONKEY2,
GID_INDY4,
GID_MONKEY,
GID_SAMNMAX,
GID_MONKEY_EGA,
GID_LOOM256,
GID_ZAK256,
GID_INDY3_256,
GID_INDY3,
GID_LOOM,
GID_FT,
GID_DIG,
GID_MONKEY_VGA,
GID_CMI,
GID_MANIAC,
GID_ZAK,
GID_PUTTDEMO
};
#define _maxRooms res.num[rtRoom]
#define _maxScripts res.num[rtScript]
#define _maxCostumes res.num[rtCostume]
#define _maxInventoryItems res.num[rtInventory]
#define _maxCharsets res.num[rtCharset]
#define _maxStrings res.num[rtString]
#define _maxVerbs res.num[rtVerb]
#define _maxActorNames res.num[rtActorName]
#define _maxBuffer res.num[rtBuffer]
#define _maxScaleTable res.num[rtScaleTable]
#define _maxTemp res.num[rtTemp]
#define _maxFLObject res.num[rtFlObject]
#define _maxMatrixes res.num[rtMatrix]
#define _maxBoxes res.num[rtBox]
#define _baseRooms res.address[rtRoom]
#define _baseScripts res.address[rtScript]
#define _baseInventoryItems res.address[rtInventory]
#define _baseFLObject res.address[rtFlObject]
#define _baseArrays res.address[rtString]
#define _roomFileOffsets res.roomoffs[rtRoom]
#define ARRAY_HDR_SIZE 6
struct ArrayHeader {
int16 dim1_size;
int16 type;
int16 dim2_size;
byte data[1];
};
struct SentenceTab {
byte verb;
byte preposition;
uint16 objectA;
uint16 objectB;
uint8 freezeCount;
};
// TODO / FIXME: next time save game format changes, Fingolfin would like to
// revise StringTab. In particular, all t_* fields can be removed, making some
// code a bit cleaner & easier to understand.
struct StringTab {
int16 t_xpos, t_ypos;
int16 t_right;
int16 xpos, ypos;
int16 right;
byte color, t_color;
byte charset, t_charset;
bool center, t_center;
bool overhead, t_overhead;
bool no_talk_anim, t_no_talk_anim;
};
enum WhereIsObject {
WIO_NOT_FOUND = -1,
WIO_INVENTORY = 0,
WIO_ROOM = 1,
WIO_GLOBAL = 2,
WIO_LOCAL = 3,
WIO_FLOBJECT = 4
};
enum MouseButtonStatus {
msDown = 1,
msClicked = 2
};
struct LangIndexNode {
char tag[12+1];
int32 offset;
};
class Scumm : public Engine {
friend class ScummDebugger;
friend class SmushPlayer;
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;
Player_V2 *_playerV2;
byte _version;
uint32 _features; // Should only be accessed for reading (TODO enforce it compiler-wise with making it private and creating an accessor)
void setFeatures (uint32 newFeatures); // Changes the features set. This allows some gamewide stuff to be precalculated/prepared (ie CostumeRenderer)
VerbSlot *_verbs;
ObjectData *_objs;
ScummDebugger *_debugger;
Bundle *_bundle;
Sound *_sound;
struct {
byte mode[rtNumTypes];
uint16 num[rtNumTypes];
uint32 tags[rtNumTypes];
const char *name[rtNumTypes];
byte **address[rtNumTypes];
byte *flags[rtNumTypes];
byte *roomno[rtNumTypes];
uint32 *roomoffs[rtNumTypes];
} res;
struct {
uint32 cutScenePtr[5];
byte cutSceneScript[5];
int16 cutSceneData[5];
int16 cutSceneScriptIndex;
byte cutSceneStackPointer;
ScriptSlot slot[NUM_SCRIPT_SLOT];
NestedScript nest[15];
int32 localvar[NUM_SCRIPT_SLOT][26];
} vm;
// Constructor / Destructor
Scumm(GameDetector *detector, OSystem *syst);
virtual ~Scumm();
// Init functions
void scummInit();
void initScummVars();
virtual void setupScummVars();
// Startup functions
void main();
void parseCommandLine(int argc, char **argv);
void showHelpAndExit();
bool detectGame();
void launch();
void go();
// Scumm main loop
void mainRun();
int scummLoop(int delta);
// Event handling
void parseEvents();
void waitForTimer(int msec_delay);
void processKbd();
int checkKeyHit();
void convertKeysToClicks();
int getKeyInput();
void clearClickedStatus();
// Misc utility functions
void checkRange(int max, int min, int no, const char *str);
const char *getExeName() const { return _exe_name; }
const char *getGameDataPath() const;
// Cursor/palette
void updateCursor();
void animateCursor();
void updatePalette();
/* _insane vars */
int _smushFrameRate;
bool _insaneState;
bool _videoFinished;
bool _smushPlay;
void pauseGame();
void restart();
void shutDown();
void setOptions(void);
#ifdef __PALM_OS__
bool _quit; // try to exit properly
#endif
// GUI
NewGui *_newgui;
Dialog *_pauseDialog;
Dialog *_optionsDialog;
Dialog *_saveLoadDialog;
// Debugger access this one, too...
ConsoleDialog *_debuggerDialog;
int runDialog(Dialog *dialog);
void pauseDialog();
void saveloadDialog();
void optionsDialog();
char displayError(bool showCancel, const char *message, ...);
protected:
byte _fastMode;
/* Random number generation */
RandomSource _rnd;
public:
/* Core variable definitions */
byte _gameId;
/* Core class/array definitions */
Gdi gdi;
protected:
Actor *_actors; // Has _numActors elements
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) {
warning("Illegal access to variable %s in file %s, line %d", varName, file, line);
// Return a fake memory location, so that at least no innocent variable
// gets overwritten.
static int32 fake;
fake = 0;
return fake;
}
return _scummVars[var];
}
protected:
int16 _varwatch;
int32 *_scummVars;
byte *_bitVars;
/* Global resource tables */
int _numVariables, _numBitVariables, _numLocalObjects;
int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
int _numInventory, _numRooms, _numScripts, _numSounds;
int _numCharsets, _numNewNames, _numGlobalScripts;
int _numActors;
public:
int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette
BaseCostumeRenderer* _bcr;
char *_audioNames;
int32 _numAudioNames;
protected:
/* Current objects - can go in their respective classes */
byte _curActor;
int _curVerb;
int _curVerbSlot;
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
protected:
int _keyPressed;
uint16 _lastKeyHit;
ScummVM::Point _mouse;
ScummVM::Point _virtualMouse;
uint16 _mouseButStat;
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 _saveLoadCompatible;
char _saveLoadName[32];
bool saveState(int slot, bool compat, SaveFileManager *mgr);
bool loadState(int slot, bool compat, SaveFileManager *mgr);
bool saveState(int slot, bool compat) {
SaveFileManager *mgr = _system->get_savefile_manager();
bool result = saveState(slot, compat, mgr);
delete mgr;
return result;
}
bool loadState(int slot, bool compat) {
SaveFileManager *mgr = _system->get_savefile_manager();
bool result = loadState(slot, compat, mgr);
delete mgr;
return result;
}
void saveOrLoad(Serializer *s, uint32 savegameVersion);
void saveLoadResource(Serializer *ser, int type, int index);
void makeSavegameName(char *out, int slot, bool compatible);
public:
bool getSavegameName(int slot, char *desc, SaveFileManager *mgr);
void listSavegames(bool *marks, int num, SaveFileManager *mgr);
void requestSave(int slot, const char *name);
void requestLoad(int slot);
protected:
/* Heap and memory management */
uint32 _maxHeapThreshold, _minHeapThreshold;
void lock(int type, int i);
void unlock(int type, int i);
/* Script VM - should be in Script class */
uint32 _localScriptList[NUM_LOCALSCRIPT];
const byte *_scriptPointer, *_scriptOrgPointer;
byte _opcode, _numNestedScripts, _currentScript;
uint16 _curExecScript;
byte **_lastCodePtr;
int _resultVarNumber, _scummStackPos;
int _localParamList[16], _scummStack[150];
int _keyScriptKey, _keyScriptNo;
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);
void stopScript(int script);
bool isScriptRunning(int script); // FIXME - should be protected, used by Sound::startTalkSound
protected:
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars);
void runScriptNested(int script);
void executeScript();
void updateScriptPtr();
void runHook(int i);
void checkAndRunSentenceScript();
void runExitScript();
void runEntryScript();
void runAllScripts();
void freezeScripts(int scr);
void unfreezeScripts();
bool isScriptInUse(int script);
bool isRoomScriptRunning(int script);
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();
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);
void setStringVars(int i);
/* Should be in Resource class */
byte _encbyte;
File _fileHandle;
uint32 _fileOffset;
int _resourceHeaderSize;
char *_exe_name; // This is the name we use for opening resource files
char *_game_name; // This is the game the user calls it, so use for saving
bool _dynamicRoomOffsets;
byte _resourceMapper[128];
uint32 _allocatedSize;
byte _expire_counter;
byte *_HEV7RoomOffsets;
void allocateArrays();
void openRoom(int room);
void closeRoom();
void deleteRoomOffsets();
void readRoomsOffsets();
void askForDisk(const char *filename, int disknum);
bool openResourceFile(const char *filename);
void loadPtrToResource(int type, int i, const byte *ptr);
void readResTypeList(int id, uint32 tag, const char *name);
char *resTypeFromId(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);
public:
bool isGlobInMemory(int type, int index);
bool isResourceLoaded(int type, int index);
byte *getResourceAddress(int type, int i);
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);
void setResourceCounter(int type, int index, byte flag);
bool validateResource(const char *str, int type, int index);
void increaseResourceCounter();
bool isResourceInUse(int type, int i);
void initRoomSubBlocks();
void clearRoomObjects();
void loadRoomObjects();
void loadRoomObjectsSmall();
void loadRoomObjectsOldBundle();
void readArrayFromIndexFile();
virtual void readMAXS();
virtual void readIndexFile();
virtual void loadCharset(int i);
void nukeCharset(int i);
int _lastLoadedRoom;
public:
const byte *findResourceData(uint32 tag, const byte *ptr);
int getResourceDataSize(const byte *ptr) const;
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
protected:
int getArrayId();
void nukeArray(int a);
int defineArray(int a, int b, int c, int d);
int readArray(int array, int index, int base);
void writeArray(int array, int index, int base, int value);
void resourceStats();
void expireResources(uint32 size);
void freeResources();
void destroy();
public:
/* Should be in Object class */
byte OF_OWNER_ROOM;
int getInventorySlot();
void SamInventoryHack(int obj); // FIXME: Sam and Max hack
int findInventory(int owner, int index);
int getInventoryCount(int owner);
protected:
byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
ObjectIDMap _objectIDMap;
byte _numObjectsInRoom;
void setupRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
void removeObjectFromRoom(int obj);
void loadFlObject(uint object, uint room);
void nukeFlObjects(int min, int max);
int findFlObjectSlot();
int findLocalObjectSlot();
void addObjectToInventory(uint obj, uint room);
void fixObjectFlags();
public:
bool getClass(int obj, int cls); // 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);
void putOwner(int obj, int owner);
void setOwnerOf(int obj, int owner);
void clearOwnerOf(int obj);
int getObjectRoom(int obj);
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);
int whereIsObject(int object);
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 addObjectToDrawQue(int object);
void clearDrawObjectQueue();
void processDrawQue();
uint32 getOBCDOffs(int object);
byte *getOBCDFromObject(int obj);
int getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f);
protected:
/* Should be in Verb class */
uint16 _verbMouseOver;
int _inventoryOffset;
int8 _userPut;
uint16 _userState;
void redrawVerbs();
void checkExecVerbs();
void verbMouseOver(int verb);
int checkMouseOver(int x, int y);
void drawVerb(int verb, int mode);
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);
void killVerb(int slot);
void setVerbObject(uint room, uint object, uint verb);
// TODO: This should be moved into Scumm_v2 if possible
ScummVM::Rect v2_mouseover_boxes[7];
int8 v2_mouseover_box;
void initV2MouseOver();
void checkV2MouseOver(ScummVM::Point pos);
void checkV2Inventory(int x, int y);
void redrawV2Inventory();
public:
/* Should be in Actor class */
Actor *derefActor(int id, const char *errmsg = 0);
Actor *derefActorSafe(int id, const char *errmsg);
uint32 *_classData;
int getAngleFromPos(int x, int y);
protected:
void walkActors();
void playActorSounds();
void setActorRedrawFlags();
void showActors();
void resetActorBgs();
void processActors();
void processUpperActors();
int getActorFromPos(int x, int y);
bool isCostumeInUse(int i);
public:
/* Actor talking stuff */
byte _actorToPrintStrFor;
int _sentenceNum;
SentenceTab _sentence[NUM_SENTENCE];
StringTab _string[6];
int16 _talkDelay;
void actorTalk();
void stopTalk();
// Costume class
void cost_decodeData(Actor *a, int frame, uint usemask);
int cost_frameToAnim(Actor *a, int frame);
// Akos Class
bool akos_increaseAnims(const byte *akos, Actor *a);
bool akos_increaseAnim(Actor *a, int i, const byte *aksq, const uint16 *akfo, int numakfo);
void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2);
bool akos_compare(int a, int b, byte cmd);
void akos_decodeData(Actor *a, int frame, uint usemask);
int akos_frameToAnim(Actor *a, int frame);
bool akos_hasManyDirections(Actor *a);
protected:
/* Should be in Graphics class? */
uint16 _screenB, _screenH;
int _roomHeight, _roomWidth;
public:
int _screenHeight, _screenWidth;
VirtScreen virtscr[4]; // Virtual screen areas
CameraData camera; // 'Camera' - viewport
protected:
ColorCycle _colorCycle[16]; // Palette cycles
uint32 _ENCD_offs, _EXCD_offs;
uint32 _CLUT_offs;
uint32 _IM00_offs, _PALS_offs;
//ender: fullscreen
bool _fullRedraw, _BgNeedsRedraw, _verbRedraw;
bool _screenEffectFlag, _completeScreenRedraw;
struct {
int hotspotX, hotspotY, width, height;
byte animate, animateIndex;
int8 state;
} _cursor;
byte _grabbedCursor[8192];
byte _currentCursor;
byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
bool _doEffect;
struct {
int x, y, w, h;
byte *buffer;
uint16 xStrips, yStrips;
bool isDrawn;
} _flashlight;
StripTable *_roomStrips;
void getGraphicsPerformance();
void initScreens(int a, int b, int w, int h);
void initVirtScreen(int slot, int number, int top, int width, int height, bool twobufs, bool scrollable);
void initBGBuffers(int height);
void initCycl(const byte *ptr); // Color cycle
void createSpecialPalette(int16 a, int16 b, int16 c, int16 d, int16 e, int16 colorMin, int16 colorMax);
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 restoreBG(ScummVM::Rect rect, byte backColor = 0);
void redrawBGStrip(int start, int num);
void redrawBGAreas();
void cameraMoved();
void setCameraAtEx(int at);
virtual void setCameraAt(int pos_x, int pos_y);
virtual void setCameraFollows(Actor *a);
virtual void moveCamera();
virtual void panCameraTo(int x, int y);
void clampCameraPos(ScummVM::Point *pt);
void actorFollowCamera(int act);
const byte *getPalettePtr();
void setupEGAPalette();
void setupC64Palette();
void setPalette(int pal);
void setPaletteFromPtr(const byte *ptr);
void setPaletteFromRes();
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);
void copyPalColor(int dst, int src);
void cyclePalette();
void stopCycle(int i);
void palManipulateInit(int start, int end, int string_id, int time);
void palManipulate();
public:
int remapPaletteColor(int r, int g, int b, uint threshold); // Used by Actor::remapActorPalette
protected:
void moveMemInPalRes(int start, int end, byte direction);
void setupShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
void setupShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
void desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor);
void setCursor(int cursor);
void setCursorImg(uint img, uint room, uint imgindex);
void setCursorHotspot(int x, int y);
void grabCursor(int x, int y, int w, int h);
void grabCursor(byte *ptr, int width, int height);
void makeCursorColorTransparent(int a);
void setupCursor() { _cursor.animate = 1; }
void decompressDefaultCursor(int index);
void useIm01Cursor(const byte *im, int w, int h);
void useBompCursor(const byte *im, int w, int h);
public:
void updateDirtyRect(int virt, int left, int right, int top, int bottom, int dirtybit);
protected:
void drawDirtyScreenParts();
void updateDirtyScreen(int slot);
public:
VirtScreen *findVirtScreen(int y);
byte *getMaskBuffer(int x, int y, int z);
protected:
void drawFlashlight();
void fadeIn(int effect);
void fadeOut(int effect);
void unkScreenEffect5(int a);
void unkScreenEffect6();
void transitionEffect(int a);
void dissolveEffect(int width, int height);
void scrollEffect(int dir);
void blit(byte *dst, const byte *src, int w, int h);
// bomp
public:
byte *_bompActorPalettePtr;
void drawBomp(const BompDrawData &bd, bool mirror);
protected:
bool _shakeEnabled;
uint _shakeFrame;
void setShake(int mode);
public:
int _screenStartStrip, _screenEndStrip;
int _screenLeft, _screenTop;
protected:
int _blastObjectQueuePos;
BlastObject _blastObjectQueue[128];
int _blastTextQueuePos;
BlastText _blastTextQueue[32]; // FIXME - how many blast texts can there be at once?
void enqueueText(const byte *text, int x, int y, byte color, byte charset, bool center);
void drawBlastTexts();
void removeBlastTexts();
void enqueueObject(int objectNumber, int objectX, int objectY, int objectWidth,
int objectHeight, int scaleX, int scaleY, int image, int mode);
void clearEnqueue() { _blastObjectQueuePos = 0; }
void drawBlastObjects();
void drawBlastObject(BlastObject *eo);
void removeBlastObjects();
void removeBlastObject(BlastObject *eo);
int _drawObjectQueNr;
byte _drawObjectQue[200];
byte _palManipStart, _palManipEnd;
uint16 _palManipCounter;
byte *_palManipPalette;
byte *_palManipIntermediatePal;
/* 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
* restoreBG(), 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 _proc_special_palette[256];
byte *_shadowPalette;
protected:
int _shadowPaletteSize;
byte _currentPalette[3 * 256];
int _palDirtyMin, _palDirtyMax;
byte _haveMsg;
bool _useTalkAnims;
uint16 _defaultTalkDelay;
bool _use_adlib;
int tempMusic;
int _saveSound;
public:
bool _silentDigitalImuse, _noDigitalSamples;
int current_cd_sound; // Used in class Sound
protected:
/* Walkbox / Navigation class */
int _maxBoxVertexHeap, _boxPathVertexHeapIndex, _boxMatrixItem;
byte *_boxPathVertexHeap, *_boxMatrixPtr1, *_boxMatrixPtr3;
public:
uint16 _extraBoxFlags[65];
byte getNumBoxes();
byte *getBoxMatrixBaseAddr();
int getPathToDestBox(byte from, byte to);
void getGates(int trap1, int trap2, ScummVM::Point gateA[2], ScummVM::Point gateB[2]);
bool inBoxQuickReject(int box, int x, int y, int threshold);
AdjustBoxResult getClosestPtOnBox(int box, int x, int y);
int getSpecialBox(int param1, int param2);
void setBoxFlags(int box, int val);
void setBoxScale(int box, int b);
bool checkXYInBoxBounds(int box, int x, int y);
uint distanceFromPt(int x, int y, int ptx, int pty);
void getBoxCoordinates(int boxnum, BoxCoords *bc);
byte getMaskFromBox(int box);
Box *getBoxBaseAddr(int box);
byte getBoxFlags(int box);
int getBoxScale(int box);
int getScale(int box, int x, int y);
void setScaleItem(int slot, int a, int b, int c, int d);
protected:
// V8 scaling stuff: should be in V8 class
struct ScaleSlot {
int x1, y1, scale1;
int x2, y2, scale2;
};
ScaleSlot _scaleSlots[20]; // FIXME - not sure if this limit is right, but based on my observations it is
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
void setBoxScaleSlot(int box, int slot);
void createBoxMatrix();
void addToBoxMatrix(byte b);
PathNode *unkMatrixProc2(PathVertex *vtx, int i);
void *addToBoxVertexHeap(int size);
PathVertex *addPathVertex();
bool areBoxesNeighbours(int i, int j);
/* String class */
CharsetRenderer *_charset;
byte _charsetColor;
public:
byte _charsetColorMap[16];
protected:
byte _charsetData[15][16];
int _charsetBufPos;
byte _charsetBuffer[512];
public:
bool _noSubtitles; // Whether to skip all subtitles
protected:
void initCharset(int charset);
void restoreCharsetBg();
public:
bool hasCharsetMask(int left, int top, int right, int bottom);
protected:
void CHARSET_1();
void drawString(int a);
const byte *addMessageToStack(const byte *msg);
void addIntToStack(int var);
void addVerbToStack(int var);
void addNameToStack(int var);
void addStringToStack(int var);
void unkMessage1();
void unkMessage2();
public:
void clearMsgQueue(); // Used by Actor::putActor
protected:
int _numInMsgStack;
byte *_msgPtrToAdd;
const byte *_messagePtr;
bool _keepText;
public:
uint16 _language;
protected:
bool _existLanguageFile;
char *_languageBuffer;
LangIndexNode *_languageIndex;
int _languageIndexSize;
byte _transText[500];
void loadLanguageBundle();
public:
void translateText(const byte *text, byte *trans_buff); // Used by class ScummDialog
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
bool _CJKMode;
int _2byteHeight;
int _2byteWidth;
byte *get2byteCharPtr(int idx);
protected:
#if defined(SCUMM_LITTLE_ENDIAN)
uint32 fileReadDword() { return _fileHandle.readUint32LE(); }
#elif defined(SCUMM_BIG_ENDIAN)
uint32 fileReadDword() { return _fileHandle.readUint32BE(); }
#endif
public:
/* Scumm Vars */
byte VAR_LANGUAGE;
byte VAR_KEYPRESS;
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; // How about merging this with VAR_CURRENTDISK?
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_HOOK_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_SAVELOADDIALOG_KEY;
byte VAR_FIXEDDISK;
byte VAR_CURSORSTATE;
byte VAR_USERPUT;
byte VAR_SOUNDRESULT;
byte VAR_TALKSTOP_KEY;
byte VAR_59;
byte VAR_SOUNDPARAM;
byte VAR_SOUNDPARAM2;
byte VAR_SOUNDPARAM3;
byte VAR_MOUSEPRESENT;
byte VAR_PERFORMANCE_1;
byte VAR_PERFORMANCE_2;
byte VAR_ROOM_FLAG;
byte VAR_GAME_LOADED;
byte VAR_NEW_ROOM;
byte VAR_VERSION;
byte VAR_V5_TALK_STRING_Y;
byte VAR_V6_SCREEN_WIDTH;
byte VAR_V6_SCREEN_HEIGHT;
byte VAR_V6_EMSSPACE;
byte VAR_V6_RANDOM_NR;
byte VAR_STRING2DRAW;
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;
byte VAR_LEFTBTN_DOWN;
byte VAR_RIGHTBTN_DOWN;
byte VAR_LEFTBTN_HOLD;
byte VAR_RIGHTBTN_HOLD;
byte VAR_MOUSE_BUTTONS;
byte VAR_MOUSE_HOLD;
byte VAR_SAVELOAD_SCRIPT;
byte VAR_SAVELOAD_SCRIPT2;
byte VAR_DEFAULT_TALK_DELAY;
byte VAR_CHARSET_MASK;
byte VAR_CUSTOMSCALETABLE;
byte VAR_V6_SOUNDMODE;
byte VAR_CHARCOUNT;
byte VAR_VERB_ALLOWED;
byte VAR_ACTIVE_VERB;
byte VAR_ACTIVE_OBJECT1;
byte VAR_ACTIVE_OBJECT2;
byte VAR_CLICK_AREA;
};
// This is a constant lookup table of reverse bit masks
extern const byte revBitMask[8];
/* Direction conversion functions (between old dir and new dir format) */
int newDirToOldDir(int dir);
int oldDirToNewDir(int dir);
int normalizeAngle(int angle);
int fromSimpleDir(int dirtype, int dir);
int toSimpleDir(int dirtype, int dir);
#endif