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+/* 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 PRINCE_H
+#define PRINCE_H
+
+#include "common/random.h"
+#include "common/system.h"
+#include "common/debug.h"
+#include "common/debug-channels.h"
+#include "common/textconsole.h"
+#include "common/rect.h"
+#include "common/events.h"
+#include "common/endian.h"
+#include "common/savefile.h"
+#include "common/serializer.h"
+
+#include "image/bmp.h"
+
+#include "gui/debugger.h"
+
+#include "engines/engine.h"
+#include "engines/util.h"
+
+#include "audio/mixer.h"
+
+#include "video/flic_decoder.h"
+
+#include "prince/mob.h"
+#include "prince/object.h"
+#include "prince/pscr.h"
+
+namespace Prince {
+
+struct PrinceGameDescription;
+struct SavegameHeader;
+
+class PrinceEngine;
+class GraphicsMan;
+class Script;
+class Interpreter;
+class InterpreterFlags;
+class Debugger;
+class MusicPlayer;
+class VariaTxt;
+class Cursor;
+class MhwanhDecoder;
+class Font;
+class Hero;
+class Animation;
+class Room;
+class Pscr;
+
+struct Text {
+ const char *_str;
+ uint16 _x, _y;
+ uint16 _time;
+ uint32 _color;
+
+ Text() : _str(nullptr), _x(0), _y(0), _time(0), _color(255){
+ }
+};
+
+struct AnimListItem {
+ uint16 _type; // type of animation - for background anims RND of frame
+ uint16 _fileNumber;
+ uint16 _startPhase; // first phase number
+ uint16 _endPhase;
+ uint16 _loopPhase;
+ int16 _x;
+ int16 _y;
+ uint16 _loopType;
+ uint16 _nextAnim; // number of animation to do for loop = 3
+ uint16 _flags; // byte 0 - draw masks, byte 1 - draw in front of mask, byte 2 - load but turn off drawing
+ bool loadFromStream(Common::SeekableReadStream &stream);
+};
+
+struct BAS {
+ int32 _type; // type of sequence
+ int32 _data; // additional data
+ int32 _anims; // number of animations
+ int32 _current; // actual number of animation
+ int32 _counter; // time counter for animation
+ int32 _currRelative; //actual relative number for animation
+ int32 _data2; // additional data for measurements
+};
+
+const int kStructSizeBAS = 28;
+
+struct BASA {
+ int16 _num; // animation number
+ int16 _start; // initial frame
+ int16 _end; // final frame
+ //int16 _pad; // fulfilment to 8 bytes
+};
+
+const int kStructSizeBASA = 8;
+
+// background and normal animation
+struct Anim {
+ BASA _basaData;
+ int32 _addr; //animation adress
+ int16 _usage;
+ int16 _state; // state of animation: 0 - turning on, 1 - turning off
+ int16 _flags;
+ int16 _frame; // number of phase to show
+ int16 _lastFrame; // last phase
+ int16 _loopFrame; // first frame of loop
+ int16 _showFrame; // actual visible frame of animation
+ int16 _loopType; // type of loop (0 - last frame; 1 - normal loop (begin from _loopFrame); 2 - no loop; 3 - load new animation)
+ int16 _nextAnim; // number of next animation to load after actual
+ int16 _x;
+ int16 _y;
+ int32 _currFrame;
+ int16 _currX;
+ int16 _currY;
+ int16 _currW;
+ int16 _currH;
+ int16 _packFlag;
+ int32 _currShadowFrame;
+ int16 _packShadowFlag;
+ int32 _shadowBack;
+ int16 _relX;
+ int16 _relY;
+ Animation *_animData;
+ Animation *_shadowData;
+
+ enum AnimOffsets {
+ kAnimState = 10,
+ kAnimFrame = 14,
+ kAnimLastFrame = 16,
+ kAnimX = 26
+ };
+
+ int16 getAnimData(Anim::AnimOffsets offset) {
+ switch (offset) {
+ case kAnimState:
+ return _state;
+ case kAnimFrame:
+ return _frame + 1; // fix for location 30 - man with a dog animation
+ case kAnimX:
+ return _x;
+ default:
+ error("getAnimData() - Wrong offset type: %d", (int) offset);
+ }
+ }
+
+ void setAnimData(Anim::AnimOffsets offset, int16 value) {
+ if (offset == kAnimX) {
+ _x = value;
+ } else {
+ error("setAnimData() - Wrong offset: %d, value: %d", (int) offset, value);
+ }
+ }
+};
+
+struct BackgroundAnim {
+ BAS _seq;
+ Common::Array<Anim> backAnims;
+};
+
+enum AnimType {
+ kBackgroundAnimation,
+ kNormalAnimation
+};
+
+// Nak (PL - Nakladka)
+struct Mask {
+ int16 _state; // visible / invisible
+ int16 _flags; // turning on / turning off of an mask
+ int16 _x1;
+ int16 _y1;
+ int16 _x2;
+ int16 _y2;
+ int16 _z;
+ int16 _number; // number of mask for background recreating
+ int16 _width;
+ int16 _height;
+ byte *_data;
+
+ int16 getX() const {
+ return READ_LE_UINT16(_data);
+ }
+
+ int16 getY() const {
+ return READ_LE_UINT16(_data + 2);
+ }
+
+ int16 getWidth() const {
+ return READ_LE_UINT16(_data + 4);
+ }
+
+ int16 getHeight() const {
+ return READ_LE_UINT16(_data + 6);
+ }
+
+ byte *getMask() const {
+ return (byte *)(_data + 8);
+ }
+};
+
+struct InvItem {
+ int _x;
+ int _y;
+ Graphics::Surface *_surface;
+ Graphics::Surface *getSurface() const { return _surface; }
+};
+
+struct DrawNode {
+ int posX;
+ int posY;
+ int posZ;
+ int32 width;
+ int32 height;
+ int32 scaleValue;
+ Graphics::Surface *s;
+ Graphics::Surface *originalRoomSurface;
+ void *data;
+ void (*drawFunction)(Graphics::Surface *, DrawNode *);
+};
+
+struct DebugChannel {
+
+enum Type {
+ kScript,
+ kEngine
+};
+
+};
+
+class PrinceEngine : public Engine {
+protected:
+ Common::Error run();
+
+public:
+ PrinceEngine(OSystem *syst, const PrinceGameDescription *gameDesc);
+ virtual ~PrinceEngine();
+
+ virtual bool hasFeature(EngineFeature f) const;
+ virtual bool canSaveGameStateCurrently();
+ virtual bool canLoadGameStateCurrently();
+ virtual Common::Error saveGameState(int slot, const Common::String &desc);
+ virtual Common::Error loadGameState(int slot);
+
+ static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
+ Common::String generateSaveName(int slot);
+ void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
+ void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream);
+ bool loadGame(int slotNumber);
+ void resetGame();
+
+ int32 _creditsDataSize;
+ byte *_creditsData;
+ void scrollCredits();
+
+ int getGameType() const;
+ const char *getGameId() const;
+ uint32 getFeatures() const;
+ Common::Language getLanguage() const;
+
+ const PrinceGameDescription *_gameDescription;
+ Video::FlicDecoder _flicPlayer;
+ const Graphics::Surface *_flcFrameSurface;
+ VariaTxt *_variaTxt;
+
+ uint32 _talkTxtSize;
+ byte *_talkTxt;
+
+ bool loadLocation(uint16 locationNr);
+ bool loadAnim(uint16 animNr, bool loop);
+ bool loadVoice(uint32 textSlot, uint32 sampleSlot, const Common::String &name);
+ bool loadSample(uint32 sampleSlot, const Common::String &name);
+ bool loadZoom(byte *zoomBitmap, uint32 dataSize, const char *resourceName);
+ bool loadShadow(byte *shadowBitmap, uint32 dataSize, const char *resourceName1, const char *resourceName2);
+ bool loadTrans(byte *transTable, const char *resourceName);
+ bool loadMobPriority(const char *resourceName);
+
+ bool loadMusic(int musNumber);
+ void stopMusic();
+
+ void playSample(uint16 sampleId, uint16 loopType);
+ void stopSample(uint16 sampleId);
+ void stopAllSamples();
+ void freeSample(uint16 sampleId);
+ void freeAllSamples();
+
+ void setVoice(uint16 slot, uint32 sampleSlot, uint16 flag);
+
+ virtual GUI::Debugger *getDebugger();
+
+ void changeCursor(uint16 curId);
+ void printAt(uint32 slot, uint8 color, char *s, uint16 x, uint16 y);
+ int calcTextLines(const char *s);
+ int calcTextTime(int numberOfLines);
+ void correctStringDEU(char *s);
+
+ static const uint8 kMaxTexts = 32;
+ Text _textSlots[kMaxTexts];
+
+ Hero *_mainHero;
+ Hero *_secondHero;
+
+ enum HeroId {
+ kMainHero,
+ kSecondHero
+ };
+
+ int _mouseFlag;
+ uint32 _currentTime;
+ uint16 _locationNr;
+ uint16 _sceneWidth;
+ int32 _picWindowX;
+ int32 _picWindowY;
+
+ Image::BitmapDecoder *_roomBmp;
+ MhwanhDecoder *_suitcaseBmp;
+ Room *_room;
+ Script *_script;
+ InterpreterFlags *_flags;
+ Interpreter *_interpreter;
+ GraphicsMan *_graph;
+ uint8 _currentMidi;
+ byte *_zoomBitmap;
+ byte *_shadowBitmap;
+ byte *_transTable;
+
+ int16 _scaleValue; // scale for hero or special shadow animation
+ int16 _lightX; // for hero shadow
+ int16 _lightY;
+ int32 _shadScaleValue;
+ int32 _shadLineLen;
+ byte *_shadowLine;
+ void setShadowScale(int32 shadowScale);
+ static void plotShadowLinePoint(int x, int y, int color, void *data);
+
+ static const int16 kFPS = 15;
+ static const int32 kIntMax = 2147483647;
+
+ static const int16 kMaxPicWidth = 1280;
+ static const int16 kMaxPicHeight = 480;
+ static const int16 kZoomStep = 4;
+ static const int32 kZoomBitmapLen = kMaxPicHeight / kZoomStep * kMaxPicWidth / kZoomStep;
+ static const int32 kShadowBitmapSize = kMaxPicWidth * kMaxPicHeight / 8;
+ static const int16 kShadowLineArraySize = 2 * 1280 * 4;
+ static const int16 kZoomBitmapWidth = kMaxPicWidth / kZoomStep;
+ static const int16 kZoomBitmapHeight = kMaxPicHeight / kZoomStep;
+ static const int16 kNormalWidth = 640;
+ static const int16 kNormalHeight = 480;
+ static const int32 kTransTableSize = 256 * 256;
+
+ static const int kMaxNormAnims = 64;
+ static const int kMaxBackAnims = 64;
+ static const int kMaxObjects = 64;
+ static const int kMaxMobs = 64;
+
+ Common::Array<DrawNode> _drawNodeList;
+ Common::Array<AnimListItem> _animList;
+ Common::Array<BackgroundAnim> _backAnimList;
+ Common::Array<Anim> _normAnimList;
+ Common::Array<Mob> _mobList;
+ Common::Array<uint32> _mobPriorityList;
+ Common::Array<Mask> _maskList;
+ Common::Array<Object *> _objList;
+ uint16 *_objSlot;
+
+ void freeNormAnim(int slot);
+ void freeAllNormAnims();
+ void removeSingleBackAnim(int slot);
+
+ Common::RandomSource _randomSource;
+
+ void checkMasks(int x1, int y1, int sprWidth, int sprHeight, int z);
+ void insertMasks(Graphics::Surface *originalRoomSurface);
+ void showMask(int maskNr, Graphics::Surface *originalRoomSurface);
+ void clsMasks();
+
+ void grabMap();
+
+ int _selectedMob; // number of selected Mob / inventory item
+ int _selectedItem; // number of item on mouse cursor
+ int _selectedMode;
+ int _currentPointerNumber;
+
+ static const int16 kMaxInv = 90; // max amount of inventory items in whole game
+ static const int16 kMaxItems = 30; // size of inventory
+
+ uint32 _invTxtSize;
+ byte *_invTxt;
+
+ Graphics::Surface *_optionsPic;
+ Graphics::Surface *_optionsPicInInventory;
+
+ bool _optionsFlag;
+ int _optionEnabled;
+ int _optionsMob;
+ int _optionsX;
+ int _optionsY;
+ int _optionsWidth;
+ int _optionsHeight;
+ int _invOptionsWidth;
+ int _invOptionsHeight;
+ int _optionsStep;
+ int _invOptionsStep;
+ int _optionsNumber;
+ int _invOptionsNumber;
+ int _optionsColor1; // color for non-selected options
+ int _optionsColor2; // color for selected option
+
+ bool _showInventoryFlag;
+ int _invExamY;
+ bool _inventoryBackgroundRemember;
+ int _invLineX;
+ int _invLineY;
+ int _invLine; // number of items in one line
+ int _invLines; // number of lines with inventory items
+ int _invLineW;
+ int _invLineH;
+ int _maxInvW;
+ int _maxInvH;
+ int _invLineSkipX;
+ int _invLineSkipY;
+ int _invX1;
+ int _invY1;
+ int _invWidth;
+ int _invHeight;
+ bool _invCurInside;
+ int _mst_shadow;
+ int _mst_shadow2; // blinking after adding new item
+ int _candleCounter; // special counter for candle inventory item
+ int _invMaxCount; // time to turn inventory on
+ int _invCounter; // turning on counter
+
+ void inventoryFlagChange(bool inventoryState);
+ bool loadAllInv();
+ void rememberScreenInv();
+ void prepareInventoryToView();
+ void drawInvItems();
+ void displayInventory();
+ void addInv(int heroId, int item, bool addItemQuiet);
+ void remInv(int heroId, int item);
+ void clearInv(int heroId);
+ void swapInv(int heroId);
+ void addInvObj();
+ void makeInvCursor(int itemNr);
+ void enableOptions(bool checkType);
+ void checkOptions();
+ void checkInvOptions();
+ void openInventoryCheck();
+
+ void leftMouseButton();
+ void rightMouseButton();
+ void inventoryLeftMouseButton();
+ void inventoryRightMouseButton();
+ void dialogLeftMouseButton(byte *string, int dialogSelected);
+
+ uint32 _dialogDatSize;
+ byte *_dialogDat;
+ byte *_dialogData; // on, off flags for lines of dialog text
+
+ byte *_dialogBoxAddr[32]; // adresses of dialog windows
+ byte *_dialogOptAddr[32]; // adresses of dialog options
+ int _dialogOptLines[4 * 32]; // numbers of initial dialog lines
+
+ byte *_dialogText;
+ int _dialogLines;
+ bool _dialogFlag;
+ int _dialogWidth;
+ int _dialogHeight;
+ int _dialogLineSpace;
+ int _dialogColor1; // color for non-selected options
+ int _dialogColor2; // color for selected option
+ Graphics::Surface *_dialogImage;
+
+ void createDialogBox(int dialogBoxNr);
+ void runDialog();
+ void talkHero(int slot);
+ void doTalkAnim(int animNumber, int slot, AnimType animType);
+
+ static const uint8 zoomInStep = 8;
+ void initZoomIn(int slot);
+ void initZoomOut(int slot);
+ void doZoomIn(int slot);
+ void doZoomOut(int slot);
+ void freeZoomObject(int slot);
+
+ static const uint8 kFadeStep = 4;
+ void blackPalette();
+ void setPalette(const byte *palette);
+
+ int getMob(Common::Array<Mob> &mobList, bool usePriorityList, int posX, int posY);
+
+ // 'Throw a rock' mini-game:
+ static const int16 kCurveLen = 17;
+ static const int kCelStep = 4;
+ int16 *_curveData;
+ int _curvPos;
+ void makeCurve();
+ void getCurve();
+ void mouseWeirdo();
+
+ static const uint16 kPowerBarPosX = 288;
+ static const uint16 kPowerBarPosY = 430;
+ static const uint8 kPowerBarWidth = 64;
+ static const uint8 kPowerBarHeight = 16;
+ static const uint8 kPowerBarBackgroundColor = 0;
+ static const uint16 kPowerBarGreenPosY = 434;
+ static const uint8 kPowerBarGreenColor1 = 202;
+ static const uint8 kPowerBarGreenColor2 = 235;
+ static const uint8 kPowerBarGreenHeight = 8;
+ void showPower();
+
+ // Pathfinding
+ static const int16 kPathGridStep = 2;
+ static const int32 kPathBitmapLen = (kMaxPicHeight / kPathGridStep * kMaxPicWidth / kPathGridStep) / 8;
+ static const int32 kTracePts = 8000;
+ static const int32 kPBW = kMaxPicWidth / 16; // PathBitmapWidth
+ static const int kMinDistance = 2500;
+
+ byte *_roomPathBitmap; // PL - Sala
+ byte *_roomPathBitmapTemp; // PL - SSala
+ byte *_coordsBufEnd;
+ byte *_coordsBuf; // optimal path
+ byte *_coords; // last path point adress from coordsBuf
+ byte *_coordsBuf2;
+ byte *_coords2;
+ byte *_coordsBuf3;
+ byte *_coords3;
+ int _traceLineLen;
+ bool _traceLineFirstPointFlag; // if plotTraceLine after first point
+ bool _tracePointFirstPointFlag; // if plotTracePoint after first point
+ byte *_directionTable;
+ int _shanLen;
+
+ byte *_checkBitmapTemp;
+ byte *_checkBitmap;
+ int _checkMask;
+ int _checkX;
+ int _checkY;
+
+ byte *_rembBitmapTemp;
+ byte *_rembBitmap;
+ int _rembMask;
+ int _rembX;
+ int _rembY;
+
+ int _fpX;
+ int _fpY;
+
+ int drawLine(int x0, int y0, int x1, int y1, int (*plotProc)(int, int, void *), void *data);
+ bool loadPath(const char *resourceName);
+ byte *makePath(int heroId, int currX, int currY, int destX, int destY);
+ void findPoint(int x, int y);
+ int getPixelAddr(byte *pathBitmap, int x, int y);
+ static int plotTraceLine(int x, int y, void *data);
+ void specialPlotInside(int x, int y);
+ bool tracePath(int x1, int y1, int x2, int y2);
+ Direction makeDirection(int x1, int y1, int x2, int y2);
+ void specialPlot(int x, int y);
+ void specialPlot2(int x, int y);
+ void allocCoords2();
+ void freeCoords2();
+ void freeCoords3();
+ static int plotTracePoint(int x, int y, void *data);
+ void specialPlotInside2(int x, int y);
+ void approxPath();
+ void freeDirectionTable();
+ void scanDirections();
+ int scanDirectionsFindNext(byte *coords, int xDiff, int yDiff);
+ void moveShandria();
+ void walkTo();
+ void moveRunHero(int heroId, int x, int y, int dir, bool runHeroFlag);
+
+ int leftDownDir();
+ int leftDir();
+ int leftUpDir();
+ int rightDownDir();
+ int rightDir();
+ int rightUpDir();
+ int upLeftDir();
+ int upDir();
+ int upRightDir();
+ int downLeftDir();
+ int downDir();
+ int downRightDir();
+
+ int cpe();
+ int checkLeftDownDir();
+ int checkLeftDir();
+ int checkDownDir();
+ int checkUpDir();
+ int checkRightDir();
+ int checkLeftUpDir();
+ int checkRightDownDir();
+ int checkRightUpDir();
+
+private:
+ bool playNextFLCFrame();
+ void keyHandler(Common::Event event);
+ int checkMob(Graphics::Surface *screen, Common::Array<Mob> &mobList, bool usePriorityList);
+ void drawScreen();
+ void showTexts(Graphics::Surface *screen);
+ void init();
+ void showLogo();
+ void showAnim(Anim &anim);
+ void showNormAnims();
+ void setBackAnim(Anim &backAnim);
+ void showBackAnims();
+ void clearBackAnimList();
+ bool spriteCheck(int sprWidth, int sprHeight, int destX, int destY);
+ void showSprite(Graphics::Surface *spriteSurface, int destX, int destY, int destZ);
+ void showSpriteShadow(Graphics::Surface *shadowSurface, int destX, int destY, int destZ);
+ void showObjects();
+ void showParallax();
+ static bool compareDrawNodes(DrawNode d1, DrawNode d2);
+ void runDrawNodes();
+ void makeShadowTable(int brightness);
+ void pause();
+ void pause2();
+
+ uint32 getTextWidth(const char *s);
+ void debugEngine(const char *s, ...);
+
+ uint8 _cursorNr;
+
+ Common::RandomSource *_rnd;
+ Cursor *_cursor1;
+ Graphics::Surface *_cursor2;
+ Cursor *_cursor3;
+ Debugger *_debugger;
+ Font *_font;
+ MusicPlayer *_midiPlayer;
+
+ static const uint32 kMaxSamples = 60;
+ Audio::RewindableAudioStream *_audioStream[kMaxSamples];
+ Audio::SoundHandle _soundHandle[kMaxSamples];
+
+ Common::Array<PScr *> _pscrList;
+ Common::Array<InvItem> _allInvList;
+ Common::Array<Mob> _invMobList;
+
+ bool _flicLooped;
+
+ void mainLoop();
+
+};
+
+} // End of namespace Prince
+
+#endif