/* 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 AGI_H #define AGI_H #include "common/scummsys.h" #include "common/error.h" #include "common/util.h" #include "common/file.h" #include "common/rect.h" #include "common/rendermode.h" #include "common/stack.h" #include "common/system.h" #include "engines/engine.h" #include "gui/debugger.h" // AGI resources #include "agi/console.h" #include "agi/view.h" #include "agi/picture.h" #include "agi/logic.h" #include "agi/sound.h" #include "gui/predictivedialog.h" namespace Common { class RandomSource; } /** * This is the namespace of the AGI engine. * * Status of this engine: ??? * * Games using this engine: * - Early Sierra adventure games * - many fan made games * - Mickey's Space Adventure (Pre-AGI) * - Winnie the Pooh in the Hundred Acre Wood (Pre-AGI) * - Troll's Tale (Pre-AGI) */ namespace Agi { typedef signed int Err; // // Version and other definitions // #define TITLE "AGI engine" #define DIR_ "dir" #define LOGDIR "logdir" #define PICDIR "picdir" #define VIEWDIR "viewdir" #define SNDDIR "snddir" #define OBJECTS "object" #define WORDS "words.tok" #define MAX_DIRECTORY_ENTRIES 256 #define MAX_CONTROLLERS 256 #define MAX_VARS 256 #define MAX_FLAGS (256 >> 3) #define SCREENOBJECTS_MAX 255 // KQ3 uses o255! #define SCREENOBJECTS_EGO_ENTRY 0 // first entry is ego #define MAX_WORDS 20 #define MAX_STRINGS 24 // MAX_STRINGS + 1 used for get.num #define MAX_STRINGLEN 40 #define MAX_CONTROLLER_KEYMAPPINGS 39 #define SAVEDGAME_DESCRIPTION_LEN 30 #define _EMPTY 0xfffff #define EGO_OWNED 0xff #define EGO_OWNED_V1 0xf9 #define CRYPT_KEY_SIERRA "Avis Durgan" #define CRYPT_KEY_AGDS "Alex Simkin" #define ADD_PIC 1 #define ADD_VIEW 2 #define CMD_BSIZE 12 enum AgiGameID { GID_AGIDEMO, GID_BC, GID_DDP, GID_GOLDRUSH, GID_KQ1, GID_KQ2, GID_KQ3, GID_KQ4, GID_LSL1, GID_MH1, GID_MH2, GID_MIXEDUP, GID_PQ1, GID_SQ1, GID_SQ2, GID_XMASCARD, GID_FANMADE, GID_GETOUTTASQ, // Fanmade GID_MICKEY, // PreAGI GID_WINNIE, // PreAGI GID_TROLL // PreAGI }; enum AgiGameType { GType_PreAGI = 0, GType_V1 = 1, GType_V2 = 2, GType_V3 = 3 }; enum BooterDisks { BooterDisk1 = 0, BooterDisk2 = 1 }; // // GF_OLDAMIGAV20 means that the interpreter is an old Amiga AGI interpreter that // uses value 20 for the computer type (v20 i.e. vComputer) rather than the usual value 5. // // GF_CLIPCOORDS means that views' coordinates must be clipped at least in commands // position and position.v. // enum AgiGameFeatures { GF_AGIMOUSE = (1 << 0), GF_AGDS = (1 << 1), GF_AGI256 = (1 << 2), GF_AGI256_2 = (1 << 3), GF_AGIPAL = (1 << 4), GF_MACGOLDRUSH = (1 << 5), GF_FANMADE = (1 << 6), GF_MENUS = (1 << 7), GF_ESCPAUSE = (1 << 8), GF_OLDAMIGAV20 = (1 << 9), GF_CLIPCOORDS = (1 << 10), GF_2GSOLDSOUND = (1 << 11) }; struct AGIGameDescription; enum { NO_GAMEDIR = 0, GAMEDIR }; enum AGIErrors { errOK = 0, errDoNothing, errBadCLISwitch, errInvalidAGIFile, errBadFileOpen, errNotEnoughMemory, errBadResource, errUnknownAGIVersion, errNoLoopsInView, errViewDataError, errNoGameList, errIOError, errUnk = 127 }; enum kDebugLevels { kDebugLevelMain = 1 << 0, kDebugLevelResources = 1 << 1, kDebugLevelSprites = 1 << 2, kDebugLevelInventory = 1 << 3, kDebugLevelInput = 1 << 4, kDebugLevelMenu = 1 << 5, kDebugLevelScripts = 1 << 6, kDebugLevelSound = 1 << 7, kDebugLevelText = 1 << 8, kDebugLevelSavegame = 1 << 9 }; /** * AGI resources. */ enum { RESOURCETYPE_LOGIC = 1, RESOURCETYPE_SOUND, RESOURCETYPE_VIEW, RESOURCETYPE_PICTURE }; enum { RES_LOADED = 0x01, RES_COMPRESSED = 0x40, RES_PICTURE_V3_NIBBLE_PARM = 0x80 // Flag that gets set for picture resources, // which use a nibble instead of a byte as F0+F2 parameters }; enum { lCOMMAND_MODE = 1, lTEST_MODE }; struct gameIdList { gameIdList *next; uint32 version; uint32 crc; char *gName; char *switches; }; struct Mouse { int button; Common::Point pos; }; // Used by AGI Mouse protocol 1.0 for v27 (i.e. button pressed -variable). enum AgiMouseButton { kAgiMouseButtonUp, // Mouse button is up (not pressed) kAgiMouseButtonLeft, // Left mouse button kAgiMouseButtonRight, // Right mouse button kAgiMouseButtonMiddle // Middle mouse button }; /** * AGI variables. */ enum { VM_VAR_CURRENT_ROOM = 0, // 0 VM_VAR_PREVIOUS_ROOM, // 1 VM_VAR_BORDER_TOUCH_EGO, // 2 VM_VAR_SCORE, // 3 VM_VAR_BORDER_CODE, // 4 VM_VAR_BORDER_TOUCH_OBJECT, // 5 VM_VAR_EGO_DIRECTION, // 6 VM_VAR_MAX_SCORE, // 7 VM_VAR_FREE_PAGES, // 8 VM_VAR_WORD_NOT_FOUND, // 9 VM_VAR_TIME_DELAY, // 10 VM_VAR_SECONDS, // 11 VM_VAR_MINUTES, // 12 VM_VAR_HOURS, // 13 VM_VAR_DAYS, // 14 VM_VAR_JOYSTICK_SENSITIVITY, // 15 VM_VAR_EGO_VIEW_RESOURCE, // 16 VM_VAR_AGI_ERROR_CODE, // 17 VM_VAR_AGI_ERROR_INFO, // 18 VM_VAR_KEY, // 19 VM_VAR_COMPUTER, // 20 VM_VAR_WINDOW_AUTO_CLOSE_TIMER, // 21 VM_VAR_SOUNDGENERATOR, // 22 VM_VAR_VOLUME, // 23 VM_VAR_MAX_INPUT_CHARACTERS, // 24 VM_VAR_SELECTED_INVENTORY_ITEM, // 25 VM_VAR_MONITOR = 26, // 26 VM_VAR_MOUSE_BUTTONSTATE = 27, // 27 VM_VAR_MOUSE_X = 28, // 28 VM_VAR_MOUSE_Y = 29 // 29 }; /** * Different monitor types. * Used with AGI variable 26 i.e. vMonitor. */ enum AgiMonitorType { kAgiMonitorCga = 0, //kAgiMonitorTandy = 1, // Not sure about this kAgiMonitorHercules = 2, kAgiMonitorEga = 3 //kAgiMonitorVga = 4 // Not sure about this }; /** * Different computer types. * Used with AGI variable 20 i.e. vComputer. * * At least these Amiga AGI versions use value 5: * 2.082 (King's Quest I v1.0U 1986) * 2.090 (King's Quest III v1.01 1986-11-08) * x.yyy (Black Cauldron v2.00 1987-06-14) * x.yyy (Larry I v1.05 1987-06-26) * 2.107 (King's Quest II v2.0J. Date is probably 1987-01-29) * 2.202 (Space Quest II v2.0F) * 2.310 (Police Quest I v2.0B 1989-02-22) * 2.316 (Gold Rush! v2.05 1989-03-09) * 2.333 (King's Quest III v2.15 1989-11-15) * * At least these Amiga AGI versions use value 20: * 2.082 (Space Quest I v1.2 1986) * x.yyy (Manhunter NY 1.06 3/18/89) * 2.333 (Manhunter SF 3.06 8/17/89) * */ enum AgiComputerType { kAgiComputerPC = 0, kAgiComputerAtariST = 4, kAgiComputerAmiga = 5, // Newer Amiga AGI interpreters' value (Commonly used) kAgiComputerApple2GS = 7, kAgiComputerAmigaOld = 20 // Older Amiga AGI interpreters' value (Seldom used) }; enum AgiSoundType { kAgiSoundPC = 1, kAgiSoundTandy = 3, // Tandy (This value is also used by the Amiga AGI and Apple IIGS AGI) kAgiSound2GSOld = 8 // Apple IIGS's Gold Rush! (Version 1.0M 1989-02-28 (CE), AGI 3.003) uses value 8 }; /** * AGI flags */ enum { VM_FLAG_EGO_WATER = 0, // 0 VM_FLAG_EGO_INVISIBLE, VM_FLAG_ENTERED_CLI, VM_FLAG_EGO_TOUCHED_P2, VM_FLAG_SAID_ACCEPTED_INPUT, VM_FLAG_NEW_ROOM_EXEC, // 5 VM_FLAG_RESTART_GAME, VM_FLAG_SCRIPT_BLOCKED, VM_FLAG_JOY_SENSITIVITY, VM_FLAG_SOUND_ON, VM_FLAG_DEBUGGER_ON, // 10 VM_FLAG_LOGIC_ZERO_FIRST_TIME, VM_FLAG_RESTORE_JUST_RAN, VM_FLAG_STATUS_SELECTS_ITEMS, VM_FLAG_MENUS_ACCESSIBLE, VM_FLAG_OUTPUT_MODE, // 15 VM_FLAG_AUTO_RESTART }; struct AgiControllerKeyMapping { uint16 keycode; byte controllerSlot; }; struct AgiObject { int location; char *name; }; struct AgiDir { uint8 volume; uint32 offset; uint32 len; uint32 clen; // 0 = not in mem, can be freed // 1 = in mem, can be released // 2 = not in mem, cant be released // 3 = in mem, cant be released // 0x40 = was compressed uint8 flags; }; struct AgiBlock { bool active; int16 x1, y1; int16 x2, y2; }; struct ScriptPos { int script; int curIP; }; enum CycleInnerLoopType { CYCLE_INNERLOOP_GETSTRING = 0, CYCLE_INNERLOOP_GETNUMBER, CYCLE_INNERLOOP_INVENTORY, CYCLE_INNERLOOP_MENU_VIA_KEYBOARD, CYCLE_INNERLOOP_MENU_VIA_MOUSE, CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT, CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION, CYCLE_INNERLOOP_MESSAGEBOX, CYCLE_INNERLOOP_HAVEKEY }; typedef Common::Array SavedGameSlotIdArray; /** * AGI game structure. * This structure contains all global data of an AGI game executed * by the interpreter. */ struct AgiGame { AgiEngine *_vm; // TODO: Check whether adjMouseX and adjMouseY must be saved and loaded when using savegames. // If they must be then loading and saving is partially broken at the moment. int adjMouseX; /**< last given adj.ego.move.to.x.y-command's 1st parameter */ int adjMouseY; /**< last given adj.ego.move.to.x.y-command's 2nd parameter */ char name[8]; /**< lead in id (e.g. `GR' for goldrush) */ char id[8]; /**< game id */ uint32 crc; /**< game CRC */ // game flags and variables uint8 flags[MAX_FLAGS]; /**< 256 1-bit flags combined into a total of 32 bytes */ uint8 vars[MAX_VARS]; /**< 256 variables */ // internal variables int16 horizon; /**< horizon y coordinate */ bool cycleInnerLoopActive; int16 cycleInnerLoopType; int16 curLogicNr; /**< current logic number */ Common::Array execStack; // internal flags bool playerControl; /**< player is in control */ bool exitAllLogics; /**< break cycle after new.room */ bool pictureShown; /**< show.pic has been issued */ #define ID_AGDS 0x00000001 #define ID_AMIGA 0x00000002 int gameFlags; /**< agi options flags */ // windows AgiBlock block; // graphics & text bool gfxMode; unsigned int numObjects; bool controllerOccured[MAX_CONTROLLERS]; /**< keyboard keypress events */ AgiControllerKeyMapping controllerKeyMapping[MAX_CONTROLLER_KEYMAPPINGS]; char strings[MAX_STRINGS + 1][MAX_STRINGLEN]; /**< strings */ // directory entries for resources AgiDir dirLogic[MAX_DIRECTORY_ENTRIES]; AgiDir dirPic[MAX_DIRECTORY_ENTRIES]; AgiDir dirView[MAX_DIRECTORY_ENTRIES]; AgiDir dirSound[MAX_DIRECTORY_ENTRIES]; // resources AgiPicture pictures[MAX_DIRECTORY_ENTRIES]; /**< AGI picture resources */ AgiLogic logics[MAX_DIRECTORY_ENTRIES]; /**< AGI logic resources */ AgiView views[MAX_DIRECTORY_ENTRIES]; /**< AGI view resources */ AgiSound *sounds[MAX_DIRECTORY_ENTRIES]; /**< Pointers to AGI sound resources */ AgiLogic *_curLogic; // view table ScreenObjEntry screenObjTable[SCREENOBJECTS_MAX]; ScreenObjEntry addToPicView; int32 ver; /**< detected game version */ bool automaticSave; /**< set by CmdSetSimple() */ char automaticSaveDescription[SAVEDGAME_DESCRIPTION_LEN + 1]; Common::Rect mouseFence; /**< rectangle set by fence.mouse command */ bool mouseEnabled; /**< if mouse is supposed to be active */ bool mouseHidden; /**< if mouse is currently hidden */ // IF condition handling int testResult; int max_logics; int logic_list[256]; // used to detect situations, where the game shows some text and changes rooms right afterwards // for example Space Quest 2 intro right at the start // or Space Quest 2, when entering the vent also right at the start // The developers assumed that loading the new room would take a bit. // In ScummVM it's basically done in an instant, which means that // the text would only get shown for a split second. // We delay a bit as soon as such situations get detected. bool nonBlockingTextShown; int16 nonBlockingTextCyclesLeft; bool automaticRestoreGame; }; class AgiLoader { public: AgiLoader() {} virtual ~AgiLoader() {} virtual int init() = 0; virtual int deinit() = 0; virtual int detectGame() = 0; virtual int loadResource(int16 resourceType, int16 resourceNr) = 0; virtual int unloadResource(int16 resourceType, int16 resourceNr) = 0; virtual int loadObjects(const char *) = 0; virtual int loadWords(const char *) = 0; }; class AgiLoader_v1 : public AgiLoader { private: AgiEngine *_vm; Common::String _filenameDisk0; Common::String _filenameDisk1; int loadDir_DDP(AgiDir *agid, int offset, int max); int loadDir_BC(AgiDir *agid, int offset, int max); uint8 *loadVolRes(AgiDir *agid); public: AgiLoader_v1(AgiEngine *vm); virtual int init(); virtual int deinit(); virtual int detectGame(); virtual int loadResource(int16 resourceType, int16 resourceNr); virtual int unloadResource(int16 resourceType, int16 resourceNr); virtual int loadObjects(const char *); virtual int loadWords(const char *); }; class AgiLoader_v2 : public AgiLoader { private: AgiEngine *_vm; int loadDir(AgiDir *agid, const char *fname); uint8 *loadVolRes(AgiDir *agid); public: AgiLoader_v2(AgiEngine *vm) { _vm = vm; } virtual int init(); virtual int deinit(); virtual int detectGame(); virtual int loadResource(int16 resourceType, int16 resourceNr); virtual int unloadResource(int16 resourceType, int16 resourceNr); virtual int loadObjects(const char *); virtual int loadWords(const char *); }; class AgiLoader_v3 : public AgiLoader { private: AgiEngine *_vm; int loadDir(AgiDir *agid, Common::File *fp, uint32 offs, uint32 len); uint8 *loadVolRes(AgiDir *agid); public: AgiLoader_v3(AgiEngine *vm) { _vm = vm; } virtual int init(); virtual int deinit(); virtual int detectGame(); virtual int loadResource(int16 resourceType, int16 resourceNr); virtual int unloadResource(int16 resourceType, int16 resourceNr); virtual int loadObjects(const char *); virtual int loadWords(const char *); }; class GfxFont; class GfxMgr; class SpritesMgr; class InventoryMgr; class TextMgr; class GfxMenu; class SystemUI; class Words; // Image stack support struct ImageStackElement { uint8 type; uint8 pad; int16 parm1; int16 parm2; int16 parm3; int16 parm4; int16 parm5; int16 parm6; int16 parm7; }; struct StringData { int x; int y; int len; int str; }; #define TICK_SECONDS 20 #define KEY_QUEUE_SIZE 16 class AgiBase : public ::Engine { protected: // Engine API Common::Error init(); virtual Common::Error go() = 0; virtual Common::Error run() { Common::Error err; err = init(); if (err.getCode() != Common::kNoError) return err; return go(); } virtual bool hasFeature(EngineFeature f) const; virtual void initialize() = 0; void initRenderMode(); public: Words *_words; GfxFont *_font; GfxMgr *_gfx; Common::RenderMode _renderMode; AgiDebug _debug; AgiGame _game; Common::RandomSource *_rnd; SoundMgr *_sound; Mouse _mouse; bool _noSaveLoadAllowed; virtual bool promptIsEnabled() { return false; } virtual int getKeypress() = 0; virtual bool isKeypress() = 0; virtual void clearKeyQueue() = 0; AgiBase(OSystem *syst, const AGIGameDescription *gameDesc); ~AgiBase(); virtual void clearImageStack() = 0; virtual void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) = 0; virtual void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) = 0; virtual void releaseImageStack() = 0; int _soundemu; bool getFlag(int16 flagNr); void setFlag(int16 flagNr, bool newState); void flipFlag(int16 flagNr); const AGIGameDescription *_gameDescription; uint32 _gameFeatures; uint16 _gameVersion; uint32 getGameID() const; uint32 getFeatures() const; uint16 getVersion() const; uint16 getGameType() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; const char *getGameMD5() const; void initFeatures(); void setFeature(uint32 feature); void initVersion(); void setVersion(uint16 version); const char *getDiskName(uint16 id); bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); const byte *getFontData(); void cycleInnerLoopActive(int16 loopType) { _game.cycleInnerLoopActive = true; _game.cycleInnerLoopType = loopType; }; void cycleInnerLoopInactive() { _game.cycleInnerLoopActive = false; }; bool cycleInnerLoopIsActive() { return _game.cycleInnerLoopActive; } }; enum AgiArtificialDelayTriggerType { ARTIFICIALDELAYTYPE_NEWROOM = 0, ARTIFICIALDELAYTYPE_NEWPICTURE = 1, ARTIFICIALDELAYTYPE_END = -1 }; struct AgiArtificialDelayEntry { uint32 gameId; Common::Platform platform; AgiArtificialDelayTriggerType triggerType; int16 orgNr; int16 newNr; uint16 millisecondsDelay; }; typedef void (*AgiCommand)(AgiGame *state, AgiEngine *vm, uint8 *p); class AgiEngine : public AgiBase { protected: // Engine APIs virtual Common::Error go(); void initialize(); uint32 _lastSaveTime; public: AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc); virtual ~AgiEngine(); bool promptIsEnabled(); Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &description); void adjustPosToGameScreen(int16 &x, int16 &y); private: int _keyQueue[KEY_QUEUE_SIZE]; int _keyQueueStart; int _keyQueueEnd; bool _allowSynthetic; bool checkPriority(ScreenObjEntry *v); bool checkCollision(ScreenObjEntry *v); bool checkPosition(ScreenObjEntry *v); int _firstSlot; public: AgiObject *_objects; // objects in the game StringData _stringdata; SavedGameSlotIdArray getSavegameSlotIds(); Common::String getSavegameFilename(int16 slotId) const; bool getSavegameInformation(int16 slotId, Common::String &saveDescription, uint32 &saveDate, uint32 &saveTime, bool &saveIsValid); int saveGame(const Common::String &fileName, const Common::String &descriptionString); int loadGame(const Common::String &fileName, bool checkId = true); bool saveGameDialog(); bool saveGameAutomatic(); bool loadGameDialog(); bool loadGameAutomatic(); int doSave(int slot, const Common::String &desc); int doLoad(int slot, bool showMessages); int scummVMSaveLoadDialog(bool isSave); uint8 *_intobj; bool _restartGame; SpritesMgr *_sprites; TextMgr *_text; InventoryMgr *_inventory; PictureMgr *_picture; AgiLoader *_loader; // loader GfxMenu *_menu; SystemUI *_systemUI; Common::Stack _imageStack; void clearImageStack(); void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7); void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7); void releaseImageStack(); void wait(uint32 msec, bool busy = false); Console *_console; GUI::Debugger *getDebugger() { return _console; } int agiInit(); int agiDeinit(); int agiDetectGame(); int agiLoadResource(int16 resourceType, int16 resourceNr); int agiUnloadResource(int16 resourceType, int16 resourceNr); void agiUnloadResources(); virtual int getKeypress(); virtual bool isKeypress(); virtual void clearKeyQueue(); byte getVar(int16 varNr); void setVar(int16 varNr, byte newValue); private: void setVolumeViaScripts(byte newVolume); void setVolumeViaSystemSetting(); public: void syncSoundSettings(); public: void decrypt(uint8 *mem, int len); void releaseSprites(); uint16 processAGIEvents(); int viewPictures(); int runGame(); int getAppDir(char *appDir, unsigned int size); int setupV2Game(int ver); int setupV3Game(int ver); void newRoom(int16 newRoomNr); void resetControllers(); void interpretCycle(); int playGame(); void allowSynthetic(bool); void processScummVMEvents(); void checkQuickLoad(); // Objects public: int showObjects(); int loadObjects(const char *fname); int loadObjects(Common::File &fp); void unloadObjects(); const char *objectName(uint16 objectNr); int objectGetLocation(uint16 objectNr); void objectSetLocation(uint16 objectNr, int); private: int decodeObjects(uint8 *mem, uint32 flen); int readObjects(Common::File &fp, int flen); int allocObjects(int); // Logic public: int decodeLogic(int16 logicNr); void unloadLogic(int16 logicNr); int runLogic(int16 logicNr); void debugConsole(int, int, const char *); int testIfCode(int); void executeAgiCommand(uint8, uint8 *); private: uint32 _instructionCounter; /**< counts every instruction, that got executed, can wrap around */ void resetGetVarSecondsHeuristic(); void getVarSecondsHeuristicTrigger(); uint32 _getVarSecondsHeuristicLastInstructionCounter; /**< last time VM_VAR_SECONDS were read */ uint16 _getVarSecondsHeuristicCounter; /**< how many times heuristic was triggered */ uint32 _playTimeInSecondsAdjust; /**< milliseconds to adjust for calculating current play time in seconds, see setVarSecondsTrigger() */ void setVarSecondsTrigger(byte newSeconds); public: // Some submethods of testIfCode void skipInstruction(byte op); void skipInstructionsUntil(byte v); uint8 testObjRight(uint8, uint8, uint8, uint8, uint8); uint8 testObjCenter(uint8, uint8, uint8, uint8, uint8); uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8); uint8 testPosn(uint8, uint8, uint8, uint8, uint8); uint8 testSaid(uint8, uint8 *); uint8 testController(uint8); uint8 testCompareStrings(uint8, uint8); // View private: void lSetLoop(ScreenObjEntry *screenObj, int16 loopNr); void updateView(ScreenObjEntry *screenObj); public: void setView(ScreenObjEntry *screenObj, int16 viewNr); void setLoop(ScreenObjEntry *screenObj, int16 loopNr); void setCel(ScreenObjEntry *screenObj, int16 celNr); void clipViewCoordinates(ScreenObjEntry *screenObj); void startUpdate(ScreenObjEntry *); void stopUpdate(ScreenObjEntry *); void updateScreenObjTable(); void unloadView(int16 viewNr); int decodeView(byte *resourceData, uint16 resourceSize, int16 viewNr); private: void unpackViewCelData(AgiViewCel *celData, byte *compressedData, uint16 compressedSize); void unpackViewCelDataAGI256(AgiViewCel *celData, byte *compressedData, uint16 compressedSize); public: void addToPic(int, int, int, int, int, int, int); void drawObj(int); bool isEgoView(const ScreenObjEntry *screenObj); // Motion private: int checkStep(int delta, int step); bool checkBlock(int16 x, int16 y); void changePos(ScreenObjEntry *screenObj); void motionWander(ScreenObjEntry *screenObj); void motionFollowEgo(ScreenObjEntry *screenObj); void motionMoveObj(ScreenObjEntry *screenObj); void motionMoveObjStop(ScreenObjEntry *screenObj); void checkMotion(ScreenObjEntry *screenObj); public: void checkAllMotions(); void moveObj(ScreenObjEntry *screenObj); void inDestination(ScreenObjEntry *screenObj); void fixPosition(int16 screenObjNr); void fixPosition(ScreenObjEntry *screenObj); void updatePosition(); int getDirection(int16 objX, int16 objY, int16 destX, int16 destY, int16 stepSize); bool _keyHoldMode; // Keyboard int doPollKeyboard(); void cleanKeyboard(); bool handleMouseClicks(uint16 &key); bool handleController(uint16 key); bool showPredictiveDialog(); uint16 agiGetKeypress(); int waitKey(); int waitAnyKey(); void nonBlockingText_IsShown(); void nonBlockingText_Forget(); void artificialDelay_Reset(); void artificialDelay_CycleDone(); uint16 artificialDelay_SearchTable(AgiArtificialDelayTriggerType triggerType, int16 orgNr, int16 newNr); void artificialDelayTrigger_NewRoom(int16 newRoomNr); void artificialDelayTrigger_DrawPicture(int16 newPictureNr); private: int16 _artificialDelayCurrentRoom; int16 _artificialDelayCurrentPicture; public: void redrawScreen(); void inGameTimerReset(uint32 newPlayTime = 0); void inGameTimerResetPassedCycles(); void inGameTimerPause(); void inGameTimerResume(); uint32 inGameTimerGet(); uint32 inGameTimerGetPassedCycles(); void inGameTimerUpdate(); private: uint32 _lastUsedPlayTimeInCycles; // 20 per second uint32 _lastUsedPlayTimeInSeconds; // actual seconds uint32 _passedPlayTimeCycles; // increased by 1 every time we passed a cycle private: AgiCommand _agiCommands[183]; AgiCommand _agiCondCommands[256]; void setupOpcodes(); }; } // End of namespace Agi #endif /* AGI_H */