/* 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" //#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; typedef Common::HashMap StringPtrHashMap; class CineConsole; class CineEngine : public Engine { protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; void shutdown(); bool initGame(); public: CineEngine(OSystem *syst, const CINEGameDescription *gameDesc); virtual ~CineEngine(); virtual void syncSoundSettings(); 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); int getTimerDelay() const; Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &desc); bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); const CINEGameDescription *_gameDescription; Common::File _partFileHandle; Common::RandomSource _rnd; Common::StringArray _volumeResourceFiles; StringPtrHashMap _volumeEntriesMap; TextHandler _textHandler; GUI::Debugger *getDebugger() { return _console; } bool _restartRequested; private: void initialize(); void showSplashScreen(); void resetEngine(); bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat); bool loadTempSaveOS(Common::SeekableReadStream &in); bool makeLoad(const Common::String &saveName); void makeSaveFW(Common::OutSaveFile &out); void makeSaveOS(Common::OutSaveFile &out); void makeSave(const Common::String &saveFileName); void mainLoop(int bootScriptIdx); void readVolCnf(); CineConsole *_console; bool _preLoad; int _timerDelayMultiplier; public: // TODO: These are pseudo-global vars // They better belong to appropriate classes Common::Array _animDataTable; Common::List _bgIncrustList; Common::StringArray _messageTable; Common::Array _objectTable; Common::List _overlayList; Common::Array _palArray; Common::Array _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 _zoneData; Common::Array _zoneQuery; ///< Only exists in Operation Stealth Common::List _seqList; Common::String _commandBuffer; }; extern CineEngine *g_cine; #define BOOT_PRC_NAME "AUTO00.PRC" #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