/* 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. * */ /* * Based on the Reverse Engineering work of Christophe Fontanel, * maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/) */ #ifndef DM_H #define DM_H #include "common/random.h" #include "engines/engine.h" #include "gui/debugger.h" namespace DM { class Console; class DisplayMan; class DungeonMan; class EventManager; class MenuMan; class ChampionMan; class LoadsaveMan; class ObjectMan; class InventoryMan; class TextMan; class MovesensMan; class GroupMan; class Timeline; class ProjExpl; enum direction { kDirNorth = 0, kDirEast = 1, kDirSouth = 2, kDirWest = 3 }; enum ThingType { kM1_PartyThingType = -1, // @ CM1_THING_TYPE_PARTY k0_DoorThingType = 0, // @ C00_THING_TYPE_DOOR k1_TeleporterThingType = 1, // @ C01_THING_TYPE_TELEPORTER k2_TextstringType = 2, // @ C02_THING_TYPE_TEXTSTRING k3_SensorThingType = 3, // @ C03_THING_TYPE_SENSOR k4_GroupThingType = 4, // @ C04_THING_TYPE_GROUP k5_WeaponThingType = 5, // @ C05_THING_TYPE_WEAPON k6_ArmourThingType = 6, // @ C06_THING_TYPE_ARMOUR k7_ScrollThingType = 7, // @ C07_THING_TYPE_SCROLL k8_PotionThingType = 8, // @ C08_THING_TYPE_POTION k9_ContainerThingType = 9, // @ C09_THING_TYPE_CONTAINER k10_JunkThingType = 10, // @ C10_THING_TYPE_JUNK k14_ProjectileThingType = 14, // @ C14_THING_TYPE_PROJECTILE k15_ExplosionThingType = 15, // @ C15_THING_TYPE_EXPLOSION k16_ThingTypeTotal = 16 // +1 than the last (explosionThingType) }; // @ C[00..15]_THING_TYPE_... class Thing { uint16 _data; public: static const Thing _none; // @ C0xFFFF_THING_NONE static const Thing _endOfList; // @ C0xFFFE_THING_ENDOFLIST static const Thing _firstExplosion; // @ C0xFF80_THING_FIRST_EXPLOSION static const Thing _explFireBall; // @ C0xFF80_THING_EXPLOSION_FIREBALL static const Thing _explSlime; // @ C0xFF81_THING_EXPLOSION_SLIME static const Thing _explLightningBolt; // @ C0xFF82_THING_EXPLOSION_LIGHTNING_BOLT static const Thing _explHarmNonMaterial; // @ C0xFF83_THING_EXPLOSION_HARM_NON_MATERIAL static const Thing _explOpenDoor; // @ C0xFF84_THING_EXPLOSION_OPEN_DOOR static const Thing _explPoisonBolt; // @ C0xFF86_THING_EXPLOSION_POISON_BOLT static const Thing _explPoisonCloud; // @ C0xFF87_THING_EXPLOSION_POISON_CLOUD static const Thing _explSmoke; // @ C0xFFA8_THING_EXPLOSION_SMOKE static const Thing _explFluxcage; // @ C0xFFB2_THING_EXPLOSION_FLUXCAGE static const Thing _explRebirthStep1; // @ C0xFFE4_THING_EXPLOSION_REBIRTH_STEP1 static const Thing _explRebirthStep2; // @ C0xFFE5_THING_EXPLOSION_REBIRTH_STEP2 static const Thing _party; // @ C0xFFFF_THING_PARTY Thing() : _data(0) {} explicit Thing(uint16 d) { set(d); } void set(uint16 d) { _data = d; } byte getCell() const { return _data >> 14; } ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); } uint16 getIndex() const { return _data & 0x3FF; } uint16 getTypeAndIndex() { return _data & 0x3FFF; } uint16 toUint16() const { return _data; } // I don't like 'em cast operators bool operator==(const Thing &rhs) const { return _data == rhs._data; } bool operator!=(const Thing &rhs) const { return _data != rhs._data; } }; // @ THING void turnDirRight(direction &dir); void turnDirLeft(direction &dir); direction returnOppositeDir(direction dir); // @ M18_OPPOSITE uint16 returnPrevVal(uint16 val); // @ M19_PREVIOUS uint16 returnNextVal(uint16 val); // @ M17_NEXT bool isOrientedWestEast(direction dir); // @ M16_IS_ORIENTED_WEST_EAST #define setFlag(val, mask) ((val) |= (mask)) #define getFlag(val, mask) ((val) & (mask)) #define clearFlag(val, mask) ((val) &= (~(mask))) // @ M09_CLEAR uint16 toggleFlag(uint16 &val, uint16 mask); // @ M10_TOGGLE uint16 M75_bitmapByteCount(uint16 pixelWidth, uint16 height); // @ M75_BITMAP_BYTE_COUNT uint16 M21_normalizeModulo4(uint16 val); // @ M21_NORMALIZE int32 M30_time(int32 map_time); // @ M30_TIME int32 M33_setMapAndTime(int32 &map_time, uint32 map, uint32 time); // @ M33_SET_MAP_AND_TIME uint16 M29_map(int32 map_time); // @ M29_MAP Thing M15_thingWithNewCell(Thing thing, int16 cell); // @ M15_THING_WITH_NEW_CELL int16 M38_distance(int16 mapx1, int16 mapy1, int16 mapx2, int16 mapy2);// @ M38_DISTANCE enum Cell { kM1_CellAny = -1, // @ CM1_CELL_ANY k0_CellNorthWest = 0, // @ C00_CELL_NORTHWEST k1_CellNorthEast = 1, // @ C01_CELL_NORTHEAST k2_CellSouthEast = 2, // @ C02_CELL_SOUTHEAST k3_CellSouthWest = 3 // @ C03_CELL_SOUTHWEST }; #define kM1_mapIndexNone -1 // @ CM1_MAP_INDEX_NONE #define k255_mapIndexEntrance 255 // @ C255_MAP_INDEX_ENTRANCE enum { // engine debug channels kDMDebugExample = 1 << 0, kDMDebugUselessCode = 1 << 1, kDMDebugOftenCalledWarning = 2 << 2 }; template inline T f26_getBoundedValue(T min, T val, T max) { return MIN(MAX(min, val), max); } // @ F0026_MAIN_GetBoundedValue #define CALL_MEMBER_FN(object,ptrToMember) ((object).*(ptrToMember)) class DMEngine : public Engine { void f462_startGame(); // @ F0462_START_StartGame_CPSF void f3_processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE void f463_initializeGame(); // @ F0463_START_InitializeGame_CPSADEF void f448_initMemoryManager(); // @ F0448_STARTUP1_InitializeMemoryManager_CPSADEF void f2_gameloop(); // @ F0002_MAIN_GameLoop_CPSDF void initArrays(); public: explicit DMEngine(OSystem *syst); ~DMEngine(); void waitMs(uint16 ms); uint16 f30_getScaledProduct(uint16 val, uint16 scale, uint16 vale2); // @ F0030_MAIN_GetScaledProduct uint16 getRandomNumber(uint32 max) { return _rnd->getRandomNumber(max - 1); } int16 M1_ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX int16 M0_indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL void f19_displayErrorAndStop(int16 errorIndex); // @ F0019_MAIN_DisplayErrorAndStop virtual Common::Error run(); // @ main private: Console *_console; public: Common::RandomSource *_rnd; DisplayMan *_displayMan; DungeonMan *_dungeonMan; EventManager *_eventMan; MenuMan *_menuMan; ChampionMan *_championMan; LoadsaveMan *_loadsaveMan; ObjectMan *_objectMan; InventoryMan *_inventoryMan; TextMan *_textMan; MovesensMan *_movsens; GroupMan *_groupMan; Timeline *_timeline; ProjExpl *_projexpl; bool _g298_newGame; // @ G0298_B_NewGame bool _g523_restartGameRequest; // @ G0523_B_RestartGameRequested bool _g321_stopWaitingForPlayerInput; // @ G0321_B_StopWaitingForPlayerInput bool _g301_gameTimeTicking; // @ G0301_B_GameTimeTicking bool _g524_restartGameAllowed; // @ G0524_B_RestartGameAllowed int32 _g525_gameId; // @ G0525_l_GameID, probably useless here bool _g331_pressingEye; // @ G0331_B_PressingEye bool _g332_stopPressingEye; // @ G0332_B_StopPressingEye bool _g333_pressingMouth; // @ G0333_B_PressingMouth bool _g334_stopPressingMouth; // @ G0334_B_StopPressingMouth bool _g340_highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested int16 _g311_projectileDisableMovementTicks; // @ G0311_i_ProjectileDisabledMovementTicks int16 _g312_lastProjectileDisabledMovementDirection; // @ G0312_i_LastProjectileDisabledMovementDirection bool _g302_gameWon; // @ G0302_B_GameWon int16 _g327_newPartyMapIndex; // @ G0327_i_NewPartyMapIndex bool _g325_setMousePointerToObjectInMainLoop; // @ G0325_B_SetMousePointerToObjectInMainLoop int16 _g310_disabledMovementTicks; // @ G0310_i_DisabledMovementTicks int8 _dirIntoStepCountEast[4]; // @ G0233_ai_Graphic559_DirectionToStepEastCount int8 _dirIntoStepCountNorth[4]; // @ G0234_ai_Graphic559_DirectionToStepNorthCount uint32 _g313_gameTime; // @ G0313_ul_GameTime char _g353_stringBuildBuffer[128]; // @ G0353_ac_StringBuildBuffer }; class Console : public GUI::Debugger { public: explicit Console(DMEngine *vm) {} virtual ~Console(void) {} }; } // End of namespace DM #endif