/* 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. * * $URL$ * $Id$ * */ #ifndef KYRA_KYRA_V2_H #define KYRA_KYRA_V2_H #include "kyra/kyra.h" #include "kyra/script.h" #include "kyra/screen_v2.h" #include "kyra/text_v2.h" #include "kyra/gui_v2.h" #include "common/list.h" namespace Kyra { enum kSequences { kSequenceVirgin = 0, kSequenceWestwood, kSequenceTitle, kSequenceOverview, kSequenceLibrary, kSequenceHand, kSequencePoint, kSequenceZanfaun, kSequenceFunters, kSequenceFerb, kSequenceFish, kSequenceFheep, kSequenceFarmer, kSequenceFuards, kSequenceFirates, kSequenceFrash, kSequenceArraySize }; enum kNestedSequences { kSequenceFiggle = 0, kSequenceOver1, kSequenceOver2, kSequenceForest, kSequenceDragon, kSequenceDarm, kSequenceLibrary2, kSequenceLibrary3, kSequenceMarco, kSequenceHand1a, kSequenceHand1b, kSequenceHand1c, kSequenceHand2, kSequenceHand3, kSequenceHand4 }; enum kSequencesDemo { kSequenceDemoVirgin = 0, kSequenceDemoWestwood, kSequenceDemoTitle, kSequenceDemoHill, kSequenceDemoOuthome, kSequenceDemoWharf, kSequenceDemoDinob, kSequenceDemoFisher }; enum kNestedSequencesDemo { kSequenceDemoWharf2 = 0, kSequenceDemoDinob2, kSequenceDemoWater, kSequenceDemoBail, kSequenceDemoDig }; class WSAMovieV2; class KyraEngine_v2; class TextDisplayer_v2; class Debugger_v2; typedef int (KyraEngine_v2::*SeqProc)(WSAMovieV2*, int, int, int); struct FrameControl { uint16 index; uint16 delay; }; struct ActiveWSA { int16 flags; WSAMovieV2 *movie; uint16 startFrame; uint16 endFrame; uint16 frameDelay; SeqProc callback; uint32 nextFrame; uint16 currentFrame; uint16 lastFrame; uint16 x; uint16 y; const FrameControl *control; uint16 startupCommand; uint16 finalCommand; }; struct ActiveText { uint16 strIndex; uint16 x; uint16 y; int duration; uint16 width; uint32 startTime; int16 textcolor; }; struct Sequence { uint16 flags; const char * wsaFile; const char * cpsFile; uint8 startupCommand; uint8 finalCommand; int16 stringIndex1; int16 stringIndex2; uint16 startFrame; uint16 numFrames; uint16 frameDelay; uint16 xPos; uint16 yPos; uint16 duration; }; struct NestedSequence { uint16 flags; const char * wsaFile; uint16 startframe; uint16 endFrame; uint16 frameDelay; uint16 x; uint16 y; const FrameControl *wsaControl; uint16 startupCommand; uint16 finalCommand; }; struct HofSeqData { const Sequence *seq; int numSeq; const NestedSequence *seqn; int numSeqn; }; struct ItemAnimData_v1 { int16 itemIndex; uint16 y; const uint16 *frames; }; struct ItemAnimData_v2 { int16 itemIndex; uint8 numFrames; const FrameControl *frames; }; struct ActiveItemAnim { uint16 currentFrame; uint32 nextFrame; }; class KyraEngine_v2 : public KyraEngine { friend class Debugger_v2; friend class TextDisplayer_v2; friend class GUI_v2; public: KyraEngine_v2(OSystem *system, const GameFlags &flags); ~KyraEngine_v2(); virtual Screen *screen() { return _screen; } Screen_v2 *screen_v2() { return _screen; } virtual TextDisplayer *text() { return _text; } int language() const { return _lang; } virtual Movie *createWSAMovie(); protected: // intro/outro void seq_playSequences(int startSeq, int endSeq = -1); int seq_introWestwood(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introTitle(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introOverview(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introLibrary(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introPoint(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introZanfaun(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introOver1(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introOver2(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introForest(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introDragon(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introDarm(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introLibrary2(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introMarco(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand1a(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand1b(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand1c(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand2(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_introHand3(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFunters(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFerb(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFish(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFheep(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFarmer(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFuards(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFirates(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFrash(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_finaleFiggle(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoVirgin(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoWestwood(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoTitle(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoHill(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoOuthome(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoWharf(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoDinob(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoFisher(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoWharf2(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoDinob2(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoWater(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoBail(WSAMovieV2 *wsaObj, int x, int y, int frm); int seq_demoDig(WSAMovieV2 *wsaObj, int x, int y, int frm); void seq_sequenceCommand(int command); void seq_loadNestedSequence(int wsaNum, int seqNum); void seq_nestedSequenceFrame(int command, int wsaNum); void seq_animatedSubFrame(int srcPage, int dstPage, int delaytime, int steps, int x, int y, int w, int h, int openClose, int directionFlags); bool seq_processNextSubFrame(int wsaNum); void seq_resetActiveWSA(int wsaNum); void seq_unloadWSA(int wsaNum); void seq_processWSAs(); void seq_cmpFadeFrame(const char *cmpFile); void seq_playTalkText(uint8 chatNum); void seq_resetAllTextEntries(); uint32 seq_activeTextsTimeLeft(); void seq_waitForTextsTimeout(); int seq_setTextEntry(uint16 strIndex, uint16 posX, uint16 posY, int duration, uint16 width); void seq_processText(); char *seq_preprocessString(const char *str, int width); void seq_printCreditsString(uint16 strIndex, int x, int y, const uint8 *colorMap, uint8 textcolor); void seq_playWsaSyncDialogue(uint16 strIndex, uint16 vocIndex, int textColor, int x, int y, int width, WSAMovieV2 * wsa, int firstframe, int lastframe, int wsaXpos, int wsaYpos); void seq_finaleActorScreen(); void seq_displayScrollText(uint8 *data, const ScreenDim *d, int tempPage1, int tempPage2, int speed, int step, Screen::FontId fid1, Screen::FontId fid2, const uint8 *shapeData = 0, const char *const *specialData = 0); void seq_scrollPage(); void seq_showStarcraftLogo(); void seq_init(); void seq_uninit(); int init(); int go(); Screen_v2 *_screen; TextDisplayer_v2 *_text; Debugger_v2 *_debugger; uint8 *_mouseSHPBuf; static const int8 _dosTrackMap[]; static const int _dosTrackMapSize; const AudioDataStruct *_soundData; protected: // game initialization void startup(); void runLoop(); void cleanup(); void registerDefaultSettings(); void writeSettings(); void readSettings(); uint8 _configTextspeed; // TODO: get rid of all variables having pointers to the static resources if possible // i.e. let them directly use the _staticres functions void initStaticResource(); void setupTimers(); void setupOpcodeTable(); void loadMouseShapes(); void loadItemShapes(); // run MainMenu *_menu; bool _runFlag; bool _showCredits; void update(); void updateWithText(); Functor0Mem _updateFunctor; void updateMouse(); void dinoRide(); int checkInput(Button *buttonList, bool mainLoop = false); void removeInputTop(); void handleInput(int x, int y); bool handleInputUnkSub(int x, int y); int inputSceneChange(int x, int y, int unk1, int unk2); // - Input void updateInput(); int _mouseX, _mouseY; int _mouseState; struct Event { Common::Event event; bool causedSkip; Event() : event(), causedSkip(false) {} Event(Common::Event e) : event(e), causedSkip(false) {} Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {} operator Common::Event() const { return event; } }; Common::List _eventList; bool skipFlag() const; void resetSkipFlag(bool removeEvent = true); // gfx/animation specific uint8 *_gamePlayBuffer; void restorePage3(); uint8 *_screenBuffer; bool _inventorySaved; void backUpPage0(); void restorePage0(); uint8 *_gfxBackUpRect; void backUpGfxRect24x24(int x, int y); void restoreGfxRect24x24(int x, int y); void backUpGfxRect32x32(int x, int y); void restoreGfxRect32x32(int x, int y); uint8 *getShapePtr(int index) { return _defaultShapeTable[index]; } uint8 *_defaultShapeTable[250]; uint8 *_sceneShapeTable[50]; WSAMovieV2 *_wsaSlots[10]; void freeSceneShapePtrs(); struct ShapeDesc { uint8 unk0, unk1, unk2, unk3, unk4; uint16 width, height; int16 xAdd, yAdd; }; ShapeDesc *_shapeDescTable; struct SceneAnim { uint16 flags; int16 x, y; int16 x2, y2; int16 width, height; uint16 unkE; uint16 specialSize; uint16 unk12; int16 shapeIndex; uint16 wsaFlag; char filename[14]; }; SceneAnim _sceneAnims[10]; WSAMovieV2 *_sceneAnimMovie[10]; bool _specialSceneScriptState[10]; bool _specialSceneScriptStateBackup[10]; ScriptState _sceneSpecialScripts[10]; uint32 _sceneSpecialScriptsTimer[10]; int _lastProcessedSceneScript; bool _specialSceneScriptRunFlag; void updateSpecialSceneScripts(); void freeSceneAnims(); int _loadedZTable; void loadZShapes(int shapes); void loadInventoryShapes(); void resetScaleTable(); void setScaleTableItem(int item, int data); int getScale(int x, int y); uint16 _scaleTable[15]; void setDrawLayerTableEntry(int entry, int data); int getDrawLayer(int x, int y); int _drawLayerTable[15]; int _layerFlagTable[16]; // seems to indicate layers where items get destroyed when dropped to (TODO: check this!) char _newShapeFilename[13]; int _newShapeLastEntry; int _newShapeWidth, _newShapeHeight; int _newShapeXAdd, _newShapeYAdd; int _newShapeFlag; uint8 *_newShapeFiledata; int _newShapeCount; int _newShapeAnimFrame; int _newShapeDelay; int initNewShapes(uint8 *filedata); void processNewShapes(int unk1, int unk2); void resetNewShapes(int count, uint8 *filedata); // animator struct AnimObj { uint16 index; uint16 type; uint16 enabled; uint16 needRefresh; uint16 unk8; uint16 animFlags; uint16 flags; int16 xPos1, yPos1; uint8 *shapePtr; uint16 shapeIndex1; uint16 animNum; uint16 shapeIndex3; uint16 shapeIndex2; uint16 unk1E; uint8 unk20; uint8 unk21; uint8 unk22; uint8 unk23; int16 xPos2, yPos2; int16 xPos3, yPos3; int16 width, height; int16 width2, height2; AnimObj *nextObject; }; AnimObj _animObjects[42]; void clearAnimObjects(); AnimObj *_animList; bool _drawNoShapeFlag; AnimObj *initAnimList(AnimObj *list, AnimObj *entry); AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry); AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry); void drawAnimObjects(); void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer); void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer); void refreshAnimObjects(int force); void refreshAnimObjectsIfNeed(); void updateItemAnimations(); void flagAnimObjsUnk8(); void flagAnimObjsForRefresh(); void updateCharFacing(); void updateCharacterAnim(int); void updateSceneAnim(int anim, int newFrame); void addItemToAnimList(int item); void deleteItemAnimEntry(int item); int _animObj0Width, _animObj0Height; void setCharacterAnimDim(int w, int h); void resetCharacterAnimDim(); // scene struct SceneDesc { char filename[10]; uint16 exit1, exit2, exit3, exit4; uint8 flags; uint8 sound; }; SceneDesc *_sceneList; int _sceneListSize; uint16 _currentScene; const char *_sceneCommentString; uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4; int _sceneEnterX1, _sceneEnterY1, _sceneEnterX2, _sceneEnterY2, _sceneEnterX3, _sceneEnterY3, _sceneEnterX4, _sceneEnterY4; int _specialExitCount; uint16 _specialExitTable[25]; bool checkSpecialSceneExit(int num, int x, int y); uint8 _scenePal[688]; bool _overwriteSceneFacing; void enterNewScene(uint16 newScene, int facing, int unk1, int unk2, int unk3); void enterNewSceneUnk1(int facing, int unk1, int unk2); void enterNewSceneUnk2(int unk1); void unloadScene(); void loadScenePal(); void loadSceneMsc(); void fadeScenePal(int srcIndex, int delay); void startSceneScript(int unk1); void runSceneScript2(); void runSceneScript4(int unk1); void runSceneScript6(); void runSceneScript7(); void initSceneAnims(int unk1); void initSceneScreen(int unk1); int trySceneChange(int *moveTable, int unk1, int updateChar); int checkSceneChange(); // pathfinder int _movFacingTable[600]; int findWay(int curX, int curY, int dstX, int dstY, int *moveTable, int moveTableSize); bool lineIsPassable(int x, int y); bool directLinePassable(int x, int y, int toX, int toY); int pathfinderInitPositionTable(int *moveTable); int pathfinderAddToPositionTable(int index, int v1, int v2); int pathfinderInitPositionIndexTable(int tableLen, int x, int y); int pathfinderAddToPositionIndexTable(int index, int v); void pathfinderFinializePath(int *moveTable, int unk1, int x, int y, int moveTableSize); int _pathfinderPositionTable[400]; int _pathfinderPositionIndexTable[200]; // item uint8 _itemHtDat[176]; struct Item { uint16 id; uint16 sceneId; int16 x; uint8 y; uint16 unk7; }; Item *_itemList; uint16 _hiddenItems[20]; int findFreeItem(); int countAllItems(); int findItem(uint16 sceneId, uint16 id); int checkItemCollision(int x, int y); void resetItemList(); void updateWaterFlasks(); int _itemInHand; int _handItemSet; bool dropItem(int unk1, uint16 item, int x, int y, int unk2); bool processItemDrop(uint16 sceneId, uint16 item, int x, int y, int unk1, int unk2); void itemDropDown(int startX, int startY, int dstX, int dstY, int itemSlot, uint16 item); void exchangeMouseItem(int itemPos); bool pickUpItem(int x, int y); bool isDropable(int x, int y); static const byte _itemStringMap[]; static const int _itemStringMapSize; void setMouseCursor(uint16 item); void setHandItem(uint16 item); void removeHandItem(); static const int16 _flaskTable[]; bool itemIsFlask(int item); // inventory static const int _inventoryX[]; static const int _inventoryY[]; static const uint16 _itemMagicTable[]; int getInventoryItemSlot(uint16 item); void removeItemFromInventory(int slot); bool checkInventoryItemExchange(uint16 item, int slot); void drawInventoryShape(int page, uint16 item, int slot); void clearInventorySlot(int slot, int page); void redrawInventory(int page); void scrollInventoryWheel(); int findFreeVisibleInventorySlot(); ActiveItemAnim _activeItemAnim[15]; int _nextAnimItem; // gui bool _menuDirectlyToLoad; GUI_v2 *_gui; void loadButtonShapes(); void setupLangButtonShapes(); uint8 *_buttonShapes[19]; void initInventoryButtonList(); Button *_inventoryButtons; Button *_buttonList; int scrollInventory(Button *button); int buttonInventory(Button *button); int bookButton(Button *button); int cauldronButton(Button *button); int cauldronClearButton(Button *button); // book static const int _bookPageYOffset[]; static const byte _bookTextColorMap[]; int _bookMaxPage; int _bookNewPage; int _bookCurPage; int _bookBkgd; bool _bookShown; void loadBookBkgd(); void showBookPage(); void bookLoop(); void bookDecodeText(uint8 *text); void bookPrintText(int dstPage, const uint8 *text, int x, int y, uint8 color); int bookPrevPage(Button *button); int bookNextPage(Button *button); int bookClose(Button *button); // cauldron uint8 _cauldronState; int16 _cauldronUseCount; int16 _cauldronTable[25]; int16 _cauldronStateTables[23][7]; static const int16 _cauldronProtectedItems[]; static const int16 _cauldronBowlTable[]; static const int16 _cauldronMagicTable[]; static const int16 _cauldronMagicTableScene77[]; static const uint8 _cauldronStateTable[]; void resetCauldronStateTable(int idx); bool addToCauldronStateTable(int data, int idx); void setCauldronState(uint8 state, bool paletteFade); void clearCauldronTable(); void addFrontCauldronTable(int item); void cauldronItemAnim(int item); void cauldronRndPaletteFade(); bool updateCauldron(); void listItemsInCauldron(); // localization void loadCCodeBuffer(const char *file); void loadOptionsBuffer(const char *file); void loadChapterBuffer(int chapter); uint8 *_optionsBuffer; uint8 *_cCodeBuffer; uint8 *_chapterBuffer; int _currentChapter; int _newChapterFile; uint8 *getTableEntry(uint8 *buffer, int id); char *getTableString(int id, uint8 *buffer, int decode); const char *getChapterString(int id); int decodeString1(const char *src, char *dst); void decodeString2(const char *src, char *dst); void changeFileExtension(char *buffer); // - Just used in French version int getItemCommandStringDrop(uint16 item); int getItemCommandStringPickUp(uint16 item); int getItemCommandStringInv(uint16 item); // - char _internStringBuf[200]; static const char *_languageExtension[]; static const char *_scriptLangExt[]; // character struct Character { uint16 sceneId; uint16 dlgIndex; uint8 height; uint8 facing; uint16 animFrame; uint8 unk8; uint8 unk9; uint8 unkA; uint16 inventory[20]; int16 x1, y1; int16 x2, y2; }; int8 _deathHandler; Character _mainCharacter; bool _useCharPal; int _charPalEntry; uint8 _charPalTable[16]; void updateCharPal(int unk1); void setCharPalEntry(int entry, int value); void moveCharacter(int facing, int x, int y); int updateCharPos(int *table); void updateCharPosWithUpdate(); void updateCharAnimFrame(int num, int *table); int checkCharCollision(int x, int y); int _mainCharX, _mainCharY; int _charScaleX, _charScaleY; static const int _characterFrameTable[]; // text void showMessageFromCCode(int id, int16 palIndex, int); void showMessage(const char *string, int16 palIndex); void showChapterMessage(int id, int16 palIndex); void updateCommandLineEx(int str1, int str2, int16 palIndex); const char *_shownMessage; byte _messagePal[3]; bool _fadeMessagePalette; void fadeMessagePalette(); // chat int _vocHigh; const char *_chatText; int _chatObject; bool _chatIsNote; uint32 _chatEndTime; int _chatVocHigh, _chatVocLow; ScriptData _chatScriptData; ScriptState _chatScriptState; int chatGetType(const char *text); int chatCalcDuration(const char *text); void objectChat(const char *text, int object, int vocHigh = -1, int vocLow = -1); void objectChatInit(const char *text, int object, int vocHigh = -1, int vocLow = -1); void objectChatPrintText(const char *text, int object); void objectChatProcess(const char *script); void objectChatWaitToFinish(); void startDialogue(int dlgIndex); void zanthSceneStartupChat(); void zanthRandomIdleChat(); void updateDlgBuffer(); void loadDlgHeader(int &csEntry, int &vocH, int &scIndex1, int &scIndex2); void processDialogue(int dlgOffset, int vocH = 0, int csEntry = 0); void npcChatSequence(const char *str, int objectId, int vocHigh = -1, int vocLow = -1); void setNewDlgIndex(int dlgIndex); int _npcTalkChpIndex; int _npcTalkDlgIndex; uint8 _newSceneDlgState[32]; int8 **_conversationState; uint8 *_dlgBuffer; // Talk object handling void initTalkObject(int index); void deinitTalkObject(int index); struct TalkObject { char filename[13]; int8 scriptId; int16 x, y; int8 color; }; TalkObject *_talkObjectList; struct TalkSections { uint8 *STATim; uint8 *TLKTim; uint8 *ENDTim; }; TalkSections _currentTalkSections; char _TLKFilename[13]; bool _objectChatFinished; // tim sequence void tim_setupOpcodes(); uint8 *tim_loadFile(const char *filename, uint8 *buffer, int32 bufferSize); void tim_releaseBuffer(uint8 *buffer); void tim_processSequence(uint8 *timBuffer, int loop); void tim_playFullSequence(const char *filename); int tim_o_dummy_r0(uint8 *ptr); int tim_o_dummy_r1(uint8 *ptr); int tim_o_clearCmds2(uint8 *ptr); int tim_o_abort(uint8 *ptr); int tim_o_selectcurrentCommandSet(uint8 *ptr); int tim_o_deleteBuffer(uint8 *ptr); int tim_o_refreshTimers(uint8 *ptr); int tim_o_execSubOpcode(uint8 *ptr); int tim_o_initActiveSub(uint8 *ptr); int tim_o_resetActiveSub(uint8 *ptr); int tim_o_printTalkText(uint8 *ptr); int tim_o_updateSceneAnim(uint8 *ptr); int tim_o_resetChat(uint8 *ptr); int tim_o_playSoundEffect(uint8 *ptr); typedef int (KyraEngine_v2::*TimOpc)(uint8 *ptr); const TimOpc * _timOpcodes; struct TIMHeader { uint16 deleteBufferFlag; int16 unkFlag; int16 unkFlag2; int16 cmdsOffset; int16 unkOffset2; int16 AVTLOffset; int16 TEXTOffset; }; struct Cmds { uint8 *dataPtr; uint32 unk_2; uint32 timer1; uint32 timer2; uint8 *backupPtr; uint8 *AVTLSubChunk; }; struct TIMBuffers { uint8 *AVTLChunk; uint8 *TEXTChunk; uint8 *offsUnkFlag2; uint8 *offsUnkFlag; int16 currentEntry; int16 unk_12; Cmds *currentCommandSet; uint8 *unkCmds; }; TIMBuffers _TIMBuffers; const char *_timChatText; int _timChatObject; // sound int _oldTalkFile; int _currentTalkFile; void openTalkFile(int newFile); int _lastSfxTrack; virtual void snd_playVoiceFile(int id); void snd_loadSoundFile(int id); void playVoice(int high, int low); void snd_playSoundEffect(int track); // timer void timerFadeOutMessage(int); void timerCauldronAnimation(int); void timerFunc4(int); void timerFunc5(int); void timerBurnZanthia(int); void setTimer1DelaySecs(int secs); uint32 _nextIdleAnim; int _lastIdleScript; void setNextIdleAnimTimer(); void showIdleAnim(); void runIdleScript(int script); void setWalkspeed(uint8 speed); // delay void delay(uint32 millis, bool updateGame = false, bool isMainLoop = false); // ingame static sequence handling void seq_makeBookOrCauldronAppear(int type); void seq_makeBookAppear(); struct InventoryWsa { int x, y, x2, y2, w, h; int page; int curFrame, lastFrame, specialFrame; int sfx; int delay; bool running; uint32 timer; WSAMovieV2 *wsa; } _invWsa; // TODO: move inside KyraEngine_v2::InventoryWsa? void loadInvWsa(const char *filename, int run, int delay, int page, int sfx, int sFrame, int flags); void closeInvWsa(); void updateInvWsa(); void displayInvWsaLastFrame(); // opcodes int o2_setCharacterFacingRefresh(ScriptState *script); int o2_setCharacterPos(ScriptState *script); int o2_defineObject(ScriptState *script); int o2_refreshCharacter(ScriptState *script); int o2_getCharacterX(ScriptState *script); int o2_getCharacterY(ScriptState *script); int o2_getCharacterFacing(ScriptState *script); int o2_getCharacterScene(ScriptState *script); int o2_setSceneComment(ScriptState *script); int o2_setCharacterAnimFrame(ScriptState *script); int o2_setCharacterFacing(ScriptState *script); int o2_trySceneChange(ScriptState *script); int o2_moveCharacter(ScriptState *script); int o2_customCharacterChat(ScriptState *script); int o2_soundFadeOut(ScriptState *script); int o2_showChapterMessage(ScriptState *script); int o2_restoreTalkTextMessageBkgd(ScriptState *script); int o2_wsaClose(ScriptState *script); int o2_meanWhileScene(ScriptState *script); int o2_backUpScreen(ScriptState *script); int o2_restoreScreen(ScriptState *script); int o2_displayWsaFrame(ScriptState *script); int o2_displayWsaSequentialFramesLooping(ScriptState *script); int o2_wsaOpen(ScriptState *script); int o2_displayWsaSequentialFrames(ScriptState *script); int o2_displayWsaSequence(ScriptState *script); int o2_addItemToInventory(ScriptState *script); int o2_drawShape(ScriptState *script); int o2_addItemToCurScene(ScriptState *script); int o2_checkForItem(ScriptState *script); int o2_loadSoundFile(ScriptState *script); int o2_removeItemSlotFromInventory(ScriptState *script); int o2_defineItem(ScriptState *script); int o2_removeItemFromInventory(ScriptState *script); int o2_countItemInInventory(ScriptState *script); int o2_countItemsInScene(ScriptState *script); int o2_queryGameFlag(ScriptState *script); int o2_resetGameFlag(ScriptState *script); int o2_setGameFlag(ScriptState *script); int o2_setHandItem(ScriptState *script); int o2_removeHandItem(ScriptState *script); int o2_handItemSet(ScriptState *script); int o2_hideMouse(ScriptState *script); int o2_addSpecialExit(ScriptState *script); int o2_setMousePos(ScriptState *script); int o2_showMouse(ScriptState *script); int o2_wipeDownMouseItem(ScriptState *script); int o2_getElapsedSecs(ScriptState *script); int o2_getTimerDelay(ScriptState *script); //int o2_playSoundEffect(ScriptState *script); int o2_delaySecs(ScriptState *script); int o2_delay(ScriptState *script); int o2_setTimerDelay(ScriptState *script); int o2_setScaleTableItem(ScriptState *script); int o2_setDrawLayerTableItem(ScriptState *script); int o2_setCharPalEntry(ScriptState *script); int o2_loadZShapes(ScriptState *script); int o2_drawSceneShape(ScriptState *script); int o2_drawSceneShapeOnPage(ScriptState *script); int o2_disableAnimObject(ScriptState *script); int o2_enableAnimObject(ScriptState *script); int o2_loadPalette384(ScriptState *script); int o2_setPalette384(ScriptState *script); int o2_restoreBackBuffer(ScriptState *script); int o2_backUpInventoryGfx(ScriptState *script); int o2_disableSceneAnim(ScriptState *script); int o2_enableSceneAnim(ScriptState *script); int o2_restoreInventoryGfx(ScriptState *script); int o2_setSceneAnimPos2(ScriptState *script); int o2_update(ScriptState *script); int o2_fadeScenePal(ScriptState *script); int o2_enterNewSceneEx(ScriptState *script); int o2_switchScene(ScriptState *script); int o2_getShapeFlag1(ScriptState *script); int o2_setPathfinderFlag(ScriptState *script); int o2_getSceneExitToFacing(ScriptState *script); int o2_setLayerFlag(ScriptState *script); int o2_setZanthiaPos(ScriptState *script); int o2_loadMusicTrack(ScriptState *script); int o2_playWanderScoreViaMap(ScriptState *script); int o2_playSoundEffect(ScriptState *script); int o2_setSceneAnimPos(ScriptState *script); int o2_blockInRegion(ScriptState *script); int o2_blockOutRegion(ScriptState *script); int o2_setCauldronState(ScriptState *script); int o2_showItemString(ScriptState *script); int o2_getRand(ScriptState *script); int o2_isAnySoundPlaying(ScriptState *script); int o2_setDeathHandlerFlag(ScriptState *script); int o2_setDrawNoShapeFlag(ScriptState *script); int o2_setRunFlag(ScriptState *script); int o2_showLetter(ScriptState *script); int o2_fillRect(ScriptState *script); int o2_waitForConfirmationClick(ScriptState *script); int o2_encodeShape(ScriptState *script); int o2_defineRoomEntrance(ScriptState *script); int o2_runTemporaryScript(ScriptState *script); int o2_setSpecialSceneScriptRunTime(ScriptState *script); int o2_defineSceneAnim(ScriptState *script); int o2_updateSceneAnim(ScriptState *script); int o2_addToSceneAnimPosAndUpdate(ScriptState *script); int o2_useItemOnMainChar(ScriptState *script); int o2_startDialogue(ScriptState *script); int o2_zanthRandomChat(ScriptState *script); int o2_setupDialogue(ScriptState *script); int o2_getDlgIndex(ScriptState *script); int o2_defineRoom(ScriptState *script); int o2_addCauldronStateTableEntry(ScriptState *script); int o2_setCountDown(ScriptState *script); int o2_getCountDown(ScriptState *script); int o2_pressColorKey(ScriptState *script); int o2_objectChat(ScriptState *script); int o2_chapterChange(ScriptState *script); int o2_getColorCodeFlag1(ScriptState *script); int o2_setColorCodeFlag1(ScriptState *script); int o2_getColorCodeFlag2(ScriptState *script); int o2_setColorCodeFlag2(ScriptState *script); int o2_getColorCodeValue(ScriptState *script); int o2_setColorCodeValue(ScriptState *script); int o2_countItemInstances(ScriptState *script); int o2_removeItemFromScene(ScriptState *script); int o2_initObject(ScriptState *script); int o2_npcChat(ScriptState *script); int o2_deinitObject(ScriptState *script); int o2_playTimSequence(ScriptState *script); int o2_makeBookOrCauldronAppear(ScriptState *script); int o2_setSpecialSceneScriptState(ScriptState *script); int o2_clearSpecialSceneScriptState(ScriptState *script); int o2_querySpecialSceneScriptState(ScriptState *script); int o2_resetInputColorCode(ScriptState *script); int o2_setHiddenItemsEntry(ScriptState *script); int o2_getHiddenItemsEntry(ScriptState *script); int o2_mushroomEffect(ScriptState *script); int o2_customChat(ScriptState *script); int o2_customChatFinish(ScriptState *script); int o2_setupSceneAnimation(ScriptState *script); int o2_stopSceneAnimation(ScriptState *script); int o2_disableTimer(ScriptState *script); int o2_enableTimer(ScriptState *script); int o2_setTimerCountdown(ScriptState *script); int o2_processPaletteIndex(ScriptState *script); int o2_updateTwoSceneAnims(ScriptState *script); int o2_getRainbowRoomData(ScriptState *script); int o2_drawSceneShapeEx(ScriptState *script); int o2_getBoolFromStack(ScriptState *script); int o2_getSfxDriver(ScriptState *script); int o2_getVocSupport(ScriptState *script); int o2_getMusicDriver(ScriptState *script); int o2_setVocHigh(ScriptState *script); int o2_getVocHigh(ScriptState *script); int o2_zanthiaChat(ScriptState *script); int o2_isVoiceEnabled(ScriptState *script); int o2_isVoicePlaying(ScriptState *script); int o2_stopVoicePlaying(ScriptState *script); int o2_getGameLanguage(ScriptState *script); int o2_dummy(ScriptState *script); // opcodes temporary // TODO: rename it from temporary to something more appropriate int o2t_defineNewShapes(ScriptState *script); int o2t_setCurrentFrame(ScriptState *script); int o2t_playSoundEffect(ScriptState *script); int o2t_fadeScenePal(ScriptState *script); int o2t_setShapeFlag(ScriptState *script); // script void runStartScript(int script, int unk1); void loadNPCScript(); bool _noScriptEnter; ScriptData _npcScriptData; ScriptData _sceneScriptData; ScriptState _sceneScriptState; ScriptData _temporaryScriptData; ScriptState _temporaryScriptState; bool _temporaryScriptExecBit; Common::Array _opcodesTemporary; void runTemporaryScript(const char *filename, int unk1, int unk2, int newShapes, int shapeUnload); // pathfinder int _pathfinderFlag; uint8 *_unkBuf500Bytes; uint8 *_unkBuf200kByte; bool _chatAltFlag; int _unk3, _unk4, _unk5; bool _unkSceneScreenFlag1; bool _unkHandleSceneChangeFlag; // sequence player ActiveWSA *_activeWSA; ActiveText *_activeText; const char *const *_sequencePakList; int _sequencePakListSize; const char *const *_ingamePakList; int _ingamePakListSize; const char *const *_musicFileListIntro; int _musicFileListIntroSize; const char *const *_musicFileListFinale; int _musicFileListFinaleSize; const char *const *_musicFileListIngame; int _musicFileListIngameSize; const uint8 *_cdaTrackTableIntro; int _cdaTrackTableIntroSize; const uint8 *_cdaTrackTableIngame; int _cdaTrackTableIngameSize; const uint8 *_cdaTrackTableFinale; int _cdaTrackTableFinaleSize; const char *const *_sequenceSoundList; int _sequenceSoundListSize; const char *const *_ingameSoundList; int _ingameSoundListSize; const uint16 *_ingameSoundIndex; int _ingameSoundIndexSize; const char *const *_sequenceStrings; int _sequenceStringsSize; const uint16 *_ingameTalkObjIndex; int _ingameTalkObjIndexSize; const char *const *_ingameTimJpStr; int _ingameTimJpStrSize; const HofSeqData *_sequences; const ItemAnimData_v2 *_itemAnimData; int _itemAnimDataSize; const ItemAnimData_v1 *_demoAnimData; int _demoAnimSize; int _sequenceStringsDuration[33]; static const uint8 _seqTextColorPresets[]; char *_seqProcessedString; WSAMovieV2 *_seqWsa; bool _abortIntroFlag; int _menuChoice; uint32 _seqFrameDelay; uint32 _seqStartTime; uint32 _seqEndTime; int _seqFrameCounter; int _seqScrollTextCounter; int _seqWsaCurrentFrame; bool _seqSpecialFlag; bool _seqSubframePlaying; uint8 _seqTextColor[2]; uint8 _seqTextColorMap[16]; const SeqProc *_callbackS; const SeqProc *_callbackN; static const uint8 _rainbowRoomData[]; // color code related vars int _colorCodeFlag1; int _colorCodeFlag2; uint8 _presetColorCode[7]; uint8 _inputColorCode[7]; uint32 _scriptCountDown; int _dbgPass; // save/load specific void saveGame(const char *fileName, const char *saveName); void loadGame(const char *fileName); }; } // end of namespace Kyra #endif