/* 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_LOL_H #define KYRA_LOL_H #include "kyra/kyra_v1.h" #include "kyra/script_tim.h" #include "kyra/script.h" #include "common/list.h" namespace Kyra { class Screen_LoL; class WSAMovie_v2; struct Button; struct LoLCharacter { uint16 flags; char name[11]; uint8 raceClassSex; int16 id; uint8 curFaceFrame; uint8 nextFaceFrame; uint16 field_12; uint16 field_14; uint8 field_16; uint16 field_17[5]; uint16 field_21; uint16 field_23; uint16 field_25; uint16 field_27[2]; uint8 field_2B; uint16 field_2C; uint16 field_2E; uint16 field_30; uint16 field_32; uint16 field_34; uint8 field_36; uint16 field_37; uint16 hitPointsCur; uint16 hitPointsMax; uint16 magicPointsCur; uint16 magicPointsMax; uint8 field_41; uint16 damageSuffered; uint16 weaponHit; uint16 field_46; uint16 field_48; uint16 field_4A; uint16 field_4C; uint16 rand; uint16 items[11]; uint8 field_66[3]; uint8 field_69[3]; uint8 field_6C; uint8 field_6D; uint16 field_6E; uint16 field_70; uint16 field_72; uint16 field_74; uint16 field_76; uint8 arrayUnk2[5]; uint8 arrayUnk1[5]; }; struct SpellProperty { uint16 field_0; uint16 unkArr[4]; uint16 field_A; uint16 field_C; uint16 field_E; uint16 spellNameCode; uint16 mpRequired[4]; uint16 field_1A; }; struct LevelBlockProperty { uint8 walls[4]; uint16 itemIndex; uint8 field_6; uint8 field_7; uint8 field_8; uint8 flags; }; struct LVL { uint16 itemIndexUnk; uint8 field_2; uint16 field_3; uint16 blockPropertyIndex; uint16 p_1a; uint16 p_1b; int8 level; uint16 p_2a; uint16 p_2b; uint8 field_10; uint8 field_11; uint8 field_12; uint8 field_13; uint8 field_14; uint8 field_15; uint8 field_16; uint8 field_17; uint8 field_18; uint16 field_19; uint8 field_1B; uint8 field_1C; int16 field_1D; uint8 field_1F; uint8 field_20; uint8 *offs_lvl415; uint8 field_25; uint8 field_26; uint8 field_27; uint8 field_28; uint8 field_29; uint8 field_2A; uint8 field_2B; uint8 field_2C; uint8 field_2D; uint8 field_2E; }; struct LevelShapeProperty { uint16 shapeIndex[10]; uint8 scaleFlag[10]; uint16 shapeX[10]; uint16 shapeY[10]; int8 next; uint8 flags; }; struct CompassDef { uint8 shapeIndex; int8 x; int8 y; uint8 flags; }; struct ScriptOffsUnkStruct { uint8 field_0; uint8 field_1; uint8 field_2; uint8 field_3; uint8 field_4; uint8 field_5; uint8 field_6; uint8 field_7; uint8 field_8; }; class LoLEngine : public KyraEngine_v1 { public: LoLEngine(OSystem *system, const GameFlags &flags); ~LoLEngine(); Screen *screen(); private: Screen_LoL *_screen; TIMInterpreter *_tim; Common::Error init(); Common::Error go(); // initialization void initStaticResource(); void preInit(); void initializeCursors(); int mainMenu(); void startup(); void startupNew(); void runLoop(); // mouse void setMouseCursorToIcon(int icon); void setMouseCursorToItemInHand(); uint8 *getItemIconShapePtr(int index); // intro void setupPrologueData(bool load); void showIntro(); struct CharacterPrev { const char *name; int x, y; int attrib[3]; }; static const CharacterPrev _charPreviews[]; WSAMovie_v2 *_chargenWSA; static const uint8 _chargenFrameTable[]; int chooseCharacter(); void kingSelectionIntro(); void kingSelectionReminder(); void kingSelectionOutro(); void processCharacterSelection(); void updateSelectionAnims(); int selectionCharInfo(int character); void selectionCharInfoIntro(char *file); int getCharSelection(); int selectionCharAccept(); int _charSelection; int _charSelectionInfoResult; uint32 _selectionAnimTimers[4]; uint8 _selectionAnimFrames[4]; static const uint8 _selectionAnimIndexTable[]; static const uint16 _selectionPosTable[]; static const uint8 _selectionChar1IdxTable[]; static const uint8 _selectionChar2IdxTable[]; static const uint8 _selectionChar3IdxTable[]; static const uint8 _selectionChar4IdxTable[]; static const uint8 _reminderChar1IdxTable[]; static const uint8 _reminderChar2IdxTable[]; static const uint8 _reminderChar3IdxTable[]; static const uint8 _reminderChar4IdxTable[]; static const uint8 _charInfoFrameTable[]; // timer void setupTimers() {} // sound void loadTalkFile(int index); void snd_playVoiceFile(int); void snd_playSoundEffect(int track, int volume); void snd_loadSoundFile(int track); int snd_playTrack(int track); int snd_stopMusic(); int _lastSfxTrack; int _lastMusicTrack; int _curMusicFileIndex; char _curMusicFileExt; int _curTlkFile; int _unkAudioSpecOffs; bool _unkLangAudio; char **_ingameSoundList; int _ingameSoundListSize; const uint8 *_musicTrackMap; int _musicTrackMapSize; const uint16 *_ingameSoundIndex; int _ingameSoundIndexSize; const uint8 *_ingameGMSoundIndex; int _ingameGMSoundIndexSize; const uint8 *_ingameMT32SoundIndex; int _ingameMT32SoundIndexSize; // gui void gui_drawPlayField(); void gui_drawScene(int pageNum); void gui_drawAllCharPortraitsWithStats(); void gui_drawCharPortraitWithStats(int charNum); void gui_drawPortraitBox(int x, int y, int w, int h, int frameColor1, int frameColor2, int fillColor); void gui_drawCharFaceShape(int charNum, int x, int y, int pageNum); void gui_drawLiveMagicBar(int x, int y, int curPoints, int unk, int maxPoints, int w, int h, int col1, int col2, int flag); void gui_drawMoneyBox(int pageNum); void gui_drawInventory(); void gui_drawInventoryItem(int index); void gui_drawCompass(); void gui_drawScroll(); bool _weaponsDisabled; int _unkDrawPortraitIndex; int _updateUnk2; int _compassDirectionIndex; const CompassDef *_compassDefs; int _compassDefsSize; // emc scripts void runInitScript(const char *filename, int func); void runInfScript(const char *filename); void runResidentScript(int func, int reg0); void runResidentScriptCustom(int func, int reg0, int reg1, int reg2, int reg3, int reg4); bool checkScriptUnk(int func); EMCData _scriptData; bool _scriptBoolSkipExec; uint8 _unkScriptByte; uint16 _currentDirection; uint16 _currentBlock; bool _boolScriptFuncDone; int16 _scriptExecutedFuncs[18]; uint16 _gameFlags[15]; uint16 _unkEMC46[16]; // emc opcode int olol_setGameFlag(EMCState *script); int olol_testGameFlag(EMCState *script); int olol_loadLevelGraphics(EMCState *script); int olol_loadCmzFile(EMCState *script); int olol_loadMonsterShapes(EMCState *script); int olol_allocItemPropertiesBuffer(EMCState *script); int olol_setItemProperty(EMCState *script); int olol_makeItem(EMCState *script); int olol_getItemPara(EMCState *script); int olol_getCharacterStat(EMCState *script); int olol_setCharacterStat(EMCState *script); int olol_loadLevelShapes(EMCState *script); int olol_closeLevelShapeFile(EMCState *script); int olol_loadDoorShapes(EMCState *script); int olol_setMusicTrack(EMCState *script); int olol_getUnkArrayVal(EMCState *script); int olol_setUnkArrayVal(EMCState *script); int olol_setGlobalVar(EMCState *script); int olol_mapShapeToBlock(EMCState *script); int olol_resetBlockShapeAssignment(EMCState *script); int olol_loadLangFile(EMCState *script); int olol_loadSoundFile(EMCState *script); int olol_setPaletteBrightness(EMCState *script); int olol_assignCustomSfx(EMCState *script); // tim opcode void setupOpcodeTable(); Common::Array _timIntroOpcodes; int tlol_setupPaletteFade(const TIM *tim, const uint16 *param); int tlol_loadPalette(const TIM *tim, const uint16 *param); int tlol_setupPaletteFadeEx(const TIM *tim, const uint16 *param); int tlol_processWsaFrame(const TIM *tim, const uint16 *param); int tlol_displayText(const TIM *tim, const uint16 *param); // translation int _lang; uint8 *_landsFile; uint8 *_levelLangFile; int _lastUsedStringBuffer; char _stringBuffer[5][512]; // TODO: The original used a size of 512, it looks a bit large. // Maybe we can someday reduce the size. const char *getLangString(uint16 id); uint8 *getTableEntry(uint8 *buffer, uint16 id); static const char * const _languageExt[]; // graphics void setupScreenDims(); uint8 **_itemIconShapes; int _numItemIconShapes; uint8 **_itemShapes; int _numItemShapes; uint8 **_gameShapes; int _numGameShapes; uint8 **_thrownShapes; int _numThrownShapes; uint8 **_iceShapes; int _numIceShapes; uint8 **_fireballShapes; int _numFireballShapes; const int8 *_gameShapeMap; int _gameShapeMapSize; uint8 *_characterFaceShapes[40][3]; // characters bool addCharacter(int id); void initCharacter(int charNum, int firstFaceFrame, int unk2, int redraw); void initCharacterUnkSub(int charNum, int unk1, int unk2, int unk3); int countActiveCharacters(); void loadCharFaceShapes(int charNum, int id); void calcCharPortraitXpos(); void updatePortraitWithStats(); void updatePortraits(); void updatePortraitUnkTimeSub(int unk1, int unk2); void setCharFaceFrame(int charNum, int frameNum); void faceFrameRefresh(int charNum); LoLCharacter *_characters; uint16 _activeCharsXpos[3]; int _charFlagUnk; int _updateCharNum; int _updateCharV1; int _updateCharV2; int _updateCharV3; int _updateCharV4; int _updateCharV5; int _updateCharV6; uint32 _updateCharTime; uint32 _updatePortraitNext; int _loadLevelFlag; int _levelFlagUnk; uint8 **_monsterShapes; uint8 **_monsterPalettes; uint8 **_buf4; uint8 _monsterUnk[3]; const LoLCharacter *_charDefaults; int _charDefaultsSize; // level void loadLevel(int index); void addLevelItems(); int initCmzWithScript(int block); void initCMZ1(LVL *l, int a); void initCMZ2(LVL *l, uint16 a, uint16 b); int cmzS1(uint16 a, uint16 b, uint16 c, uint16 d); void cmzS2(LVL *l, int a); void cmzS3(LVL *l); void cmzS4(uint16 &itemIndex, int a); int cmzS5(uint16 a, uint16 b); void cmzS6(uint16 &itemIndex, int a); void cmzS7(int itemIndex, int a); void loadLevelWLL(int index, bool mapShapes); void moveItemToBlock(uint16 *cmzItemIndex, uint16 item); int assignLevelShapes(int index); uint8 *getLevelShapes(int index); void loadLevelCmzFile(int index); void loadCMZ_Sub(int index1, int index2); void loadCmzFile(const char *file); void loadMonsterShapes(const char *file, int monsterIndex, int b); void releaseMonsterShapes(int monsterIndex); void loadLevelShpDat(const char *shpFile, const char *datFile, bool flag); void loadLevelGraphics(const char *file, int specialColor, int weight, int vcnLen, int vmpLen, const char *palFile); void resetItems(int flag); void resetLvlBuffer(); void resetBlockProperties(); bool testWallInvisibility(int block, int direction); void drawScene(int pageNum); void generateBlockDrawingBuffer(int block, int direction); void generateBlockDrawingBufferF0(int16 wllOffset, uint8 wllIndex, uint8 wllVmpIndex, int16 vmpOffset, uint8 len, uint8 numEntries); void generateBlockDrawingBufferF1(int16 wllOffset, uint8 wllIndex, uint8 wllVmpIndex, int16 vmpOffset, uint8 len, uint8 numEntries); bool hasWall(int index); void assignBlockCaps(int block, int direction); void drawVcnBlocks(uint8 *vcnBlocks, uint16 *blockDrawingBuffer, uint8 *vcnShift, int pageNum); void drawSceneShapes(); void setLevelShapesDim(int index, int16 &x1, int16 &x2, int dim); void scaleLevelShapesDim(int index, int16 &y1, int16 &y2, int dim); void drawLevelModifyScreenDim(int dim, int16 x1, int16 y1, int16 x2, int16 y2); void drawDecorations(int index); void drawIceShapes(int index, int iceShapeIndex); void drawMonstersAndItems(int index); void drawDoor(uint8 *shape, uint8 *table, int index, int unk2, int w, int h, int flags); void drawDoorOrMonsterShape(uint8 *shape, uint8 *table, int x, int y, int flags, const uint8 *ovl); void drawScriptShapes(int pageNum); void updateSceneWindow(); void turnOnLamp(); void updateLampStatus(); void moveParty(uint16 direction, int unk1, int unk2, int unk3); uint16 calcNewBlockPostion(uint16 curBlock, uint16 direction); void setLF1(uint16 & a, uint16 & b, int block, uint16 d, uint16 e); void setLF2(int block); int _unkFlag; int _scriptFuncIndex; uint8 _currentLevel; bool _loadLevelFlag2; int _lvlBlockIndex; int _lvlShapeIndex; bool _unkDrawLevelBool; uint8 *_vcnBlocks; uint8 *_vcnShift; uint8 *_vcnExpTable; uint16 *_vmpPtr; uint16 *_blockDrawingBuffer; uint8 *_sceneWindowBuffer; LevelShapeProperty *_levelShapeProperties; uint8 **_levelShapes; char _lastSuppFile[12]; char _lastOverridePalFile[12]; char *_lastOverridePalFilePtr; int _lastSpecialColor; int _lastSpecialColorWeight; int _sceneDrawVar1; int _sceneDrawVar2; int _sceneDrawVar3; int _wllProcessFlag; uint8 *_tlcTable2; uint8 *_tlcTable1; int _loadSuppFilesFlag; int _lampOilStatus; int _brightness; int _lampStatusUnk; uint32 _lampStatusTimer; uint8 *_wllVmpMap; int8 *_wllShapeMap; uint8 *_wllBuffer3; uint8 *_wllBuffer4; uint8 *_wllWallFlags; int16 *_lvlShapeTop; int16 *_lvlShapeBottom; int16 *_lvlShapeLeftRight; LevelBlockProperty *_levelBlockProperties; LevelBlockProperty *_curBlockCaps[18]; LVL *_lvlBuffer; uint8 *_lvl415; uint16 _unkCmzU1; uint16 _unkCmzU2; Common::SeekableReadStream *_lvlShpFileHandle; uint16 _lvlShpNum; uint32 *_lvlShpHeader; uint16 _levelFileDataSize; LevelShapeProperty *_levelFileData; uint8 *_doorShapes[2]; int16 _shpDmX; int16 _shpDmY; int16 _dmScaleW; int16 _dmScaleH; uint8 _unkGameFlag; uint8 *_tempBuffer5120; uint8 *_tmpData136; const char *const * _levelDatList; int _levelDatListSize; const char *const * _levelShpList; int _levelShpListSize; const int8 *_dscUnk1; int _dscUnk1Size; const int8 *_dscShapeIndex; int _dscShapeIndexSize; const uint8 *_dscOvlMap; int _dscOvlMapSize; const uint16 *_dscShapeScaleW; int _dscShapeScaleWSize; const uint16 *_dscShapeScaleH; int _dscShapeScaleHSize; const int16 *_dscShapeX; int _dscShapeXSize; const int8 *_dscShapeY; int _dscShapeYSize; const uint8 *_dscTileIndex; int _dscTileIndexSize; const uint8 *_dscUnk2; int _dscUnk2Size; const uint8 *_dscDoorShpIndex; int _dscDoorShpIndexSize; const int8 *_dscDim1; int _dscDim1Size; const int8 *_dscDim2; int _dscDim2Size; const uint8 *_dscBlockMap; int _dscBlockMapSize; const uint8 *_dscDimMap; int _dscDimMapSize; const uint16 *_dscDoorMonsterScaleTable; int _dscDoorMonsterScaleTableSize; const uint16 *_dscDoor4; int _dscDoor4Size; const uint8 *_dscShapeOvlIndex; int _dscShapeOvlIndexSize; const int8 *_dscBlockIndex; int _dscBlockIndexSize; const uint8 *_dscDoor1; int _dscDoor1Size; const int16 *_dscDoorMonsterX; int _dscDoorMonsterXSize; const int16 *_dscDoorMonsterY; int _dscDoorMonsterYSize; int _sceneDrawPage1; int _sceneDrawPage2; // items struct ItemInPlay { uint16 itemIndexUnk; uint8 unk2; uint16 unk3; uint16 blockPropertyIndex; uint16 unk7; uint16 anonymous_4; int8 level; uint16 itemPropertyIndex; uint16 shpCurFrame_flg; uint8 field10; uint16 anon8; uint8 anon9; }; struct ItemProperty { uint16 nameStringId; uint8 shpIndex; uint16 flags; uint16 unk5; uint8 itemScriptFunc; uint8 unk8; uint8 unk9; uint8 unkA; uint16 unkB; uint8 unkD; }; void giveCredits(int credits, int redraw); int makeItem(int itemIndex, int curFrame, int flags); bool testUnkItemFlags(int itemIndex); void clearItemTableEntry(int itemIndex); void *cmzGetItemOffset(uint16 index); void runItemScript(int reg1, int item, int reg0, int reg3, int reg4); uint8 _moneyColumnHeight[5]; uint16 _credits; ItemInPlay *_itemsInPlay; ItemProperty *_itemProperties; int _itemInHand; uint16 _inventoryItemIndex[48]; int _inventoryCurItem; int _unkInventFlag; EMCData _itemScript; // spells int8 _availableSpells[7]; int _selectedSpell; const SpellProperty *_spellProperties; int _spellPropertiesSize; // unneeded void setWalkspeed(uint8) {} void setHandItem(uint16) {} void removeHandItem() {} bool lineIsPassable(int, int) { return false; } // save Common::Error loadGameState(int slot) { return Common::kNoError; } Common::Error saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail) { return Common::kNoError; } }; } // end of namespace Kyra #endif