/* 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 PRINCE_H #define PRINCE_H #include "common/random.h" #include "common/system.h" #include "common/debug.h" #include "common/debug-channels.h" #include "common/textconsole.h" #include "common/rect.h" #include "common/events.h" #include "common/endian.h" #include "image/bmp.h" #include "gui/debugger.h" #include "engines/engine.h" #include "engines/util.h" #include "audio/mixer.h" #include "video/flic_decoder.h" #include "prince/mob.h" #include "prince/object.h" #include "prince/pscr.h" namespace Prince { struct PrinceGameDescription; class PrinceEngine; class GraphicsMan; class Script; class Interpreter; class InterpreterFlags; class Debugger; class MusicPlayer; class VariaTxt; class Cursor; class MhwanhDecoder; class Font; class Hero; class Animation; class Room; class Pscr; struct Text { const char *_str; uint16 _x, _y; uint16 _time; uint32 _color; Text() : _str(NULL), _x(0), _y(0), _time(0), _color(255){ } }; struct AnimListItem { uint16 _type; // type of animation - for background anims RND of frame uint16 _fileNumber; uint16 _startPhase; // first phase number uint16 _endPhase; uint16 _loopPhase; int16 _x; int16 _y; uint16 _loopType; uint16 _nextAnim; // number of animation to do for loop = 3 uint16 _flags; // byte 0 - draw masks, byte 1 - draw in front of mask, byte 2 - load but turn off drawing bool loadFromStream(Common::SeekableReadStream &stream); }; struct BAS { int32 _type; // type of sequence int32 _data; // additional data int32 _anims; // number of animations int32 _current; // actual number of animation int32 _counter; // time counter for animation int32 _currRelative; //actual relative number for animation int32 _data2; // additional data for measurements }; struct BASA { int16 _num; // animation number int16 _start; // initial frame int16 _end; // final frame int16 _pad; // fulfilment to 8 bytes }; // background and normal animation struct Anim { BASA _basaData; int32 _addr; //animation adress int16 _usage; int16 _state; // state of animation: 0 - turning on, 1 - turning off int16 _flags; int16 _frame; // number of phase to show int16 _lastFrame; // last phase int16 _loopFrame; // first frame of loop int16 _showFrame; // actual visible frame of animation int16 _loopType; // type of loop (0 - last frame; 1 - normal loop (begin from _loopFrame); 2 - no loop; 3 - load new animation) int16 _nextAnim; // number of next animation to load after actual int16 _x; int16 _y; int32 _currFrame; int16 _currX; int16 _currY; int16 _currW; int16 _currH; int16 _packFlag; int32 _currShadowFrame; int16 _packShadowFlag; int32 _shadowBack; int16 _relX; int16 _relY; Animation *_animData; Animation *_shadowData; }; struct BackgroundAnim { BAS _seq; Common::Array backAnims; }; // Nak (PL - Nakladka) struct Mask { int16 _state; // visible / invisible int16 _flags; // turning on / turning off of an mask int16 _x1; int16 _y1; int16 _x2; int16 _y2; int16 _z; int16 _number; // number of mask for background recreating int16 _width; int16 _height; byte *_data; int16 getX() const { return READ_LE_UINT16(_data); } int16 getY() const { return READ_LE_UINT16(_data + 2); } int16 getWidth() const { return READ_LE_UINT16(_data + 4); } int16 getHeight() const { return READ_LE_UINT16(_data + 6); } byte *getMask() const { return (byte *)(_data + 8); } }; struct InvItem { int _x; int _y; Graphics::Surface *_surface; Graphics::Surface *getSurface() const { return _surface; } }; struct DrawNode { int posX; int posY; int posZ; int32 width; int32 height; Graphics::Surface *s; Graphics::Surface *originalRoomSurface; byte *data; bool freeSurfaceSMemory; void (*drawFunction)(Graphics::Surface *, DrawNode *); }; struct DialogLine { int _nr; Common::String _line; }; struct DebugChannel { enum Type { kScript, kEngine }; }; class PrinceEngine : public Engine { protected: Common::Error run(); public: PrinceEngine(OSystem *syst, const PrinceGameDescription *gameDesc); virtual ~PrinceEngine(); virtual bool hasFeature(EngineFeature f) const; int getGameType() const; const char *getGameId() const; uint32 getFeatures() const; Common::Language getLanguage() const; const PrinceGameDescription *_gameDescription; Video::FlicDecoder _flicPlayer; VariaTxt *_variaTxt; uint32 _talkTxtSize; byte *_talkTxt; bool loadLocation(uint16 locationNr); bool loadAnim(uint16 animNr, bool loop); bool loadVoice(uint32 textSlot, uint32 sampleSlot, const Common::String &name); bool loadSample(uint32 sampleSlot, const Common::String &name); bool loadZoom(byte *zoomBitmap, uint32 dataSize, const char *resourceName); bool loadShadow(byte *shadowBitmap, uint32 dataSize, const char *resourceName1, const char *resourceName2); void playSample(uint16 sampleId, uint16 loopType); void stopSample(uint16 sampleId); virtual GUI::Debugger *getDebugger(); void changeCursor(uint16 curId); void printAt(uint32 slot, uint8 color, const char *s, uint16 x, uint16 y); int calcText(const char *s); static const uint8 MAXTEXTS = 32; Text _textSlots[MAXTEXTS]; uint64 _frameNr; Hero *_mainHero; Hero *_secondHero; uint16 _sceneWidth; int32 _picWindowX; int32 _picWindowY; Image::BitmapDecoder *_roomBmp; MhwanhDecoder *_suitcaseBmp; Common::Array _animList; Common::Array _backAnimList; Common::Array> _dialogBoxList; Common::RandomSource _randomSource; static const int16 kNormalWidth = 640; static const int16 kNormalHeight = 480; static const int16 kMaxPicWidth = 1280; static const int16 kMaxPicHeight = 480; void checkMasks(int x1, int y1, int sprWidth, int sprHeight, int z); void insertMasks(Graphics::Surface *originalRoomSurface); void showMask(int maskNr, Graphics::Surface *originalRoomSurface); void clsMasks(); int _selectedMob; // number of selected Mob / inventory item int _selectedItem; // number of item on mouse cursor int _selectedMode; int _currentPointerNumber; static const int16 kMaxInv = 90; // max amount of inventory items in whole game uint32 _invTxtSize; byte *_invTxt; Graphics::Surface *_optionsPic; Graphics::Surface *_optionsPicInInventory; bool _optionsFlag; int _optionEnabled; int _optionsMob; int _optionsX; int _optionsY; int _optionsWidth; int _optionsHeight; int _invOptionsWidth; int _invOptionsHeight; int _optionsStep; int _invOptionsStep; int _optionsNumber; int _invOptionsNumber; int _optionsColor1; // color for non-selected options int _optionsColor2; // color for selected option bool _showInventoryFlag; int _invExamY; bool _inventoryBackgroundRemember; int _invLineX; int _invLineY; int _invLine; // number of items in one line int _invLines; // number of lines with inventory items int _invLineW; int _invLineH; int _maxInvW; int _maxInvH; int _invLineSkipX; int _invLineSkipY; int _invX1; int _invY1; int _invWidth; int _invHeight; bool _invCurInside; int _mst_shadow; int _mst_shadow2; // blinking after adding new item int _candleCounter; // special counter for candle inventory item void inventoryFlagChange(bool inventoryState); bool loadAllInv(); void rememberScreenInv(); void prepareInventoryToView(); void drawInvItems(); void displayInventory(); void addInvObj(); void makeInvCursor(int itemNr); void enableOptions(); void checkOptions(); void checkInvOptions(); void leftMouseButton(); void rightMouseButton(); void inventoryLeftMouseButton(); void inventoryRightMouseButton(); void dialogLeftMouseButton(int dialogSelected, const char *s); int _dialogWidth; int _dialogHeight; int _dialogLineSpace; int _dialogColor1; // color for non-selected options int _dialogColor2; // color for selected option Graphics::Surface *_dialogImage; void createDialogBox(Common::Array &dialogData); void runDialog(Common::Array &dialogData); void talkHero(int slot, const char *s); void testDialog(); int testAnimNr; int testAnimFrame; private: bool playNextFrame(); void keyHandler(Common::Event event); int hotspot(Graphics::Surface *screen, Common::Array &mobList); void drawScreen(); void showTexts(Graphics::Surface *screen); void init(); void showLogo(); void showBackAnims(); void clearBackAnimList(); bool spriteCheck(int sprWidth, int sprHeight, int destX, int destY); void showSprite(Graphics::Surface *spriteSurface, int destX, int destY, int destZ, bool freeSurfaceMemory); void showSpriteShadow(Graphics::Surface *shadowSurface, int destX, int destY, int destZ, bool freeSurfaceMemory); void showObjects(); void showParallax(); static bool compareDrawNodes(DrawNode d1, DrawNode d2); void runDrawNodes(); void freeDrawNodes(); void makeShadowTable(int brightness); void pause(); uint32 getTextWidth(const char *s); void debugEngine(const char *s, ...); uint16 _locationNr; uint8 _cursorNr; Common::RandomSource *_rnd; Cursor *_cursor1; Cursor *_cursor2; Debugger *_debugger; GraphicsMan *_graph; Script *_script; InterpreterFlags *_flags; Interpreter *_interpreter; Font *_font; MusicPlayer *_midiPlayer; Room *_room; static const uint32 MAX_SAMPLES = 60; Common::SeekableReadStream *_voiceStream[MAX_SAMPLES]; Audio::SoundHandle _soundHandle[MAX_SAMPLES]; Common::Array _pscrList; Common::Array _mobList; Common::Array _objList; Common::Array _maskList; Common::Array _drawNodeList; Common::Array _allInvList; Common::Array _invMobList; bool _flicLooped; void mainLoop(); }; } // End of namespace Prince #endif /* vim: set tabstop=4 noexpandtab: */