/* 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 SCUMM_H #define SCUMM_H #include "engines/engine.h" #include "common/endian.h" #include "common/file.h" #include "common/keyboard.h" #include "common/rect.h" #include "common/str.h" #include "graphics/surface.h" #include "scumm/gfx.h" #include "scumm/detection.h" #include "scumm/script.h" #include "sound/mididrv.h" namespace GUI { class Dialog; } using GUI::Dialog; namespace Common { class InSaveFile; class OutSaveFile; } namespace Scumm { class Actor; class BaseCostumeLoader; class BaseCostumeRenderer; class BaseScummFile; class CharsetRenderer; class IMuse; class IMuseDigital; class MusicEngine; class ScummEngine; class ScummDebugger; class Serializer; class Sound; struct Box; struct BoxCoords; struct FindObjectInRoom; // Use g_scumm from error() ONLY extern ScummEngine *g_scumm; /* System Wide Constants */ enum { NUM_SENTENCE = 6, NUM_SHADOW_PALETTE = 8 }; /** * SCUMM feature flags define for every game which specific set of engine * features are used by that game. * Note that some of them could be replaced by checks for the SCUMM version. */ enum GameFeatures { /** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */ GF_NEW_COSTUMES = 1 << 2, /** Games using XOR encrypted data files. */ GF_USE_KEY = 1 << 4, /** Small header games (ScummEngine_v4 and subclasses). */ GF_SMALL_HEADER = 1 << 5, /** Old bundle games (ScummEngine_v3old and subclasses). */ GF_OLD_BUNDLE = 1 << 6, /** EGA games. */ GF_16COLOR = 1 << 7, /** VGA versions of V3 games. Equivalent to (version == 3 && not GF_16COLOR) */ GF_OLD256 = 1 << 8, /** Games which have Audio CD tracks. */ GF_AUDIOTRACKS = 1 << 9, /** * Games using only very few local variables in scripts. * Apparently that is only the case for 256 color version of Indy3. */ GF_FEW_LOCALS = 1 << 11, /** HE games for which localized versions exist */ GF_HE_LOCALIZED = 1 << 13, /** * HE Games with more global scripts and different sprite handling * i.e. read it as HE version 9.85. Used for HE98 only. */ GF_HE_985 = 1 << 14, /** HE games with 16 bit color */ GF_16BIT_COLOR = 1 << 15, /** HE games which use sprites for subtitles */ GF_HE_NOSUBTITLES = 1 << 16, /** A demo, not a full blown game. */ GF_DEMO = 1 << 17 }; /* SCUMM Debug Channels */ void CDECL debugC(int level, const char *s, ...); enum { DEBUG_GENERAL = 1 << 0, // General debug DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause) DEBUG_OPCODES = 1 << 3, // Track opcode invocations DEBUG_VARS = 1 << 4, // Track variable changes DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation DEBUG_IMUSE = 1 << 6, // Track iMUSE events DEBUG_SOUND = 1 << 7, // General Sound Debug DEBUG_ACTORS = 1 << 8, // General Actor Debug DEBUG_INSANE = 1 << 9, // Track INSANE DEBUG_SMUSH = 1 << 10 // Track SMUSH }; /** * Internal header for any memory block allocated by the resource manager. * * @todo Hide MemBlkHeader; no code outside the resource manager should * have to use it, ever. Currently script code needs it to detect whether * some scripts have moved (in fetchScriptByte()). */ struct MemBlkHeader { uint32 size; }; struct VerbSlot; struct ObjectData; enum { /** * Lighting flag that indicates whether the normal palette, or the 'dark' * palette shall be used to draw actors. * Apparantly only used in very old games (so far only NESCostumeRenderer * checks it). */ LIGHTMODE_actor_use_base_palette = 1 << 0, /** * Lighting flag that indicates whether the room is currently lit. Normally * always on. Used for rooms in which the light can be switched "off". */ LIGHTMODE_room_lights_on = 1 << 1, /** * Lighting flag that indicates whether a flashlight like device is active. * Used in Loom (flashlight follows the actor) and Indy 3 (flashlight * follows the mouse). Only has any effect if the room lights are off. */ LIGHTMODE_flashlight_on = 1 << 2, /** * Lighting flag that indicates whether actors are to be drawn with their * own custom palette, or using a fixed 'dark' palette. This is the * modern successor of LIGHTMODE_actor_use_base_palette. * Note: It is tempting to 'merge' these two flags, but since flags can * check their values, this is probably not a good idea. */ LIGHTMODE_actor_use_colors = 1 << 3 // }; enum { MBS_LEFT_CLICK = 0x8000, MBS_RIGHT_CLICK = 0x4000, MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK), MBS_MAX_KEY = 0x0200 }; enum ScummGameId { GID_CMI, GID_DIG, GID_FT, GID_INDY3, GID_INDY4, GID_LOOM, GID_MANIAC, GID_MONKEY_EGA, GID_MONKEY_VGA, GID_MONKEY, GID_MONKEY2, GID_PASS, GID_SAMNMAX, GID_TENTACLE, GID_ZAK, GID_HEGAME, // Generic name for all HE games with default behaviour GID_PUTTDEMO, GID_FBEAR, GID_FUNPACK, GID_WATER, GID_PUTTRACE, GID_FUNSHOP, // Used for all three funshops GID_FOOTBALL, GID_SOCCER, GID_HECUP // CUP demos }; struct SentenceTab { byte verb; byte preposition; uint16 objectA; uint16 objectB; uint8 freezeCount; }; struct StringSlot { int16 xpos; int16 ypos; int16 right; int16 height; byte color; byte charset; bool center; bool overhead; bool no_talk_anim; bool wrapping; }; struct StringTab : StringSlot { // The 'default' values for this string slot. This is used so that the // string slot can temporarily be set to different values, and then be // easily reset to a previously set default. StringSlot _default; void saveDefault() { StringSlot &s = *this; _default = s; } void loadDefault() { StringSlot &s = *this; s = _default; } }; enum WhereIsObject { WIO_NOT_FOUND = -1, WIO_INVENTORY = 0, WIO_ROOM = 1, WIO_GLOBAL = 2, WIO_LOCAL = 3, WIO_FLOBJECT = 4 }; struct AuxBlock { bool visible; Common::Rect r; void reset() { visible = false; r.left = r.top = 0; r.right = r.bottom = -1; } }; struct AuxEntry { int actorNum; int subIndex; }; // TODO: Rename InfoStuff to something more descriptive struct InfoStuff { uint32 date; uint16 time; uint32 playtime; }; /** * A list of resource types. * WARNING: Do not change the order of these, as the savegame format relies * on it; any change made here will break savegame compatibility! */ enum ResTypes { rtFirst = 1, rtRoom = 1, rtScript = 2, rtCostume = 3, rtSound = 4, rtInventory = 5, rtCharset = 6, rtString = 7, rtVerb = 8, rtActorName = 9, rtBuffer = 10, rtScaleTable = 11, rtTemp = 12, rtFlObject = 13, rtMatrix = 14, rtBox = 15, rtObjectName = 16, rtRoomScripts = 17, rtRoomImage = 18, rtImage = 19, rtTalkie = 20, rtSpoolBuffer = 21, rtLast = 21, rtNumTypes = 22 }; enum { RES_INVALID_OFFSET = 0xFFFFFFFF }; /** * The 'resource manager' class. Currently doesn't really deserve to be called * a 'class', at least until somebody gets around to OOfying this more. */ class ResourceManager { //friend class ScummDebugger; //friend class ScummEngine; protected: ScummEngine *_vm; public: byte mode[rtNumTypes]; uint16 num[rtNumTypes]; uint32 tags[rtNumTypes]; const char *name[rtNumTypes]; byte **address[rtNumTypes]; protected: byte *flags[rtNumTypes]; byte *status[rtNumTypes]; public: byte *roomno[rtNumTypes]; uint32 *roomoffs[rtNumTypes]; uint32 *globsize[rtNumTypes]; protected: uint32 _allocatedSize; uint32 _maxHeapThreshold, _minHeapThreshold; byte _expireCounter; public: ResourceManager(ScummEngine *vm); ~ResourceManager(); void setHeapThreshold(int min, int max); void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode); void freeResources(); byte *createResource(int type, int index, uint32 size); void nukeResource(int type, int i); bool isResourceLoaded(int type, int index) const; void lock(int type, int i); void unlock(int type, int i); bool isLocked(int type, int i) const; void setModified(int type, int i); bool isModified(int type, int i) const; void increaseExpireCounter(); void setResourceCounter(int type, int index, byte flag); void increaseResourceCounter(); void resourceStats(); //protected: bool validateResource(const char *str, int type, int index) const; protected: void expireResources(uint32 size); }; /** * Base class for all SCUMM engines. */ class ScummEngine : public Engine { friend class ScummDebugger; friend class CharsetRenderer; friend class ResourceManager; public: /* Put often used variables at the top. * That results in a shorter form of the opcode * on some architectures. */ IMuse *_imuse; IMuseDigital *_imuseDigital; MusicEngine *_musicEngine; Sound *_sound; VerbSlot *_verbs; ObjectData *_objs; ScummDebugger *_debugger; // Core variables GameSettings _game; uint8 _gameMD5[16]; /** Random number generator */ Common::RandomSource _rnd; /** Graphics manager */ Gdi *_gdi; /** Central resource data. */ ResourceManager *_res; protected: VirtualMachineState vm; bool _oldSoundsPaused; public: // Constructor / Destructor ScummEngine(OSystem *syst, const DetectorResult &dr); virtual ~ScummEngine(); // Engine APIs virtual int init(); virtual int go(); virtual void errorString(const char *buf_input, char *buf_output); virtual GUI::Debugger *getDebugger(); virtual void pauseEngineIntern(bool pause); protected: virtual void setupScumm(); virtual void resetScumm(); virtual void setupScummVars(); virtual void resetScummVars(); void setupCharsetRenderer(); void setupCostumeRenderer(); virtual void loadLanguageBundle() {} void loadCJKFont(); void setupMusic(int midi); void updateSoundSettings(); void setTalkspeed(int talkspeed); int getTalkspeed(); // Scumm main loop & helper functions. virtual void scummLoop(int delta); virtual void scummLoop_updateScummVars(); virtual void scummLoop_handleSaveLoad(); virtual void scummLoop_handleDrawing(); virtual void scummLoop_handleActors() = 0; virtual void scummLoop_handleEffects(); virtual void scummLoop_handleSound(); virtual void runBootscript(); // Event handling public: void parseEvents(); // Used by IMuseDigital::startSound protected: void waitForTimer(int msec_delay); virtual void processInput(); virtual void processKeyboard(Common::KeyState lastKeyHit); virtual void clearClickedStatus(); // Cursor/palette void updateCursor(); virtual void animateCursor() {} virtual void updatePalette(); virtual void resetCursors() {} public: void pauseGame(); void restart(); void shutDown(); /** We keep running until this is set to true. */ bool _quit; protected: Dialog *_pauseDialog; Dialog *_versionDialog; Dialog *_mainMenuDialog; virtual int runDialog(Dialog &dialog); void confirmExitDialog(); void confirmRestartDialog(); void pauseDialog(); void versionDialog(); void mainMenuDialog(); char displayMessage(const char *altButton, const char *message, ...); byte _fastMode; byte _numActors; Actor **_actors; // Has _numActors elements Actor **_sortedActors; byte *_arraySlot; uint16 *_inventory; uint16 *_newNames; public: // VAR is a wrapper around scummVar, which attempts to include additional // useful information should an illegal var access be detected. #define VAR(x) scummVar(x, #x, __FILE__, __LINE__) int32& scummVar(byte var, const char *varName, const char *file, int line) { if (var == 0xFF) { error("Illegal access to variable %s in file %s, line %d", varName, file, line); } return _scummVars[var]; } int32 scummVar(byte var, const char *varName, const char *file, int line) const { if (var == 0xFF) { error("Illegal access to variable %s in file %s, line %d", varName, file, line); } return _scummVars[var]; } protected: int16 _varwatch; int32 *_roomVars; int32 *_scummVars; byte *_bitVars; /* Global resource tables */ int _numVariables, _numBitVariables, _numLocalObjects; int _numGlobalObjects, _numArray, _numVerbs, _numFlObject; int _numInventory; int _numNewNames, _numGlobalScripts; int _numRoomVariables; int _numPalettes, _numSprites, _numTalkies, _numUnk; int _HEHeapSize; public: int _numLocalScripts, _numImages, _numRooms, _numScripts, _numSounds; // Used by HE games int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette int _numCharsets; // FIXME - should be protected, used by CharsetRenderer BaseCostumeLoader *_costumeLoader; BaseCostumeRenderer *_costumeRenderer; int _NESCostumeSet; void NES_loadCostumeSet(int n); byte *_NEScostdesc, *_NEScostlens, *_NEScostoffs, *_NEScostdata; byte _NESPatTable[2][4096]; byte _NESPalette[2][16]; byte _NESBaseTiles; int _NESStartStrip; protected: int _curPalIndex; public: byte _currentRoom; // FIXME - should be protected but Actor::isInCurrentRoom uses it int _roomResource; // FIXME - should be protected but Sound::pauseSounds uses it bool _egoPositioned; // Used by Actor::putActor, hence public FilenamePattern _filenamePattern; Common::String generateFilename(const int room) const; protected: Common::KeyState _keyPressed; bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii) Common::Point _mouse; Common::Point _virtualMouse; uint16 _mouseAndKeyboardStat; byte _leftBtnPressed, _rightBtnPressed; /** The bootparam, to be passed to the script 1, the bootscript. */ int _bootParam; // Various options useful for debugging bool _dumpScripts; bool _hexdumpScripts; bool _showStack; uint16 _debugMode; // Save/Load class - some of this may be GUI byte _saveLoadFlag, _saveLoadSlot; uint32 _lastSaveTime; bool _saveTemporaryState; char _saveLoadFileName[32]; char _saveLoadName[32]; bool saveState(int slot, bool compat); bool loadState(int slot, bool compat); virtual void saveOrLoad(Serializer *s); void saveLoadResource(Serializer *ser, int type, int index); // "Obsolete" void saveResource(Serializer *ser, int type, int index); void loadResource(Serializer *ser, int type, int index); void makeSavegameName(char *out, int slot, bool temporary); int getKeyState(int key); public: bool getSavegameName(int slot, char *desc); void listSavegames(bool *marks, int num); void requestSave(int slot, const char *name, bool temporary = false); void requestLoad(int slot); // thumbnail + info stuff public: Graphics::Surface *loadThumbnailFromSlot(int slot); bool loadInfosFromSlot(int slot, InfoStuff *stuff); protected: Graphics::Surface *loadThumbnail(Common::InSaveFile *file); bool loadInfos(Common::InSaveFile *file, InfoStuff *stuff); void saveThumbnail(Common::OutSaveFile *file); void saveInfos(Common::OutSaveFile* file); int32 _engineStartTime; int32 _pauseStartTime; protected: /* Script VM - should be in Script class */ uint32 _localScriptOffsets[1024]; const byte *_scriptPointer, *_scriptOrgPointer; byte _opcode, _currentScript; const byte * const *_lastCodePtr; int _resultVarNumber, _scummStackPos; int _vmStack[150]; virtual void setupOpcodes() = 0; virtual void executeOpcode(byte i) = 0; virtual const char *getOpcodeDesc(byte i) = 0; void initializeLocals(int slot, int *vars); int getScriptSlot(); void startScene(int room, Actor *a, int b); void startManiac(); public: void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0); void stopScript(int script); void nukeArrays(byte scriptSlot); protected: void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0); void runScriptNested(int script); void executeScript(); void updateScriptPtr(); virtual void runInventoryScript(int i); void inventoryScript(); void checkAndRunSentenceScript(); void runExitScript(); void runEntryScript(); void runAllScripts(); void freezeScripts(int scr); void unfreezeScripts(); bool isScriptInUse(int script) const; bool isRoomScriptRunning(int script) const; bool isScriptRunning(int script) const; void killAllScriptsExceptCurrent(); void killScriptsAndResources(); void decreaseScriptDelay(int amount); void stopObjectCode(); void stopObjectScript(int script); void getScriptBaseAddress(); void getScriptEntryPoint(); int getVerbEntrypoint(int obj, int entry); byte fetchScriptByte(); virtual uint fetchScriptWord(); virtual int fetchScriptWordSigned(); uint fetchScriptDWord(); int fetchScriptDWordSigned(); void ignoreScriptWord() { fetchScriptWord(); } void ignoreScriptByte() { fetchScriptByte(); } virtual void getResultPos(); void setResult(int result); void push(int a); int pop(); virtual int readVar(uint var); virtual void writeVar(uint var, int value); void beginCutscene(int *args); void endCutscene(); void abortCutscene(); void beginOverride(); void endOverride(); void copyScriptString(byte *dst); int resStrLen(const byte *src) const; void doSentence(int c, int b, int a); /* Should be in Resource class */ BaseScummFile *_fileHandle; uint32 _fileOffset; public: /** The name of the (macintosh/rescumm style) container file, if any. */ Common::String _containerFile; bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false); protected: int _resourceHeaderSize; byte _resourceMapper[128]; byte *_heV7DiskOffsets; uint32 *_heV7RoomIntOffsets; const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile? uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile? virtual void allocateArrays(); void openRoom(int room); void closeRoom(); void deleteRoomOffsets(); virtual void readRoomsOffsets(); void askForDisk(const char *filename, int disknum); // TODO: Use Common::String bool openResourceFile(const Common::String &filename, byte encByte); // TODO: Use Common::String void loadPtrToResource(int type, int i, const byte *ptr); virtual void readResTypeList(int id); // void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode); // byte *createResource(int type, int index, uint32 size); int loadResource(int type, int i); // void nukeResource(int type, int i); int getResourceSize(int type, int idx); public: byte *getResourceAddress(int type, int i); virtual byte *getStringAddress(int i); byte *getStringAddressVar(int i); void ensureResourceLoaded(int type, int i); int getResourceRoomNr(int type, int index); protected: int readSoundResource(int index); int readSoundResourceSmallHeader(int index); bool isResourceInUse(int type, int i) const; virtual void setupRoomSubBlocks(); virtual void resetRoomSubBlocks(); virtual void clearRoomObjects(); virtual void resetRoomObjects(); virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL); virtual void readArrayFromIndexFile(); virtual void readMAXS(int blockSize) = 0; virtual void readGlobalObjects(); virtual void readIndexFile(); virtual void readIndexBlock(uint32 block, uint32 itemsize); virtual void loadCharset(int i); void nukeCharset(int i); int _lastLoadedRoom; public: const byte *findResourceData(uint32 tag, const byte *ptr); const byte *findResource(uint32 tag, const byte *ptr); int getResourceDataSize(const byte *ptr) const; void dumpResource(const char *tag, int index, const byte *ptr, int length = -1); public: /* Should be in Object class */ byte OF_OWNER_ROOM; int getInventorySlot(); int findInventory(int owner, int index); int getInventoryCount(int owner); protected: byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable; int _numObjectsInRoom; public: uint32 *_classData; protected: void markObjectRectAsDirty(int obj); virtual void loadFlObject(uint object, uint room); void nukeFlObjects(int min, int max); int findFlObjectSlot(); int findLocalObjectSlot(); void addObjectToInventory(uint obj, uint room); void updateObjectStates(); public: bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public protected: void putClass(int obj, int cls, bool set); int getState(int obj); void putState(int obj, int state); void setObjectState(int obj, int state, int x, int y); int getOwner(int obj) const; void putOwner(int obj, int owner); void setOwnerOf(int obj, int owner); void clearOwnerOf(int obj); int getObjectRoom(int obj) const; int getObjX(int obj); int getObjY(int obj); void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); } void getObjectXYPos(int object, int &x, int &y, int &dir); int getObjOldDir(int obj); int getObjNewDir(int obj); int getObjectIndex(int object) const; int getObjectImageCount(int object); int whereIsObject(int object) const; int findObject(int x, int y); void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room); public: int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public protected: int getObjActToObjActDist(int a, int b); // Not sure how to handle const byte *getObjOrActorName(int obj); // these three.. void setObjectName(int obj); void addObjectToDrawQue(int object); void removeObjectFromDrawQue(int object); void clearDrawObjectQueue(); void processDrawQue(); virtual void clearDrawQueues(); uint32 getOBCDOffs(int object) const; byte *getOBCDFromObject(int obj); const byte *getOBIMFromObjectData(const ObjectData &od); const byte *getObjectImage(const byte *ptr, int state); virtual int getObjectIdFromOBIM(const byte *obim); protected: /* Should be in Verb class */ uint16 _verbMouseOver; int _inventoryOffset; int8 _userPut; uint16 _userState; virtual void handleMouseOver(bool updateInventory); virtual void redrawVerbs(); virtual void checkExecVerbs(); void verbMouseOver(int verb); int findVerbAtPos(int x, int y) const; virtual void drawVerb(int verb, int mode); virtual void runInputScript(int clickArea, int val, int mode); void restoreVerbBG(int verb); void drawVerbBitmap(int verb, int x, int y); int getVerbSlot(int id, int mode) const; void killVerb(int slot); void setVerbObject(uint room, uint object, uint verb); public: bool isValidActor(int id) const; /* Should be in Actor class */ Actor *derefActor(int id, const char *errmsg = 0) const; Actor *derefActorSafe(int id, const char *errmsg) const; protected: void walkActors(); void playActorSounds(); void redrawAllActors(); void setActorRedrawFlags(); void putActors(); void showActors(); void resetV1ActorTalkColor(); void resetActorBgs(); virtual void processActors(); void processUpperActors(); virtual int getActorFromPos(int x, int y); public: /* Actor talking stuff */ byte _actorToPrintStrFor, _V1TalkingActor; int _sentenceNum; SentenceTab _sentence[NUM_SENTENCE]; StringTab _string[6]; byte _haveMsg; int16 _talkDelay; int _NES_lastTalkingActor; int _NES_talkColor; virtual void actorTalk(const byte *msg); void stopTalk(); int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac void setTalkingActor(int variable); // Generic costume code bool isCostumeInUse(int i) const; Common::Rect _actorClipOverride; protected: /* Should be in Graphics class? */ uint16 _screenB, _screenH; public: int _roomHeight, _roomWidth; int _screenHeight, _screenWidth; VirtScreen _virtscr[4]; // Virtual screen areas CameraData camera; // 'Camera' - viewport int _screenStartStrip, _screenEndStrip; int _screenTop; Common::RenderMode _renderMode; protected: ColorCycle _colorCycle[16]; // Palette cycles uint8 _colorUsedByCycle[256]; uint32 _ENCD_offs, _EXCD_offs; uint32 _CLUT_offs, _EPAL_offs; uint32 _IM00_offs, _PALS_offs; //ender: fullscreen bool _fullRedraw, _bgNeedsRedraw; bool _screenEffectFlag, _completeScreenRedraw; bool _disableFadeInEffect; struct { int hotspotX, hotspotY, width, height; byte animate, animateIndex; int8 state; } _cursor; byte _grabbedCursor[8192]; byte _currentCursor; byte _newEffect, _switchRoomEffect2, _switchRoomEffect; bool _doEffect; public: bool isLightOn() const; byte _currentLights; int getCurrentLights() const; protected: void initScreens(int b, int h); void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable); void initBGBuffers(int height); void initCycl(const byte *ptr); // Color cycle void decodeNESBaseTiles(); void drawObject(int obj, int arg); void drawRoomObjects(int arg); void drawRoomObject(int i, int arg); void drawBox(int x, int y, int x2, int y2, int color); void moveScreen(int dx, int dy, int height); void restoreBackground(Common::Rect rect, byte backcolor = 0); void redrawBGStrip(int start, int num); virtual void redrawBGAreas(); void cameraMoved(); void setCameraAtEx(int at); virtual void setCameraAt(int pos_x, int pos_y); virtual void setCameraFollows(Actor *a, bool setCamera = false); virtual void moveCamera(); virtual void panCameraTo(int x, int y); void clampCameraPos(Common::Point *pt); void actorFollowCamera(int act); const byte *getPalettePtr(int palindex, int room); void setC64Palette(); void setNESPalette(); void setAmigaPalette(); void setHercPalette(); void setCGAPalette(); void setEGAPalette(); void setV1Palette(); void resetPalette(); void setCurrentPalette(int pal); void setRoomPalette(int pal, int room); virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1); virtual void setPalColor(int index, int r, int g, int b); void setDirtyColors(int min, int max); const byte *findPalInPals(const byte *pal, int index); void swapPalColors(int a, int b); virtual void copyPalColor(int dst, int src); void cyclePalette(); void stopCycle(int i); virtual void palManipulateInit(int resID, int start, int end, int time); void palManipulate(); public: int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette protected: void moveMemInPalRes(int start, int end, byte direction); void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor); void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end); virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor); void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch); public: void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0); void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) { markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit); } protected: // Screen rendering byte *_compositeBuf; byte *_herculesBuf; byte *_fmtownsBuf; virtual void drawDirtyScreenParts(); void updateDirtyScreen(VirtScreenNumber slot); void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b); void ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const; public: VirtScreen *findVirtScreen(int y); byte *getMaskBuffer(int x, int y, int z); protected: void fadeIn(int effect); void fadeOut(int effect); void setScrollBuffer(); void unkScreenEffect6(); void transitionEffect(int a); void dissolveEffect(int width, int height); void scrollEffect(int dir); protected: bool _shakeEnabled; uint _shakeFrame; void setShake(int mode); int _drawObjectQueNr; byte _drawObjectQue[200]; /* For each of the 410 screen strips, gfxUsageBits contains a * bitmask. The lower 80 bits each correspond to one actor and * signify if any part of that actor is currently contained in * that strip. * * If the leftmost bit is set, the strip (background) is dirty * needs to be redrawn. * * The second leftmost bit is set by removeBlastObject() and * restoreBackground(), but I'm not yet sure why. */ uint32 gfxUsageBits[410 * 3]; void upgradeGfxUsageBits(); void setGfxUsageBit(int strip, int bit); void clearGfxUsageBit(int strip, int bit); bool testGfxUsageBit(int strip, int bit); bool testGfxAnyUsageBits(int strip); bool testGfxOtherUsageBits(int strip, int bit); public: byte _roomPalette[256]; byte *_shadowPalette; bool _skipDrawObject; int _voiceMode; // HE specific byte _HEV7ActorPalette[256]; uint8 *_hePalettes; protected: int _shadowPaletteSize; byte _currentPalette[3 * 256]; byte _darkenPalette[3 * 256]; int _palDirtyMin, _palDirtyMax; byte _palManipStart, _palManipEnd; uint16 _palManipCounter; byte *_palManipPalette; byte *_palManipIntermediatePal; bool _haveActorSpeechMsg; bool _useTalkAnims; uint16 _defaultTalkDelay; int _tempMusic; int _saveSound; bool _native_mt32; bool _enable_gs; MidiDriverFlags _musicType; bool _copyProtection; public: uint16 _extraBoxFlags[65]; byte getNumBoxes(); byte *getBoxMatrixBaseAddr(); int getNextBox(byte from, byte to); void setBoxFlags(int box, int val); void setBoxScale(int box, int b); bool checkXYInBoxBounds(int box, int x, int y); BoxCoords getBoxCoordinates(int boxnum); byte getMaskFromBox(int box); Box *getBoxBaseAddr(int box); byte getBoxFlags(int box); int getBoxScale(int box); int getScale(int box, int x, int y); int getScaleFromSlot(int slot, int x, int y); protected: // Scaling slots/items struct ScaleSlot { int x1, y1, scale1; int x2, y2, scale2; }; ScaleSlot _scaleSlots[20]; void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2); void setBoxScaleSlot(int box, int slot); void convertScaleTableToScaleSlot(int slot); void createBoxMatrix(); bool areBoxesNeighbours(int i, int j); /* String class */ public: CharsetRenderer *_charset; byte _charsetColorMap[16]; /** * All text is normally rendered into this overlay surface. Then later * drawStripToScreen() composits it over the game graphics. */ Graphics::Surface _textSurface; int _textSurfaceMultiplier; protected: byte _charsetColor; byte _charsetData[23][16]; int _charsetBufPos; byte _charsetBuffer[512]; bool _keepText; int _nextLeft, _nextTop; void restoreCharsetBg(); void clearCharsetMask(); void clearTextSurface(); virtual void initCharset(int charset); virtual void printString(int m, const byte *msg); virtual bool handleNextCharsetCode(Actor *a, int *c); virtual void CHARSET_1(); void drawString(int a, const byte *msg); void debugMessage(const byte *msg); void showMessageDialog(const byte *msg); virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize); int convertIntMessage(byte *dst, int dstSize, int var); int convertVerbMessage(byte *dst, int dstSize, int var); int convertNameMessage(byte *dst, int dstSize, int var); int convertStringMessage(byte *dst, int dstSize, int var); public: Common::Language _language; // Accessed by a hack in NutRenderer::loadFont // Used by class ScummDialog: virtual void translateText(const byte *text, byte *trans_buff); // Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean) bool _useCJKMode; int _2byteHeight; int _2byteWidth; byte *get2byteCharPtr(int idx); protected: byte *_2byteFontPtr; public: /* Scumm Vars */ byte VAR_KEYPRESS; byte VAR_SYNC; byte VAR_EGO; byte VAR_CAMERA_POS_X; byte VAR_HAVE_MSG; byte VAR_ROOM; byte VAR_OVERRIDE; byte VAR_MACHINE_SPEED; byte VAR_ME; byte VAR_NUM_ACTOR; byte VAR_CURRENT_LIGHTS; byte VAR_CURRENTDRIVE; byte VAR_CURRENTDISK; byte VAR_TMR_1; byte VAR_TMR_2; byte VAR_TMR_3; byte VAR_MUSIC_TIMER; byte VAR_ACTOR_RANGE_MIN; byte VAR_ACTOR_RANGE_MAX; byte VAR_CAMERA_MIN_X; byte VAR_CAMERA_MAX_X; byte VAR_TIMER_NEXT; byte VAR_VIRT_MOUSE_X; byte VAR_VIRT_MOUSE_Y; byte VAR_ROOM_RESOURCE; byte VAR_LAST_SOUND; byte VAR_CUTSCENEEXIT_KEY; byte VAR_OPTIONS_KEY; byte VAR_TALK_ACTOR; byte VAR_CAMERA_FAST_X; byte VAR_SCROLL_SCRIPT; byte VAR_ENTRY_SCRIPT; byte VAR_ENTRY_SCRIPT2; byte VAR_EXIT_SCRIPT; byte VAR_EXIT_SCRIPT2; byte VAR_VERB_SCRIPT; byte VAR_SENTENCE_SCRIPT; byte VAR_INVENTORY_SCRIPT; byte VAR_CUTSCENE_START_SCRIPT; byte VAR_CUTSCENE_END_SCRIPT; byte VAR_CHARINC; byte VAR_WALKTO_OBJ; byte VAR_DEBUGMODE; byte VAR_HEAPSPACE; byte VAR_RESTART_KEY; byte VAR_PAUSE_KEY; byte VAR_MOUSE_X; byte VAR_MOUSE_Y; byte VAR_TIMER; byte VAR_TIMER_TOTAL; byte VAR_SOUNDCARD; byte VAR_VIDEOMODE; byte VAR_MAINMENU_KEY; byte VAR_FIXEDDISK; byte VAR_CURSORSTATE; byte VAR_USERPUT; byte VAR_SOUNDRESULT; byte VAR_TALKSTOP_KEY; byte VAR_FADE_DELAY; byte VAR_NOSUBTITLES; // V5+ byte VAR_SOUNDPARAM; byte VAR_SOUNDPARAM2; byte VAR_SOUNDPARAM3; byte VAR_INPUTMODE; byte VAR_MEMORY_PERFORMANCE; byte VAR_VIDEO_PERFORMANCE; byte VAR_ROOM_FLAG; byte VAR_GAME_LOADED; byte VAR_NEW_ROOM; // V4/V5 byte VAR_V5_TALK_STRING_Y; // V6+ byte VAR_ROOM_WIDTH; byte VAR_ROOM_HEIGHT; byte VAR_SUBTITLES; byte VAR_V6_EMSSPACE; // V7/V8 specific variables byte VAR_CAMERA_POS_Y; byte VAR_CAMERA_MIN_Y; byte VAR_CAMERA_MAX_Y; byte VAR_CAMERA_THRESHOLD_X; byte VAR_CAMERA_THRESHOLD_Y; byte VAR_CAMERA_SPEED_X; byte VAR_CAMERA_SPEED_Y; byte VAR_CAMERA_ACCEL_X; byte VAR_CAMERA_ACCEL_Y; byte VAR_CAMERA_DEST_X; byte VAR_CAMERA_DEST_Y; byte VAR_CAMERA_FOLLOWED_ACTOR; // V7/V8 specific variables byte VAR_VERSION_KEY; byte VAR_DEFAULT_TALK_DELAY; byte VAR_CUSTOMSCALETABLE; byte VAR_BLAST_ABOVE_TEXT; byte VAR_VOICE_MODE; byte VAR_MUSIC_BUNDLE_LOADED; byte VAR_VOICE_BUNDLE_LOADED; byte VAR_LEFTBTN_DOWN; // V7/V8 byte VAR_RIGHTBTN_DOWN; // V7/V8 byte VAR_LEFTBTN_HOLD; // V6/V72HE/V7/V8 byte VAR_RIGHTBTN_HOLD; // V6/V72HE/V7/V8 byte VAR_SAVELOAD_SCRIPT; // V6/V7 (not HE) byte VAR_SAVELOAD_SCRIPT2; // V6/V7 (not HE) // V6/V7 specific variables (FT & Sam & Max specific) byte VAR_CHARSET_MASK; // V6 specific variables byte VAR_V6_SOUNDMODE; // V1/V2 specific variables byte VAR_CHARCOUNT; byte VAR_VERB_ALLOWED; byte VAR_ACTIVE_VERB; byte VAR_ACTIVE_OBJECT1; byte VAR_ACTIVE_OBJECT2; // HE specific variables byte VAR_REDRAW_ALL_ACTORS; // Used in setActorRedrawFlags() byte VAR_SKIP_RESET_TALK_ACTOR; // Used in setActorCostume() byte VAR_SOUND_CHANNEL; // Used in o_startSound() byte VAR_TALK_CHANNEL; // Used in startHETalkSound() byte VAR_SOUNDCODE_TMR; // Used in processSoundCode() byte VAR_RESERVED_SOUND_CHANNELS; // Used in findFreeSoundChannel() byte VAR_MAIN_SCRIPT; // Used in scummLoop() byte VAR_SCRIPT_CYCLE; // Used in runScript()/runObjectScript() byte VAR_NUM_SCRIPT_CYCLES; // Used in runAllScripts() byte VAR_KEY_STATE; // Used in parseEvents() // Exists both in V7 and in V72HE: byte VAR_NUM_GLOBAL_OBJS; }; } // End of namespace Scumm #endif