/* 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 STARTREK_H #define STARTREK_H #include "common/events.h" #include "common/list.h" #include "common/ptr.h" #include "common/random.h" #include "common/rect.h" #include "common/scummsys.h" #include "common/serializer.h" #include "common/sinetables.h" #include "common/str.h" #include "common/stream.h" #include "common/system.h" #include "common/util.h" #include "gui/saveload-dialog.h" #include "engines/engine.h" #include "startrek/action.h" #include "startrek/awaymission.h" #include "startrek/graphics.h" #include "startrek/items.h" #include "startrek/object.h" #include "startrek/sound.h" #include "startrek/space.h" using Common::SharedPtr; using Common::String; namespace Common { class MacResManager; } namespace StarTrek { class StarTrekEngine; class Room; class Console; typedef String(StarTrekEngine::*TextGetterFunc)(int, uintptr, String *); const int SAVEGAME_DESCRIPTION_LEN = 30; struct SavegameMetadata { uint32 version; char description[SAVEGAME_DESCRIPTION_LEN + 1]; uint32 saveDate; uint16 saveTime; byte saveTimeSecs; uint32 playTime; ::Graphics::Surface *thumbnail; void setSaveTimeAndDate(TimeDate time) { saveDate = ((time.tm_mday & 0xFF) << 24) | (((time.tm_mon + 1) & 0xFF) << 16) | ((time.tm_year + 1900) & 0xFFFF); saveTime = ((time.tm_hour & 0xFF) << 8) | ((time.tm_min) & 0xFF); saveTimeSecs = time.tm_sec & 0xFF; } int getDay() { return (saveDate >> 24) & 0xFF; } int getMonth() { return (saveDate >> 16) & 0xFF; } int getYear() { return saveDate & 0xFFFF; } int getHour() { return (saveTime >> 8) & 0xFF; } int getMinute() { return saveTime & 0xFF; } }; const int MAX_MENUBUTTONS = 32; const int TEXTBOX_WIDTH = 26; const int TEXT_CHARS_PER_LINE = TEXTBOX_WIDTH - 2; const int MAX_TEXTBOX_LINES = 12; const int TEXT_INPUT_BUFFER_SIZE = 134; const int MAX_TEXT_INPUT_LEN = 20; const int MAX_BUFFERED_WALK_ACTIONS = 32; const int MAX_BAN_FILES = 16; enum StarTrekGameType { GType_ST25 = 1, GType_STJR = 2 }; enum StarTrekGameFeatures { GF_DEMO = (1 << 0), GF_CDROM = (1 << 1) }; enum kDebugLevels { kDebugSound = 1 << 0, kDebugGraphics = 1 << 1, kDebugSavegame = 1 << 2, kDebugSpace = 1 << 3, kDebugGeneral = 1 << 4 }; enum GameMode { GAMEMODE_START = 0, GAMEMODE_BRIDGE, GAMEMODE_AWAYMISSION, GAMEMODE_BEAMDOWN, GAMEMODE_BEAMUP }; enum TextDisplayMode { TEXTDISPLAY_WAIT = 0, // Wait for input before closing text TEXTDISPLAY_SUBTITLES, // Automatically continue when speech is done TEXTDISPLAY_NONE // No text displayed }; enum TextColor { TEXTCOLOR_GREY = 0x88, TEXTCOLOR_RED = 0xa1, TEXTCOLOR_YELLOW = 0xb0, TEXTCOLOR_BLUE = 0xc0 }; // Keeps track of data for a list of buttons making up a menu struct Menu { Sprite sprites[MAX_MENUBUTTONS]; uint16 retvals[MAX_MENUBUTTONS]; uint32 disabledButtons; uint16 numButtons; int16 selectedButton; Menu *nextMenu; }; // Special events that can be returned by handleMenuEvents. // (Normally it returns the "retval" of a pressed button, which is positive.) enum MenuEvent { MENUEVENT_RCLICK_OFFBUTTON = -4, MENUEVENT_ENABLEINPUT, // Makes buttons selectable (occurs after a delay) MENUEVENT_RCLICK_ONBUTTON, MENUEVENT_LCLICK_OFFBUTTON }; // Buttons for standard text display enum TextButtons { TEXTBUTTON_CONFIRM = 0, TEXTBUTTON_SCROLLUP, TEXTBUTTON_SCROLLDOWN, TEXTBUTTON_PREVCHOICE, TEXTBUTTON_NEXTCHOICE, TEXTBUTTON_SCROLLUP_ONELINE, TEXTBUTTON_SCROLLDOWN_ONELINE, TEXTBUTTON_GOTO_TOP, TEXTBUTTON_GOTO_BOTTOM, TEXTBUTTON_SPEECH_DONE // "Virtual" button? }; // Buttons for option menu (corresponding to button indices, not button retvals, which are // different for some reason) enum OptionMenuButtons { OPTIONBUTTON_TEXT, OPTIONBUTTON_SAVE, OPTIONBUTTON_LOAD, OPTIONBUTTON_ENABLEMUSIC, OPTIONBUTTON_DISABLEMUSIC, OPTIONBUTTON_ENABLESFX, OPTIONBUTTON_DISABLESFX, OPTIONBUTTON_QUIT }; enum TrekEventType { TREKEVENT_TICK = 0, // DOS clock changes TREKEVENT_LBUTTONDOWN = 1, TREKEVENT_MOUSEMOVE = 2, TREKEVENT_LBUTTONUP = 3, TREKEVENT_RBUTTONDOWN = 4, TREKEVENT_RBUTTONUP = 5, TREKEVENT_KEYDOWN = 6 }; struct TrekEvent { TrekEventType type; Common::KeyState kbd; Common::Point mouse; uint32 tick; }; struct StarTrekGameDescription; class Graphics; class IWFile; class Sound; class StarTrekEngine : public ::Engine { protected: // startrek.cpp public: StarTrekEngine(OSystem *syst, const StarTrekGameDescription *gamedesc); virtual ~StarTrekEngine(); friend class Console; Common::Error run(); Common::Error runGameMode(int mode, bool resume); // Transporter room void runTransportSequence(const Common::String &name); // Bridge void initBridge(bool b) {}; // TODO void cleanupBridge() {}; // TODO Common::MemoryReadStreamEndian *loadFile(Common::String filename, int fileIndex = 0); Common::MemoryReadStreamEndian *loadBitmapFile(Common::String baseName); /** * TODO: Figure out what the extra parameters are, and if they're important. */ Common::MemoryReadStreamEndian *loadFileWithParams(Common::String filename, bool unk1, bool unk2, bool unk3); void playMovie(Common::String filename); void playMovieMac(Common::String filename); uint16 getRandomWord(); /** * ".txt" files are just lists of strings. This traverses the file to get a particular * string index. */ Common::String getLoadedText(int textIndex); // math.cpp /** * Unit of the angle is "quadrants" (90 degrees = 1.0) */ Fixed14 sin(Angle angle); Fixed14 cos(Angle angle); Angle atan2(int32 deltaX, int32 deltaZ); // awaymission.cpp void initAwayMission(); void runAwayMission(); void cleanupAwayMission(); void loadRoom(const Common::String &missionName, int roomIndex); void initAwayCrewPositions(int warpEntryIndex); void handleAwayMissionEvents(); void awayMissionLeftClick(); /** * Called on right-click (select action), or when certain actions are otherwise * selected (checks whether to show inventory icon, etc) */ void awayMissionSelectAction(bool openActionMenu); void awayMissionUseObject(int16 clickedObject); void awayMissionGetLookOrTalk(int16 clickedObject); void unloadRoom(); /** * Similar to loadActorAnim, but scale is determined by the y-position in the room. The * further up (away) the object is, the smaller it is. */ int loadActorAnimWithRoomScaling(int actorIndex, const Common::String &animName, int16 x, int16 y); Fixed8 getActorScaleAtPosition(int16 y); void addAction(const Action &action); void addAction(byte type, byte b1, byte b2, byte b3); bool checkItemInteractionExists(int action, int activeItem, int passiveItem, int16 arg6); void handleAwayMissionAction(); void checkTouchedLoadingZone(int16 x, int16 y); /** * Updates any nonzero away mission timers, and invokes ACTION_TIMER_EXPIRED when any one * reaches 0. */ void updateAwayMissionTimers(); /** * Returns true if the given position in the room is solid (not walkable). * Reads from a ".map" file which has a bit for each position in the room, which is true * when that position is solid. */ bool isPositionSolid(int16 x, int16 y); void loadRoomIndex(int roomIndex, int spawnIndex); Room *getRoom(); // intro.cpp private: void playIntro(); /** * Initializes an object to spawn at one position and move toward another position. * @param ticks The number of ticks it should take for the object to reach the destination */ void initIntroR3ObjectToMove(R3 *r3, int16 srcAngle, int16 srcDepth, int16 destAngle, int16 destDepth, int16 ticks); void loadSubtitleSprite(int index, Sprite *sprite); // space.cpp (pseudo-3d) void initStarfieldPosition(); void initStarfield(int16 x, int16 y, int16 width, int16 height, int16 arg8); void addR3(R3 *r3); void delR3(R3 *r3); void clearStarfieldPixels(); void drawStarfield(); void updateStarfieldAndShips(bool arg0); R3 *sub_19f24(R3 *r3); void drawR3Shape(R3 *r3); bool sub_1c022(R3 *r3); Point3 constructPoint3ForStarfield(int16 x, int16 y, int16 z); Point3 matrixMult(const Matrix &weight, const Point3 &point); Point3 matrixMult(const Point3 &point, const Matrix &weight); int32 scaleSpacePosition(int32 x, int32 z); /** * Creates an identity matrix */ Matrix initMatrix(); Matrix initSpeedMatrixForXZMovement(Angle angle, const Matrix &matrix); // actors.cpp (handles actors and animations) public: void initActors(); /** * Set an actor's animation, position, and scale. */ int loadActorAnim(int actorIndex, const Common::String &animName, int16 x, int16 y, Fixed8 scale); void loadBanFile(const Common::String &name); /** * Tries to make an actor walk to a position. * Returns true if successful in initiating the walk. */ bool actorWalkToPosition(int actorIndex, const Common::String &animFile, int16 srcX, int16 srcY, int16 destX, int16 destY); void updateActorAnimations(); /** * ".BAN" files relate to drawing background animations, ie. flashing computer lights. * "renderBanBelowSprites()" does the work of drawing it, while * "renderBanAboveSprites()" redraws sprites above them if necessary. */ void renderBanBelowSprites(); void renderBan(byte *screenPixels, byte *bgPixels, int banFileIndex); void renderBanAboveSprites(); void removeActorFromScreen(int actorIndex); void actorFunc1(); void drawActorToScreen(Actor *actor, const Common::String &animName, int16 x, int16 y, Fixed8 scale, bool addSprite); void releaseAnim(Actor *actor); void initStandAnim(int actorIndex); void updateActorPositionWhileWalking(Actor *actor, int16 x, int16 y); /** * Chooses a value for the actor's speed and direction, based on a source position and * a destination position it's walking to. */ void chooseActorDirectionForWalking(Actor *actor, int16 srcX, int16 srcY, int16 destX, int16 destY); /** * Returns true if an actor can walk directly from a source position to a destination * position without running into unwalkable terrain. */ bool directPathExists(int16 srcX, int16 srcY, int16 destX, int16 destY); int findObjectAt(int x, int y); int findObjectAt(Common::Point p) { return findObjectAt(p.x, p.y); } /** * Loads a bitmap for the animation frame with the given scale. */ Bitmap *loadAnimationFrame(const Common::String &filename, Fixed8 scale); /** * Called when the "get" action is first selected. Returns a selected object. * This behaves like other menus in that it holds game execution, but no actual menu pops * up; it just waits for the player to select something on the screen. */ int selectObjectForUseAction(); Common::String getCrewmanAnimFilename(int actorIndex, const Common::String &basename); /** * Checks whether to change the mouse bitmap to have the red outline. */ void updateMouseBitmap(); /** * Checks whether to walk a crewman to a hotspot (the last one obtained from * a "findObjectAt" call). */ bool walkActiveObjectToHotspot(); /** * Return true if an object is unselectable with the given action? */ bool isObjectUnusable(int objectIndex, int action); /** * When a crewman is collapsed, they get once a timer reaches 0. */ void updateCrewmanGetupTimers(); void showInventoryIcons(bool showItem); void hideInventoryIcons(); int showInventoryMenu(int x, int y, bool restoreMouse); void initStarfieldSprite(Sprite *sprite, Bitmap *bitmap, const Common::Rect &rect); Bitmap *scaleBitmap(Bitmap *bitmap, Fixed8 scale); /** * This takes a row of an unscaled bitmap, and copies it to a row of a scaled bitmap. * This was heavily optimized in the original game (manually constructed an unrolled * loop). */ void scaleBitmapRow(byte *src, byte *dest, uint16 origWidth, uint16 scaledWidth); // events.cpp public: /** * Checks for all events, and updates Star Trek's event queue if queueEvents is set. * This does not account for "tick" events (getNextEvent/popNextEvent handle that). */ void pollEvents(bool queueEvents = true); void waitForNextTick(bool queueEvents = true); void initializeEventsAndMouse(); /** * Returns false if there is no event waiting. If "poll" is true, this always returns * something (waits until an event occurs if necessary). */ bool getNextEvent(TrekEvent *e, bool poll = true); void removeNextEvent(); bool popNextEvent(TrekEvent *e, bool poll = true); void addEventToQueue(const TrekEvent &e); void clearEventBuffer(); void updateEvents(); void updateTimerEvent(); void updateMouseEvents(); void updateKeyboardEvents(); void updateClockTicks(); bool checkKeyPressed(); Common::EventManager *getEventMan() { return _eventMan; } private: Common::List _eventQueue; bool _mouseMoveEventInQueue; bool _tickEventInQueue; uint32 _frameStartMillis; // textbox.cpp public: /** * Gets one line of text (does not include words that won't fit). * Returns position of text to continue from, or nullptr if done. */ const char *getNextTextLine(const char *text, char *line, int lineWidth); /** * Draw a line of text to a standard bitmap (NOT a "TextBitmap", whose pixel array is * an array of characters, but an actual standard bitmap). */ void drawTextLineToBitmap(const char *text, int textLen, int x, int y, Bitmap *bitmap); String centerTextboxHeader(String headerText); void getTextboxHeader(String *headerTextOutput, String speakerText, int choiceIndex); /** * Text getter for showText which reads from an rdf file. * Not really used, since it would require hardcoding text locations in RDF files. * "readTextFromArrayWithChoices" replaces this. */ String readTextFromRdf(int choiceIndex, uintptr data, String *headerTextOutput); String readTextFromBuffer(int choiceIndex, uintptr data, String *headerTextOutput); /** * Shows text with the given header and main text. */ void showTextbox(String headerText, const String &mainText, int xoffset, int yoffset, byte textColor, int maxTextLines); // TODO: better name. (return type?) String skipTextAudioPrompt(const String &str); /** * Plays an audio prompt, if it exists, and returns the string starting at the end of the * prompt. */ String playTextAudio(const String &str); /** * @param rclickCancelsChoice If true, right-clicks return "-1" as choice instead of * whatever was selected. */ int showText(TextGetterFunc textGetter, uintptr var, int xoffset, int yoffset, int textColor, bool loopChoices, int maxTextLines, bool rclickCancelsChoice); /** * Returns the number of lines this string will take up in a textbox. */ int getNumTextboxLines(const String &str); String putTextIntoLines(const String &text); /** * Creates a blank textbox in a TextBitmap, and initializes a sprite to use it. */ TextBitmap *initTextSprite(int *xoffsetPtr, int *yoffsetPtr, byte textColor, int numTextLines, bool withHeader, Sprite *sprite); /** * Draws the "main" text (everything but the header at the top) to a TextBitmap. */ void drawMainText(TextBitmap *bitmap, int numTextLines, int numTextboxLines, const String &text, bool withHeader); String readLineFormattedText(TextGetterFunc textGetter, uintptr var, int choiceIndex, TextBitmap *textBitmap, int numTextboxLines, int *numLines); /** * Text getter for showText which reads choices from an array of pointers. * Last element in the array must be an empty string. */ String readTextFromArray(int choiceIndex, uintptr data, String *headerTextOutput); /** * Similar to above, but shows the choice index when multiple choices are present. * Effectively replaces the "readTextFromRdf" function. */ String readTextFromArrayWithChoices(int choiceIndex, uintptr data, String *headerTextOutput); Common::String showCodeInputBox(); void redrawTextInput(); void addCharToTextInputBuffer(char c); /** * Shows a textbox that the player can type a string into. */ Common::String showTextInputBox(int16 arg0, int16 arg2, const Common::String &headerText); void initTextInputSprite(int16 arg0, int16 arg2, const Common::String &headerText); void cleanupTextInputSprite(); private: char _textInputBuffer[TEXT_INPUT_BUFFER_SIZE]; int16 _textInputCursorPos; char _textInputCursorChar; Sprite _textInputSprite; // menu.cpp public: /** * Returns the index of the button at the given position, or -1 if none. */ int getMenuButtonAt(Sprite *sprites, int numSprites, int x, int y); /** * This chooses a sprite from the list to place the mouse cursor at. The sprite it chooses * may be, for example, the top-leftmost one in the list. Exact behaviour is determined by * the "mode" parameter. * * If "containMouseSprite" is a valid index, it's ensured that the mouse is contained * within it. "mode" should be -1 in this case. */ void chooseMousePositionFromSprites(Sprite *sprites, int numSprites, int spriteIndex, int mode); /** * Draws or removes the outline on menu buttons when the cursor hovers on them, or leaves * them. */ void drawMenuButtonOutline(Bitmap *bitmap, byte color); void showOptionsMenu(int x, int y); /** * Show the "action selection" menu, ie. look, talk, etc. */ int showActionMenu(); /** * Loads a .MNU file, which is a list of buttons to display. */ void loadMenuButtons(String mnuFilename, int xpos, int ypos); /** * Sets which buttons are visible based on the given bitmask. */ void setVisibleMenuButtons(uint32 bits); /** * Disables the given bitmask of buttons. */ void disableMenuButtons(uint32 bits); void enableMenuButtons(uint32 bits); /** * This returns either a special menu event (negative number) or the retval of the button * clicked (usually an index, always positive). */ int handleMenuEvents(uint32 ticksUntilClickingEnabled, bool inTextbox); void unloadMenuButtons(); /** * Sets the mouse bitmap based on which action is selected. */ void chooseMouseBitmapForAction(int action, bool withRedOutline); void showQuitGamePrompt(int x, int y); void showGameOverMenu(); /** * This can be called from startup or from the options menu. * On startup, this tries to load the setting without user input. */ void showTextConfigurationMenu(bool fromOptionMenu); int loadTextDisplayMode(); void saveTextDisplayMode(int value); /** * Show the republic map, only used in mission 7. */ void showRepublicMap(int16 arg0, int16 turbolift); /** * Checks the mouse position to return and index for the area selected. */ int getRepublicMapAreaAtMouse(); /** * Same as above, but returns 6 or 7 as error conditions (can't reach due to radiation * or wrong turbolift). */ int getRepublicMapAreaOrFailure(int16 turbolift); private: int16 _textDisplayMode; uint32 _textboxVar2; uint16 _textboxVar6; bool _textboxHasMultipleChoices; Menu *_activeMenu; // Saved value of StarTrekEngine::_keyboardControlsMouse when menus are up bool _keyboardControlsMouseOutsideMenu; // saveload.cpp public: bool showSaveMenu(); bool showLoadMenu(); bool saveGame(int slot, Common::String desc); bool loadGame(int slot); /** * Call this after loading "saveOrLoadMetadata" to load all the data pertaining to game * execution. */ bool saveOrLoadGameData(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta); Common::String getSavegameFilename(int slotId) const; // detection.cpp public: const StarTrekGameDescription *_gameDescription; uint32 getFeatures() const; Common::Platform getPlatform() const; uint8 getGameType() const; Common::Language getLanguage() const; // _screenName = _missionName + _roomIndex Common::String getScreenName() const { return _missionName + (char)(_roomIndex + '0'); } // Variables public: int _gameMode; int _lastGameMode; bool _resetGameMode; // NOTE: this has a different meaning than the original game. When non-empty, a new // room load is triggered, as opposed to original behaviour where this was only read // when "loadRoom" was called. Common::String _missionToLoad; int _roomIndexToLoad; int _spawnIndexToLoad; Common::String _missionName; int _roomIndex; Common::MemoryReadStreamEndian *_mapFile; Fixed16 _playerActorScale; Common::String _txtFilename; Common::String _loadedText; // TODO: might be OK to delete this // Queue of "actions" (ie. next frame, clicked on object) for away mission or bridge Common::Queue _actionQueue; AwayMission _awayMission; bool _warpHotspotsActive; int16 _activeWarpHotspot; int16 _activeDoorWarpHotspot; int16 _lookActionBitmapIndex; Item _itemList[NUM_OBJECTS]; Actor _actorList[NUM_ACTORS]; Actor *const _kirkActor; Actor *const _spockActor; Actor *const _mccoyActor; Actor *const _redshirtActor; // ".BAN" files provide extra miscellaneous animations in the room, ie. flashing // pixels on computer consoles, or fireflies in front of the screen. Common::MemoryReadStreamEndian *_banFiles[MAX_BAN_FILES]; uint16 _banFileOffsets[MAX_BAN_FILES]; Sprite _inventoryIconSprite; Sprite _itemIconSprite; // Certain hotspots store a position value where objects must walk to before // interacting with them. After calling "findObjectAt", these values are updated. bool _objectHasWalkPosition; Common::Point _objectWalkPosition; // Actions to perform after a crewman finishes walking to a position. // Room-specific code can specify that a specific action of type // "ACTION_FINISHED_WALKING" occurs after moving a crewman somewhere. Action _actionOnWalkCompletion[MAX_BUFFERED_WALK_ACTIONS]; bool _actionOnWalkCompletionInUse[MAX_BUFFERED_WALK_ACTIONS]; // _clockTicks is based on DOS interrupt 1A, AH=0; read system clock counter. // Updates 18.206 times every second. uint32 _clockTicks; uint32 _frameIndex; uint32 _roomFrameCounter; // Resets to 0 on loading a room bool _musicEnabled; bool _sfxEnabled; uint16 _word_467a6; uint16 _musicWorking; bool _sfxWorking; bool _finishedPlayingSpeech; bool _mouseControllingShip; // TODO: make this work. // When false, the keyboard generally acts in a more specific way (ie. move mouse // between items in a menu). bool _keyboardControlsMouse; bool _inQuitGameMenu; bool _showSubtitles; byte _byte_45b3c; // Pseudo-3D / starfield stuff Sprite _starfieldSprite; Star _starList[NUM_STARS]; Point3 _starfieldPosition; int32 _starfieldPointDivisor; int16 _starfieldXVar1, _starfieldYVar1; int16 _starfieldXVar2, _starfieldYVar2; Common::Rect _starfieldRect; R3 _enterpriseR3; R3 *_r3List[NUM_SPACE_OBJECTS]; R3 *_orderedR3List[NUM_SPACE_OBJECTS]; Matrix _starPositionMatrix; Matrix _someMatrix; float _flt_50898; Graphics *_gfx; Sound *_sound; Console *_console; IWFile *_iwFile; private: Common::RandomSource _randomSource; Common::SineTable _sineTable; Room *_room; Common::MacResManager *_macResFork; }; // Static function bool saveOrLoadMetadata(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta); } // End of namespace StarTrek #endif