/* 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 TOON_H #define TOON_H #include "engines/advancedDetector.h" #include "engines/engine.h" #include "graphics/surface.h" #include "common/random.h" #include "toon/resource.h" #include "toon/script.h" #include "toon/script_func.h" #include "toon/state.h" #include "toon/picture.h" #include "toon/anim.h" #include "toon/movie.h" #include "toon/font.h" #include "toon/text.h" #include "toon/audio.h" #define TOON_DAT_VER_MAJ 0 // 1 byte #define TOON_DAT_VER_MIN 3 // 1 byte #define TOON_SAVEGAME_VERSION 4 #define DATAALIGNMENT 4 namespace Toon { enum ToonGameType { GType_TOON = 1 }; enum ToonDebugChannels { kDebugAnim = 1 << 0, kDebugCharacter = 1 << 1, kDebugAudio = 1 << 2, kDebugHotspot = 1 << 3, kDebugFont = 1 << 4, kDebugPath = 1 << 5, kDebugMovie = 1 << 6, kDebugPicture = 1 << 7, kDebugResource = 1 << 8, kDebugState = 1 << 9, kDebugTools = 1 << 10, kDebugText = 1 << 11 }; class Picture; class Movie; class Hotspots; class Character; class CharacterDrew; class CharacterFlux; class FontRenderer; class TextResource; class AudioManager; class PathFinding; class ToonEngine : public Engine { public: ToonEngine(OSystem *syst, const ADGameDescription *gameDescription); ~ToonEngine(); const ADGameDescription *_gameDescription; Common::Language _language; byte _numVariant; byte _gameVariant; char **_locationDirNotVisited; char **_locationDirVisited; char **_specialInfoLine; virtual Common::Error run(); virtual bool showMainmenu(bool &loadedGame); virtual void init(); bool loadToonDat(); char **loadTextsVariante(Common::File &in); virtual void setPaletteEntries(uint8 *palette, int32 offset, int32 num); virtual void fixPaletteEntries(uint8 *palette, int num); virtual void flushPalette(); virtual void parseInput(); virtual void initChapter(); virtual void initFonts(); virtual void loadScene(int32 SceneId, bool forGameLoad = false); virtual void exitScene(); virtual void loadCursor(); virtual void setCursor(int32 type, bool inventory = false, int32 offsetX = 0, int offsetY = 0); virtual void loadAdditionalPalette(Common::String fileName, int32 mode); virtual void setupGeneralPalette(); virtual void render(); virtual void update(int32 timeIncrement); virtual void doFrame(); virtual void updateAnimationSceneScripts(int32 timeElapsed); virtual void updateCharacters(int32 timeElapsed); virtual void setSceneAnimationScriptUpdate(bool enable); virtual bool isUpdatingSceneAnimation(); virtual int32 getCurrentUpdatingSceneAnimation(); virtual int32 randRange(int32 minStart, int32 maxStart); virtual void selectHotspot(); virtual void clickEvent(); virtual int32 runEventScript(int32 x, int32 y, int32 mode, int32 id, int32 scriptId); virtual void flipScreens(); virtual void drawInfoLine(); virtual void drawConversationLine(); virtual const char *getLocationString(int32 locationId, bool alreadyVisited); virtual int32 getScaleAtPoint(int32 x, int32 y); virtual int32 getZAtPoint(int32 x, int32 y); virtual int32 getLayerAtPoint(int32 x, int32 y); virtual int32 characterTalk(int32 dialogid, bool blocking = true); virtual int32 simpleCharacterTalk(int32 dialogid); virtual void sayLines(int numLines, int dialogId); virtual void haveAConversation(int32 convId); virtual void processConversationClick(Conversation *conv, int32 status); virtual int32 runConversationCommand(int16 **command); virtual void prepareConversations(); virtual void drawConversationIcons(); virtual void simpleUpdate(); virtual int32 waitTicks(int32 numTicks, bool breakOnMouseClick); virtual void copyToVirtualScreen(bool updateScreen = true); virtual void getMouseEvent(); virtual int32 showInventory(); virtual void drawSack(); virtual void addItemToInventory(int32 item); virtual void deleteItemFromInventory(int32 item); virtual void replaceItemFromInventory(int32 item, int32 destItem); virtual void rearrangeInventory(); virtual void createMouseItem(int32 item); virtual void deleteMouseItem(); virtual void showCutaway(Common::String cutawayPicture); virtual void hideCutaway(); virtual void drawPalette(); virtual void newGame(); virtual void playSoundWrong(); virtual void playSFX(int32 id, int32 volume); virtual void storeRifFlags(int32 location); virtual void restoreRifFlags(int32 location); virtual void getTextPosition(int32 characterId, int32 *retX, int32 *retY); virtual int32 getConversationFlag(int32 locationId, int32 param); virtual int32 getSpecialInventoryItem(int32 item); virtual Character *getCharacterById(int32 charId); virtual Common::String getSavegameName(int nr); virtual bool loadGame(int32 slot); virtual bool saveGame(int32 slot); virtual void fadeIn(int32 numFrames) ; virtual void fadeOut(int32 numFrames) ; virtual void initCharacter(int32 characterId, int32 animScriptId, int32 animToPlayId, int32 sceneAnimationId); virtual int32 handleInventoryOnFlux(int32 itemId); virtual int32 handleInventoryOnInventory(int32 itemDest, int32 itemSrc); virtual int32 handleInventoryOnDrew(int32 itemId); virtual int32 pauseSceneAnimationScript(int32 animScriptId, int32 tickToWait); virtual void updateTimer(int32 timeIncrement); virtual Common::String createRoomFilename(Common::String name); virtual void createShadowLUT(); virtual void playTalkAnimOnCharacter(int32 animID, int32 characterId, bool talker); virtual void updateScrolling(bool force, int32 timeIncrement); virtual void enableTimer(int32 timerId); virtual void setTimer(int32 timerId, int32 timerWait); virtual void disableTimer(int32 timerId); virtual void updateTimers(); virtual void makeLineNonWalkable(int32 x, int32 y, int32 x2, int32 y2); virtual void makeLineWalkable(int32 x, int32 y, int32 x2, int32 y2); virtual void renderInventory(); virtual void viewInventoryItem(Common::String str, int32 lineId, int32 itemDest); virtual void storePalette(); virtual void restorePalette(); Resources *resources() { return _resources; } State *state() { return _gameState; } Graphics::Surface &getMainSurface() { return *_mainSurface; } Picture *getMask() { return _currentMask; } Picture *getPicture() { return _currentPicture; } AnimationManager *getAnimationManager() { return _animationManager; } Movie *getMoviePlayer() { return _moviePlayer; } SceneAnimation *getSceneAnimation(int32 id) { return &_sceneAnimations[id]; } SceneAnimationScript *getSceneAnimationScript(int32 id) { return &_sceneAnimationScripts[id]; } EMCInterpreter *getScript() { return _script; } Hotspots *getHotspots() { return _hotspots; } Character *getCharacter(int32 charId) { return _characters[charId]; } uint8 *getShadowLUT() { return _shadowLUT; } int32 getCurrentLineToSay() { return _currentTextLineId; } CharacterDrew *getDrew() { return (CharacterDrew *)_drew; } CharacterFlux *getFlux() { return (CharacterFlux *)_flux; } int32 getTickLength() { return _tickLength; } int32 getOldMilli() { return _oldTimer2; } OSystem *getSystem() { return _system; } AudioManager *getAudioManager() { return _audioManager; } int32 getScriptRegionNested() { return _currentScriptRegion; } int32 getMouseX() { return _mouseX; } int32 getMouseY() { return _mouseY; } PathFinding *getPathFinding() { return _pathFinding; } Common::WriteStream *getSaveBufferStream() { return _saveBufferStream; } protected: OSystem *_system; int32 _tickLength; Resources *_resources; TextResource *_genericTexts; TextResource *_roomTexts; State *_gameState; uint8 *_finalPalette; uint8 *_backupPalette; uint8 *_additionalPalette1; uint8 *_additionalPalette2; uint8 *_cutawayPalette; uint8 *_universalPalette; uint8 *_fluxPalette; uint8 *_roomScaleData; uint8 *_shadowLUT; Picture *_currentPicture; Picture *_currentMask; Picture *_currentCutaway; Picture *_inventoryPicture; PathFinding *_pathFinding; EMCInterpreter *_script; EMCData _scriptData; EMCState _scriptState[4]; int32 _currentScriptRegion; // script region ( nested script run ) ScriptFunc *_script_func; SceneAnimation _sceneAnimations[64]; SceneAnimationScript _sceneAnimationScripts[64]; int32 _lastProcessedSceneScript; bool _animationSceneScriptRunFlag; bool _updatingSceneScriptRunFlag; Graphics::Surface *_mainSurface; AnimationInstance *_cursorAnimationInstance; Animation *_cursorAnimation; Animation *_dialogIcons; Animation *_inventoryIcons; Animation *_inventoryIconSlots; int32 _cursorOffsetX; int32 _cursorOffsetY; char *_currentTextLine; int32 _currentTextLineId; int32 _currentTextLineX; int32 _currentTextLineY; int32 _currentTextLineCharacterId; int32 _oldScrollValue; AnimationManager *_animationManager; Character *_characters[32]; Character *_drew; Character *_flux; Hotspots *_hotspots; int32 _currentHotspotItem; int32 _mouseX; int32 _mouseY; int32 _mouseButton; int32 _lastMouseButton; int32 _oldTimer; int32 _oldTimer2; Movie *_moviePlayer; Common::RandomSource _rnd; FontRenderer *_fontRenderer; Animation *_fontToon; Animation *_fontEZ; AudioManager *_audioManager; Common::MemoryWriteStreamDynamic *_saveBufferStream; int16 *_conversationData; bool _firstFrame; bool _isDemo; }; } // End of namespace Toon #endif