/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef SCUMM_H #define SCUMM_H #include "common/engine.h" #include "common/gameDetector.h" #include "common/file.h" #include "common/map.h" #include "common/rect.h" #include "common/str.h" #include "common/timer.h" #include "common/util.h" class CharsetRenderer; class GameDetector; class NewGui; class Dialog; class ConsoleDialog; class Scumm; class IMuse; class IMuseDigital; class Actor; class Sound; class Bundle; class ScummDebugger; class Serializer; struct FindObjectInRoom; typedef ScummVM::Map ObjectIDMap; // Use g_scumm from error() ONLY extern Scumm *g_scumm; /* System Wide Constants */ enum { NUM_SCRIPT_SLOT = 40, NUM_LOCALSCRIPT = 60, NUM_SENTENCE = 6, NUM_SHADOW_PALETTE = 8, KEY_SET_OPTIONS = 3456 // WinCE }; enum ObjectClass { kObjectClassNeverClip = 20, kObjectClassAlwaysClip = 21, kObjectClassIgnoreBoxes = 22, kObjectClassYFlip = 29, kObjectClassXFlip = 30, kObjectClassPlayer = 31, // Actor is controlled by the player kObjectClassUntouchable = 32 }; #include "gfx.h" #include "boxes.h" struct MemBlkHeader { uint32 size; }; struct VerbSlot; struct ObjectData { uint32 OBIMoffset; uint32 OBCDoffset; int16 walk_x, walk_y; uint16 obj_nr; int16 x_pos; int16 y_pos; uint16 width; uint16 height; byte actordir; byte parent; byte parentstate; byte state; byte fl_object_index; }; struct ScriptSlot { uint32 offs; int32 delay; uint16 number; uint16 delayFrameCount; bool freezeResistant, recursive; bool didexec; byte status; byte where; byte freezeCount; byte cutsceneOverride; }; struct NestedScript { uint16 number; uint8 where; uint8 slot; }; struct BlastText { int16 xpos, ypos; ScummVM::Rect rect; byte color; byte charset; bool center; byte text[256]; }; 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, rtLast = 17, rtNumTypes = 18 }; enum { LIGHTMODE_dark = 0, LIGHTMODE_actor_base = 1, LIGHTMODE_screen = 2, LIGHTMODE_flashlight = 4, LIGHTMODE_actor_color = 8 }; 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_TENTACLE = GID_SCUMM_FIRST, GID_MONKEY2, GID_INDY4, GID_MONKEY, GID_SAMNMAX, GID_MONKEY_EGA, GID_LOOM256, GID_ZAK256, GID_INDY3_256, GID_INDY3, GID_LOOM, GID_FT, GID_DIG, GID_MONKEY_VGA, GID_CMI, GID_MANIAC, GID_ZAK, //GID_MANIAC64, //GID_ZAK64, GID_PUTTDEMO }; #define _maxRooms res.num[rtRoom] #define _maxScripts res.num[rtScript] #define _maxCostumes res.num[rtCostume] #define _maxInventoryItems res.num[rtInventory] #define _maxCharsets res.num[rtCharset] #define _maxStrings res.num[rtString] #define _maxVerbs res.num[rtVerb] #define _maxActorNames res.num[rtActorName] #define _maxBuffer res.num[rtBuffer] #define _maxScaleTable res.num[rtScaleTable] #define _maxTemp res.num[rtTemp] #define _maxFLObject res.num[rtFlObject] #define _maxMatrixes res.num[rtMatrix] #define _maxBoxes res.num[rtBox] #define _baseRooms res.address[rtRoom] #define _baseScripts res.address[rtScript] #define _baseInventoryItems res.address[rtInventory] #define _baseFLObject res.address[rtFlObject] #define _baseArrays res.address[rtString] #define _roomFileOffsets res.roomoffs[rtRoom] #define ARRAY_HDR_SIZE 6 struct ArrayHeader { int16 dim1_size; int16 type; int16 dim2_size; byte data[1]; }; struct SentenceTab { byte verb; byte preposition; uint16 objectA; uint16 objectB; uint8 freezeCount; }; // TODO / FIXME: next time save game format changes, Fingolfin would like to // revise StringTab. In particular, all t_* fields can be removed, making some // code a bit cleaner & easier to understand. struct StringTab { int16 t_xpos, t_ypos; int16 t_right; int16 xpos, ypos; int16 right; byte color, t_color; byte charset, t_charset; bool center, t_center; bool overhead, t_overhead; bool no_talk_anim, t_no_talk_anim; }; enum WhereIsObject { WIO_NOT_FOUND = -1, WIO_INVENTORY = 0, WIO_ROOM = 1, WIO_GLOBAL = 2, WIO_LOCAL = 3, WIO_FLOBJECT = 4 }; enum MouseButtonStatus { msDown = 1, msClicked = 2 }; struct langIndexNode { char tag[9]; int32 offset; }; class Scumm : public Engine { friend class ScummDebugger; friend class SmushPlayer; void errorString(const char *buf_input, char *buf_output); public: /* Put often used variables at the top. * That results in a shorter form of the opcode * on some architectures. */ IMuse *_imuse; IMuseDigital *_imuseDigital; uint32 _features; VerbSlot *_verbs; ObjectData *_objs; ScummDebugger *_debugger; Bundle *_bundle; Timer *_timer; Sound *_sound; struct { byte mode[rtNumTypes]; uint16 num[rtNumTypes]; uint32 tags[rtNumTypes]; const char *name[rtNumTypes]; byte **address[rtNumTypes]; byte *flags[rtNumTypes]; byte *roomno[rtNumTypes]; uint32 *roomoffs[rtNumTypes]; } res; struct { uint32 cutScenePtr[5]; byte cutSceneScript[5]; int16 cutSceneData[5]; int16 cutSceneScriptIndex; byte cutSceneStackPointer; ScriptSlot slot[NUM_SCRIPT_SLOT]; NestedScript nest[15]; int32 localvar[NUM_SCRIPT_SLOT][26]; } vm; // Constructor / Destructor Scumm(GameDetector *detector, OSystem *syst); virtual ~Scumm(); // Init functions void scummInit(); void initScummVars(); virtual void setupScummVars(); // Startup functions void main(); void parseCommandLine(int argc, char **argv); void showHelpAndExit(); bool detectGame(); void launch(); void go(); // Scumm main loop void mainRun(); int scummLoop(int delta); // Event handling void parseEvents(); void waitForTimer(int msec_delay); void processKbd(); int checkKeyHit(); void convertKeysToClicks(); int getKeyInput(); void clearClickedStatus(); // Misc utility functions void checkRange(int max, int min, int no, const char *str); const char *getExeName() const { return _exe_name; } const char *getGameDataPath() const; // Cursor/palette void updateCursor(); void animateCursor(); void updatePalette(); /* _insane vars */ int _smushFrameRate; bool _insaneState; bool _videoFinished; bool _smushPlay; void pauseGame(bool user); void shutDown(int i); void setOptions(void); #ifdef __PALM_OS__ bool _quit; // try to exit properly #endif // GUI NewGui *_newgui; Dialog *_pauseDialog; Dialog *_optionsDialog; Dialog *_saveLoadDialog; // Debugger access this one, too... ConsoleDialog *_debuggerDialog; int runDialog(Dialog *dialog); void pauseDialog(); void saveloadDialog(); void optionsDialog(); char displayError(bool showCancel, const char *message, ...); protected: byte _fastMode; /* Random number generation */ RandomSource _rnd; public: /* Core variable definitions */ byte _gameId; /* Core class/array definitions */ Gdi gdi; protected: Actor *_actors; // Has _numActors elements uint16 *_inventory; byte *_arrays; 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) { warning("Illegal access to variable %s in file %s, line %d", varName, file, line); // Return a fake memory location, so that at least no innocent variable // gets overwritten. static int32 fake; fake = 0; return fake; } return _scummVars[var]; } protected: int16 _varwatch; int32 *_scummVars; byte *_bitVars; /* Global resource tables */ int _numVariables, _numBitVariables, _numLocalObjects; int _numGlobalObjects, _numArray, _numVerbs, _numFlObject; int _numInventory, _numRooms, _numScripts, _numSounds; int _numCharsets, _numNewNames, _numGlobalScripts; int _numActors; public: int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette char *_audioNames; int32 _numAudioNames; protected: /* Current objects - can go in their respective classes */ byte _curActor; int _curVerb; int _curVerbSlot; 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 protected: int _keyPressed; uint16 _lastKeyHit; ScummVM::Point _mouse; ScummVM::Point _virtualMouse; uint16 _mouseButStat; byte _leftBtnPressed, _rightBtnPressed; int _bootParam; // The bootparam, to be passed to the script 1, the bootscript // 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 _saveLoadCompatible; char _saveLoadName[32]; bool saveState(int slot, bool compat, SaveFileManager *mgr); bool loadState(int slot, bool compat, SaveFileManager *mgr); bool saveState(int slot, bool compat) { SaveFileManager *mgr = _system->get_savefile_manager(); bool result = saveState(slot, compat, mgr); delete mgr; return result; } bool loadState(int slot, bool compat) { SaveFileManager *mgr = _system->get_savefile_manager(); bool result = loadState(slot, compat, mgr); delete mgr; return result; } void saveOrLoad(Serializer *s, uint32 savegameVersion); void saveLoadResource(Serializer *ser, int type, int index); void makeSavegameName(char *out, int slot, bool compatible); public: bool getSavegameName(int slot, char *desc, SaveFileManager *mgr); void listSavegames(bool *marks, int num, SaveFileManager *mgr); void requestSave(int slot, const char *name); void requestLoad(int slot); protected: /* Heap and memory management */ uint32 _maxHeapThreshold, _minHeapThreshold; void lock(int type, int i); void unlock(int type, int i); /* Script VM - should be in Script class */ uint32 _localScriptList[NUM_LOCALSCRIPT]; const byte *_scriptPointer, *_scriptOrgPointer; byte _opcode, _numNestedScripts, _currentScript; uint16 _curExecScript; byte **_lastCodePtr; int _resultVarNumber, _scummStackPos; int _localParamList[16], _scummStack[150]; int _keyScriptKey, _keyScriptNo; 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); void stopScript(int script); bool isScriptRunning(int script); // FIXME - should be protected, used by Sound::startTalkSound protected: void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars); void runScriptNested(int script); void executeScript(); void updateScriptPtr(); void runHook(int i); void checkAndRunSentenceScript(); void runExitScript(); void runEntryScript(); void runAllScripts(); void freezeScripts(int scr); void unfreezeScripts(); bool isScriptInUse(int script); bool isRoomScriptRunning(int script); 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(); 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); void setStringVars(int i); /* Should be in Resource class */ byte _encbyte; File _fileHandle; uint32 _fileOffset; int _resourceHeaderSize; char *_exe_name; // This is the name we use for opening resource files char *_game_name; // This is the game the user calls it, so use for saving bool _dynamicRoomOffsets; byte _resourceMapper[128]; uint32 _allocatedSize; byte _expire_counter; byte *_HEV7RoomOffsets; void allocateArrays(); void openRoom(int room); void closeRoom(); void deleteRoomOffsets(); void readRoomsOffsets(); void askForDisk(const char *filename, int disknum); bool openResourceFile(const char *filename); void loadPtrToResource(int type, int i, const byte *ptr); void readResTypeList(int id, uint32 tag, const char *name); char *resTypeFromId(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); public: bool isGlobInMemory(int type, int index); bool isResourceLoaded(int type, int index); byte *getResourceAddress(int type, int i); byte *getStringAddress(int i); byte *getStringAddressVar(int i); void ensureResourceLoaded(int type, int i); int getResourceRoomNr(int type, int index); protected: int readSoundResource(int type, int index); int readSoundResourceSmallHeader(int type, int index); void setResourceCounter(int type, int index, byte flag); bool validateResource(const char *str, int type, int index); void increaseResourceCounter(); bool isResourceInUse(int type, int i); void initRoomSubBlocks(); void clearRoomObjects(); void loadRoomObjects(); void loadRoomObjectsSmall(); void loadRoomObjectsOldBundle(); void readArrayFromIndexFile(); virtual void readMAXS(); virtual void readIndexFile(); virtual void loadCharset(int i); void nukeCharset(int i); int _lastLoadedRoom; public: byte *findResourceData(uint32 tag, byte *ptr); int getResourceDataSize(byte *ptr); void dumpResource(char *tag, int index, byte *ptr, int length = -1); protected: int getArrayId(); void nukeArray(int a); int defineArray(int a, int b, int c, int d); int readArray(int array, int index, int base); void writeArray(int array, int index, int base, int value); void resourceStats(); void expireResources(uint32 size); void freeResources(); void destroy(); public: /* Should be in Object class */ byte OF_OWNER_ROOM; int getInventorySlot(); void SamInventoryHack(int obj); // FIXME: Sam and Max hack int findInventory(int owner, int index); int getInventoryCount(int owner); protected: byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable; ObjectIDMap _objectIDMap; byte _numObjectsInRoom; void setupRoomObject(ObjectData *od, byte *room, byte *searchptr = NULL); void removeObjectFromRoom(int obj); void loadFlObject(uint object, uint room); void nukeFlObjects(int min, int max); int findFlObjectSlot(); int findLocalObjectSlot(); void addObjectToInventory(uint obj, uint room); void fixObjectFlags(); public: bool getClass(int obj, int cls); // 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); void putOwner(int obj, int owner); void setOwnerOf(int obj, int owner); void clearOwnerOf(int obj); int getObjectRoom(int obj); 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); int whereIsObject(int object); 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 byte *getObjOrActorName(int obj); // these three.. void addObjectToDrawQue(int object); void clearDrawObjectQueue(); void processDrawQue(); uint32 getOBCDOffs(int object); byte *getOBCDFromObject(int obj); int getDistanceBetween(bool is_obj_1, int b, int c, bool is_obj_2, int e, int f); protected: /* Should be in Verb class */ uint16 _verbMouseOver; int _inventoryOffset; int8 _userPut; uint16 _userState; void redrawVerbs(); void checkExecVerbs(); void verbMouseOver(int verb); int checkMouseOver(int x, int y); void drawVerb(int verb, int mode); void runInputScript(int a, int cmd, int mode); void restoreVerbBG(int verb); void drawVerbBitmap(int verb, int x, int y); int getVerbSlot(int id, int mode); void killVerb(int slot); void setVerbObject(uint room, uint object, uint verb); void checkV2Inventory(int x, int y); void redrawV2Inventory(); public: /* Should be in Actor class */ Actor *derefActor(int id, const char *errmsg = 0); Actor *derefActorSafe(int id, const char *errmsg); uint32 *_classData; int getAngleFromPos(int x, int y); protected: void walkActors(); void playActorSounds(); void setActorRedrawFlags(bool fg, bool bg); void showActors(); void resetActorBgs(); void processActors(); void processUpperActors(); int getActorFromPos(int x, int y); void actorFollowCamera(int act); bool isCostumeInUse(int i); public: /* Actor talking stuff */ byte _actorToPrintStrFor; int _sentenceNum; SentenceTab _sentence[NUM_SENTENCE]; StringTab _string[6]; int16 _talkDelay; void actorTalk(); void stopTalk(); // Costume class void cost_decodeData(Actor *a, int frame, uint usemask); int cost_frameToAnim(Actor *a, int frame); // Akos Class bool akos_increaseAnims(byte *akos, Actor *a); bool akos_increaseAnim(Actor *a, int i, byte *aksq, uint16 *akfo, int numakfo); void akos_queCommand(byte cmd, Actor *a, int param_1, int param_2); bool akos_compare(int a, int b, byte cmd); void akos_decodeData(Actor *a, int frame, uint usemask); int akos_frameToAnim(Actor *a, int frame); bool akos_hasManyDirections(Actor *a); protected: /* Should be in Graphics class? */ uint16 _screenB, _screenH; int _roomHeight, _roomWidth; public: int _screenHeight, _screenWidth; VirtScreen virtscr[4]; // Virtual screen areas CameraData camera; // 'Camera' - viewport protected: ColorCycle _colorCycle[16]; // Palette cycles uint32 _ENCD_offs, _EXCD_offs; uint32 _CLUT_offs; uint32 _IM00_offs, _PALS_offs; //ender: fullscreen bool _fullRedraw, _BgNeedsRedraw, _verbRedraw; bool _screenEffectFlag, _completeScreenRedraw; struct { int hotspotX, hotspotY, width, height; byte animate, animateIndex; int8 state; } _cursor; byte _grabbedCursor[8192]; byte _currentCursor; byte _newEffect, _switchRoomEffect2, _switchRoomEffect; bool _doEffect; struct { int x, y, w, h; byte *buffer; uint16 xStrips, yStrips; bool isDrawn; } _flashlight; void getGraphicsPerformance(); void initScreens(int a, int b, int w, int h); void initVirtScreen(int slot, int number, int top, int width, int height, bool twobufs, bool scrollable); void initBGBuffers(int height); void initCycl(byte *ptr); // Color cycle void createSpecialPalette(int16 a, int16 b, int16 c, int16 d, int16 e, int16 colorMin, int16 colorMax); 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 restoreBG(ScummVM::Rect rect, byte backColor = 0); void redrawBGStrip(int start, int num); void redrawBGAreas(); void moveCamera(); void cameraMoved(); void setCameraAtEx(int at); void setCameraAt(int pos_x, int pos_y); void panCameraTo(int x, int y); void setCameraFollows(Actor *a); void clampCameraPos(ScummVM::Point *pt); byte *getPalettePtr(); void setupEGAPalette(); void setPalette(int pal); void setPaletteFromPtr(byte *ptr); void setPaletteFromRes(); void setPalColor(int index, int r, int g, int b); void setDirtyColors(int min, int max); byte *findPalInPals(byte *pal, int index); void swapPalColors(int a, int b); void copyPalColor(int dst, int src); void cyclePalette(); void stopCycle(int i); void palManipulateInit(int start, int end, int string_id, int time); void palManipulate(); public: int remapPaletteColor(int r, int g, int b, uint threshold); // Used by Actor::remapActorPalette protected: void moveMemInPalRes(int start, int end, byte direction); void setupShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor); void setupShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor); void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor); void desaturatePalette(int hueScale, int satScale, int lightScale, int startColor, int endColor); void setCursor(int cursor); void setCursorImg(uint img, uint room, uint imgindex); void setCursorHotspot(int x, int y); void grabCursor(int x, int y, int w, int h); void grabCursor(byte *ptr, int width, int height); void makeCursorColorTransparent(int a); void setupCursor() { _cursor.animate = 1; } void decompressDefaultCursor(int index); void useIm01Cursor(byte *im, int w, int h); void useBompCursor(byte *im, int w, int h); public: void updateDirtyRect(int virt, int left, int right, int top, int bottom, int dirtybit); protected: void setDirtyRange(int slot, int a, int height); void drawDirtyScreenParts(); void updateDirtyScreen(int slot); public: VirtScreen *findVirtScreen(int y); protected: void setVirtscreenDirty(VirtScreen *vs, int left, int top, int right, int bottom); public: bool isMaskActiveAt(int l, int t, int r, int b, byte *mem); protected: void drawFlashlight(); void fadeIn(int effect); void fadeOut(int effect); void unkScreenEffect5(int a); void unkScreenEffect6(); void transitionEffect(int a); void dissolveEffect(int width, int height); void scrollEffect(int dir); void blit(byte *dst, byte *src, int w, int h); // bomp protected: int32 _bompScaleRight, _bompScaleBottom; public: byte *_bompScallingXPtr, *_bompScallingYPtr; byte *_bompMaskPtr; byte *_bompActorPalletePtr; void drawBomp(BompDrawData *bd, int decode_mode, int mask); protected: void decompressBomp(byte *dst, byte *src, int w, int h); int32 setupBompScale(byte *scalling, int32 size, byte scale); void bompScaleFuncX(byte *line_buffer, byte *scalling_x_ptr, byte skip, int32 size); int32 bompDecodeLineMode0(byte *src, byte *line_buffer, int32 size); int32 bompDecodeLineMode1(byte *src, byte *line_buffer, int32 size); int32 bompDecodeLineMode3(byte *src, byte *line_buffer, int32 size); void bompApplyMask(byte *line_buffer, byte *mask_out, byte bits, int32 size); void bompApplyShadow0(byte *line_buffer, byte *dst, int32 size); void bompApplyShadow1(byte *line_buffer, byte *dst, int32 size); void bompApplyShadow3(byte *line_buffer, byte *dst, int32 size); void bompApplyActorPalette(byte *line_buffer, int32 size); bool _shakeEnabled; uint _shakeFrame; void setShake(int mode); public: int _screenStartStrip, _screenEndStrip; int _screenLeft, _screenTop; protected: int _blastObjectQueuePos; BlastObject _blastObjectQueue[128]; int _blastTextQueuePos; BlastText _blastTextQueue[32]; // FIXME - how many blast texts can there be at once? void enqueueText(byte *text, int x, int y, byte color, byte charset, bool center); void drawBlastTexts(); void removeBlastTexts(); void enqueueObject(int objectNumber, int objectX, int objectY, int objectWidth, int objectHeight, int scaleX, int scaleY, int image, int mode); void clearEnqueue() { _blastObjectQueuePos = 0; } void drawBlastObjects(); void drawBlastObject(BlastObject *eo); void removeBlastObjects(); void removeBlastObject(BlastObject *eo); int _drawObjectQueNr; byte _drawObjectQue[200]; byte _palManipStart, _palManipEnd; uint16 _palManipCounter; byte *_palManipPalette; byte *_palManipIntermediatePal; /* 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 * restoreBG(), 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 _proc_special_palette[256]; byte *_shadowPalette; protected: int _shadowPaletteSize; byte _currentPalette[3 * 256]; int _palDirtyMin, _palDirtyMax; byte _haveMsg; bool _useTalkAnims; uint16 _defaultTalkDelay; bool _use_adlib; int tempMusic; int _saveSound; public: bool _silentDigitalImuse, _noDigitalSamples; int current_cd_sound; // Used in class Sound protected: /* Walkbox / Navigation class */ int _maxBoxVertexHeap, _boxPathVertexHeapIndex, _boxMatrixItem; byte *_boxPathVertexHeap, *_boxMatrixPtr1, *_boxMatrixPtr3; public: uint16 _extraBoxFlags[65]; byte getNumBoxes(); byte *getBoxMatrixBaseAddr(); int getPathToDestBox(byte from, byte to); bool findPathTowards(Actor *a, byte box, byte box2, byte box3, int16 &foundPathX, int16 &foundPathY); void findPathTowardsOld(Actor *a, byte box, byte box2, byte box3, ScummVM::Point gateLoc[5]); void getGates(int trap1, int trap2, ScummVM::Point gateA[2], ScummVM::Point gateB[2]); bool inBoxQuickReject(int box, int x, int y, int threshold); AdjustBoxResult getClosestPtOnBox(int box, int x, int y); int getSpecialBox(int param1, int param2); void setBoxFlags(int box, int val); void setBoxScale(int box, int b); bool checkXYInBoxBounds(int box, int x, int y); uint distanceFromPt(int x, int y, int ptx, int pty); ScummVM::Point closestPtOnLine(int ulx, int uly, int llx, int lly, int x, int y); void getBoxCoordinates(int boxnum, BoxCoords *bc); byte getMaskFromBox(int box); Box *getBoxBaseAddr(int box); byte getBoxFlags(int box); int getBoxScale(int box); int getScale(int box, int x, int y); void setScaleItem(int slot, int a, int b, int c, int d); protected: // V8 scaling stuff: should be in V8 class struct ScaleSlot { int x1, y1, scale1; int x2, y2, scale2; }; ScaleSlot _scaleSlots[20]; // FIXME - not sure if this limit is right, but based on my observations it is void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2); void setBoxScaleSlot(int box, int slot); void createBoxMatrix(); void addToBoxMatrix(byte b); bool compareSlope(int X1, int Y1, int X2, int Y2, int X3, int Y3); PathNode *unkMatrixProc2(PathVertex *vtx, int i); void *addToBoxVertexHeap(int size); PathVertex *addPathVertex(); bool areBoxesNeighbours(int i, int j); /* String class */ CharsetRenderer *_charset; byte _charsetColor; public: byte _charsetColorMap[16]; protected: byte _charsetData[15][16]; int _charsetBufPos; byte _charsetBuffer[512]; public: bool _noSubtitles; // Whether to skip all subtitles protected: void initCharset(int charset); void restoreCharsetBg(); public: bool hasCharsetMask(int left, int top, int right, int bottom); protected: void CHARSET_1(); void drawString(int a); void drawDescString(byte *msg); const byte *addMessageToStack(const byte *msg); void addIntToStack(int var); void addVerbToStack(int var); void addNameToStack(int var); void addStringToStack(int var); void unkMessage1(); void unkMessage2(); public: void clearMsgQueue(); // Used by Actor::putActor protected: int _numInMsgStack; byte *_msgPtrToAdd; const byte *_messagePtr; bool _keepText; uint16 _language; bool _existLanguageFile; char *_languageBuffer; struct langIndexNode *_languageIndex; int _languageStrCount; byte _transText[500]; void loadLanguageBundle(); public: void translateText(const byte *text, byte *trans_buff); // Used by class ScummDialog protected: #if defined(SCUMM_LITTLE_ENDIAN) uint32 fileReadDword() { return _fileHandle.readUint32LE(); } #elif defined(SCUMM_BIG_ENDIAN) uint32 fileReadDword() { return _fileHandle.readUint32BE(); } #endif public: /* Scumm Vars */ byte VAR_LANGUAGE; byte VAR_KEYPRESS; 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; // How about merging this with VAR_CURRENTDISK? 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_HOOK_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_TMR_4; byte VAR_SOUNDCARD; byte VAR_VIDEOMODE; byte VAR_SAVELOADDIALOG_KEY; byte VAR_FIXEDDISK; byte VAR_CURSORSTATE; byte VAR_USERPUT; byte VAR_SOUNDRESULT; byte VAR_TALKSTOP_KEY; byte VAR_59; byte VAR_SOUNDPARAM; byte VAR_SOUNDPARAM2; byte VAR_SOUNDPARAM3; byte VAR_MOUSEPRESENT; byte VAR_PERFORMANCE_1; byte VAR_PERFORMANCE_2; byte VAR_ROOM_FLAG; byte VAR_GAME_LOADED; byte VAR_NEW_ROOM; byte VAR_VERSION; byte VAR_V5_TALK_STRING_Y; byte VAR_V6_SCREEN_WIDTH; byte VAR_V6_SCREEN_HEIGHT; byte VAR_V6_EMSSPACE; byte VAR_V6_RANDOM_NR; byte VAR_STRING2DRAW; 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; byte VAR_LEFTBTN_DOWN; byte VAR_RIGHTBTN_DOWN; byte VAR_LEFTBTN_HOLD; byte VAR_RIGHTBTN_HOLD; byte VAR_MOUSE_BUTTONS; byte VAR_MOUSE_HOLD; byte VAR_SAVELOAD_SCRIPT; byte VAR_SAVELOAD_SCRIPT2; byte VAR_DEFAULT_TALK_DELAY; byte VAR_CHARSET_MASK; byte VAR_CUSTOMSCALETABLE; byte VAR_V6_SOUNDMODE; byte VAR_CHARCOUNT; byte VAR_VERB_ALLOWED; byte VAR_ACTIVE_VERB; byte VAR_ACTIVE_OBJECT1; byte VAR_ACTIVE_OBJECT2; byte VAR_CLICK_AREA; }; // This is a constant lookup table of reverse bit masks extern const byte revBitMask[8]; /* Direction conversion functions (between old dir and new dir format) */ int newDirToOldDir(int dir); int oldDirToNewDir(int dir); int normalizeAngle(int angle); int fromSimpleDir(int dirtype, int dir); int toSimpleDir(int dirtype, int dir); #endif