1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
|
/* 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 AGI_AGI_H
#define AGI_AGI_H
#include "common/scummsys.h"
#include "common/error.h"
#include "common/util.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/rect.h"
#include "common/rendermode.h"
#include "common/stack.h"
#include "common/str.h"
#include "common/system.h"
#include "engines/engine.h"
#include "gui/debugger.h"
// AGI resources
#include "agi/console.h"
#include "agi/view.h"
#include "agi/picture.h"
#include "agi/logic.h"
#include "agi/sound.h"
namespace Common {
class RandomSource;
}
/**
* This is the namespace of the AGI engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Early Sierra adventure games
* - many fan made games
* - Mickey's Space Adventure (Pre-AGI)
* - Winnie the Pooh in the Hundred Acre Wood (Pre-AGI)
* - Troll's Tale (Pre-AGI)
*/
namespace Agi {
typedef signed int Err;
//
// Version and other definitions
//
#define TITLE "AGI engine"
#define DIR_ "dir"
#define LOGDIR "logdir"
#define PICDIR "picdir"
#define VIEWDIR "viewdir"
#define SNDDIR "snddir"
#define OBJECTS "object"
#define WORDS "words.tok"
#define MAX_DIRECTORY_ENTRIES 256
#define MAX_CONTROLLERS 256
#define MAX_VARS 256
#define MAX_FLAGS (256 >> 3)
#define SCREENOBJECTS_MAX 255 // KQ3 uses o255!
#define SCREENOBJECTS_EGO_ENTRY 0 // first entry is ego
#define MAX_WORDS 20
#define MAX_STRINGS 24 // MAX_STRINGS + 1 used for get.num
#define MAX_STRINGLEN 40
#define MAX_CONTROLLER_KEYMAPPINGS 39
#define SAVEDGAME_DESCRIPTION_LEN 30
#define _EMPTY 0xfffff
#define EGO_OWNED 0xff
#define EGO_OWNED_V1 0xf9
#define CRYPT_KEY_SIERRA "Avis Durgan"
#define CRYPT_KEY_AGDS "Alex Simkin"
#define ADD_PIC 1
#define ADD_VIEW 2
#define CMD_BSIZE 12
enum AgiGameID {
GID_AGIDEMO,
GID_BC,
GID_DDP,
GID_GOLDRUSH,
GID_KQ1,
GID_KQ2,
GID_KQ3,
GID_KQ4,
GID_LSL1,
GID_MH1,
GID_MH2,
GID_MIXEDUP,
GID_PQ1,
GID_SQ1,
GID_SQ2,
GID_XMASCARD,
GID_FANMADE,
GID_GETOUTTASQ, // Fanmade
GID_MICKEY, // PreAGI
GID_WINNIE, // PreAGI
GID_TROLL // PreAGI
};
enum AgiGameType {
GType_PreAGI = 0,
GType_V1 = 1,
GType_V2 = 2,
GType_V3 = 3
};
enum BooterDisks {
BooterDisk1 = 0,
BooterDisk2 = 1
};
//
// GF_OLDAMIGAV20 means that the interpreter is an old Amiga AGI interpreter that
// uses value 20 for the computer type (v20 i.e. vComputer) rather than the usual value 5.
//
// GF_CLIPCOORDS means that views' coordinates must be clipped at least in commands
// position and position.v.
//
enum AgiGameFeatures {
GF_AGIMOUSE = (1 << 0), // this disables "Click-to-walk mouse interface"
GF_AGDS = (1 << 1),
GF_AGI256 = (1 << 2), // marks fanmade AGI-256 games
GF_AGI256_2 = (1 << 3), // marks fanmade AGI-256-2 games
GF_AGIPAL = (1 << 4), // marks game using fanmade AGIPAL extension
GF_MACGOLDRUSH = (1 << 5), // use "grdir" instead of "dir" for volume loading
GF_FANMADE = (1 << 6), // marks fanmade games
GF_MENUS = (1 << 7), // not used anymore
GF_ESCPAUSE = (1 << 8), // not used anymore, we detect this internally
GF_OLDAMIGAV20 = (1 << 9),
GF_CLIPCOORDS = (1 << 10), // not used atm
GF_2GSOLDSOUND = (1 << 11)
};
struct AGIGameDescription;
enum {
NO_GAMEDIR = 0,
GAMEDIR
};
enum AGIErrors {
errOK = 0,
errDoNothing,
errBadCLISwitch,
errInvalidAGIFile,
errBadFileOpen,
errNotEnoughMemory,
errBadResource,
errUnknownAGIVersion,
errNoLoopsInView,
errViewDataError,
errNoGameList,
errIOError,
errUnk = 127
};
enum kDebugLevels {
kDebugLevelMain = 1 << 0,
kDebugLevelResources = 1 << 1,
kDebugLevelSprites = 1 << 2,
kDebugLevelInventory = 1 << 3,
kDebugLevelInput = 1 << 4,
kDebugLevelMenu = 1 << 5,
kDebugLevelScripts = 1 << 6,
kDebugLevelSound = 1 << 7,
kDebugLevelText = 1 << 8,
kDebugLevelSavegame = 1 << 9
};
/**
* AGI resources.
*/
enum {
RESOURCETYPE_LOGIC = 1,
RESOURCETYPE_SOUND,
RESOURCETYPE_VIEW,
RESOURCETYPE_PICTURE
};
enum {
RES_LOADED = 0x01,
RES_COMPRESSED = 0x40,
RES_PICTURE_V3_NIBBLE_PARM = 0x80 // Flag that gets set for picture resources,
// which use a nibble instead of a byte as F0+F2 parameters
};
enum {
lCOMMAND_MODE = 1,
lTEST_MODE
};
struct gameIdList {
gameIdList *next;
uint32 version;
uint32 crc;
char *gName;
char *switches;
};
struct Mouse {
int button;
Common::Point pos;
};
// Used by AGI Mouse protocol 1.0 for v27 (i.e. button pressed -variable).
enum AgiMouseButton {
kAgiMouseButtonUp, // Mouse button is up (not pressed)
kAgiMouseButtonLeft, // Left mouse button
kAgiMouseButtonRight, // Right mouse button
kAgiMouseButtonMiddle // Middle mouse button
};
/**
* AGI variables.
*/
enum {
VM_VAR_CURRENT_ROOM = 0, // 0
VM_VAR_PREVIOUS_ROOM, // 1
VM_VAR_BORDER_TOUCH_EGO, // 2
VM_VAR_SCORE, // 3
VM_VAR_BORDER_CODE, // 4
VM_VAR_BORDER_TOUCH_OBJECT, // 5
VM_VAR_EGO_DIRECTION, // 6
VM_VAR_MAX_SCORE, // 7
VM_VAR_FREE_PAGES, // 8
VM_VAR_WORD_NOT_FOUND, // 9
VM_VAR_TIME_DELAY, // 10
VM_VAR_SECONDS, // 11
VM_VAR_MINUTES, // 12
VM_VAR_HOURS, // 13
VM_VAR_DAYS, // 14
VM_VAR_JOYSTICK_SENSITIVITY, // 15
VM_VAR_EGO_VIEW_RESOURCE, // 16
VM_VAR_AGI_ERROR_CODE, // 17
VM_VAR_AGI_ERROR_INFO, // 18
VM_VAR_KEY, // 19
VM_VAR_COMPUTER, // 20
VM_VAR_WINDOW_AUTO_CLOSE_TIMER, // 21
VM_VAR_SOUNDGENERATOR, // 22
VM_VAR_VOLUME, // 23
VM_VAR_MAX_INPUT_CHARACTERS, // 24
VM_VAR_SELECTED_INVENTORY_ITEM, // 25
VM_VAR_MONITOR = 26, // 26
VM_VAR_MOUSE_BUTTONSTATE = 27, // 27
VM_VAR_MOUSE_X = 28, // 28
VM_VAR_MOUSE_Y = 29 // 29
};
/**
* Different monitor types.
* Used with AGI variable 26 i.e. vMonitor.
*/
enum AgiMonitorType {
kAgiMonitorCga = 0,
//kAgiMonitorTandy = 1, // Not sure about this
kAgiMonitorHercules = 2,
kAgiMonitorEga = 3
//kAgiMonitorVga = 4 // Not sure about this
};
/**
* Different computer types.
* Used with AGI variable 20 i.e. vComputer.
*
* At least these Amiga AGI versions use value 5:
* 2.082 (King's Quest I v1.0U 1986)
* 2.090 (King's Quest III v1.01 1986-11-08)
* x.yyy (Black Cauldron v2.00 1987-06-14)
* x.yyy (Larry I v1.05 1987-06-26)
* 2.107 (King's Quest II v2.0J. Date is probably 1987-01-29)
* 2.202 (Space Quest II v2.0F)
* 2.310 (Police Quest I v2.0B 1989-02-22)
* 2.316 (Gold Rush! v2.05 1989-03-09)
* 2.333 (King's Quest III v2.15 1989-11-15)
*
* At least these Amiga AGI versions use value 20:
* 2.082 (Space Quest I v1.2 1986)
* x.yyy (Manhunter NY 1.06 3/18/89)
* 2.333 (Manhunter SF 3.06 8/17/89)
*
*/
enum AgiComputerType {
kAgiComputerPC = 0,
kAgiComputerAtariST = 4,
kAgiComputerAmiga = 5, // Newer Amiga AGI interpreters' value (Commonly used)
kAgiComputerApple2GS = 7,
kAgiComputerAmigaOld = 20 // Older Amiga AGI interpreters' value (Seldom used)
};
enum AgiSoundType {
kAgiSoundPC = 1,
kAgiSoundTandy = 3, // Tandy (This value is also used by the Amiga AGI and Apple IIGS AGI)
kAgiSound2GSOld = 8 // Apple IIGS's Gold Rush! (Version 1.0M 1989-02-28 (CE), AGI 3.003) uses value 8
};
/**
* AGI flags
*/
enum {
VM_FLAG_EGO_WATER = 0, // 0
VM_FLAG_EGO_INVISIBLE,
VM_FLAG_ENTERED_CLI,
VM_FLAG_EGO_TOUCHED_P2,
VM_FLAG_SAID_ACCEPTED_INPUT,
VM_FLAG_NEW_ROOM_EXEC, // 5
VM_FLAG_RESTART_GAME,
VM_FLAG_SCRIPT_BLOCKED,
VM_FLAG_JOY_SENSITIVITY,
VM_FLAG_SOUND_ON,
VM_FLAG_DEBUGGER_ON, // 10
VM_FLAG_LOGIC_ZERO_FIRST_TIME,
VM_FLAG_RESTORE_JUST_RAN,
VM_FLAG_STATUS_SELECTS_ITEMS,
VM_FLAG_MENUS_ACCESSIBLE,
VM_FLAG_OUTPUT_MODE, // 15
VM_FLAG_AUTO_RESTART
};
struct AgiControllerKeyMapping {
uint16 keycode;
byte controllerSlot;
};
struct AgiObject {
int location;
Common::String name;
};
struct AgiDir {
uint8 volume;
uint32 offset;
uint32 len;
uint32 clen;
// 0 = not in mem, can be freed
// 1 = in mem, can be released
// 2 = not in mem, cant be released
// 3 = in mem, cant be released
// 0x40 = was compressed
uint8 flags;
};
struct AgiBlock {
bool active;
int16 x1, y1;
int16 x2, y2;
};
struct ScriptPos {
int script;
int curIP;
};
enum CycleInnerLoopType {
CYCLE_INNERLOOP_GETSTRING = 0,
CYCLE_INNERLOOP_GETNUMBER,
CYCLE_INNERLOOP_INVENTORY,
CYCLE_INNERLOOP_MENU_VIA_KEYBOARD,
CYCLE_INNERLOOP_MENU_VIA_MOUSE,
CYCLE_INNERLOOP_SYSTEMUI_SELECTSAVEDGAMESLOT,
CYCLE_INNERLOOP_SYSTEMUI_VERIFICATION,
CYCLE_INNERLOOP_MESSAGEBOX,
CYCLE_INNERLOOP_HAVEKEY
};
typedef Common::Array<int16> SavedGameSlotIdArray;
/**
* AGI game structure.
* This structure contains all global data of an AGI game executed
* by the interpreter.
*/
struct AgiGame {
AgiEngine *_vm;
// TODO: Check whether adjMouseX and adjMouseY must be saved and loaded when using savegames.
// If they must be then loading and saving is partially broken at the moment.
int adjMouseX; /**< last given adj.ego.move.to.x.y-command's 1st parameter */
int adjMouseY; /**< last given adj.ego.move.to.x.y-command's 2nd parameter */
char name[8]; /**< lead in id (e.g. `GR' for goldrush) */
char id[8]; /**< game id */
uint32 crc; /**< game CRC */
// game flags and variables
uint8 flags[MAX_FLAGS]; /**< 256 1-bit flags combined into a total of 32 bytes */
uint8 vars[MAX_VARS]; /**< 256 variables */
// internal variables
int16 horizon; /**< horizon y coordinate */
bool cycleInnerLoopActive;
int16 cycleInnerLoopType;
int16 curLogicNr; /**< current logic number */
Common::Array<ScriptPos> execStack;
// internal flags
bool playerControl; /**< player is in control */
bool exitAllLogics; /**< break cycle after new.room */
bool pictureShown; /**< show.pic has been issued */
#define ID_AGDS 0x00000001
#define ID_AMIGA 0x00000002
int gameFlags; /**< agi options flags */
// windows
AgiBlock block;
// graphics & text
bool gfxMode;
unsigned int numObjects;
bool controllerOccured[MAX_CONTROLLERS]; /**< keyboard keypress events */
AgiControllerKeyMapping controllerKeyMapping[MAX_CONTROLLER_KEYMAPPINGS];
char strings[MAX_STRINGS + 1][MAX_STRINGLEN]; /**< strings */
// directory entries for resources
AgiDir dirLogic[MAX_DIRECTORY_ENTRIES];
AgiDir dirPic[MAX_DIRECTORY_ENTRIES];
AgiDir dirView[MAX_DIRECTORY_ENTRIES];
AgiDir dirSound[MAX_DIRECTORY_ENTRIES];
// resources
AgiPicture pictures[MAX_DIRECTORY_ENTRIES]; /**< AGI picture resources */
AgiLogic logics[MAX_DIRECTORY_ENTRIES]; /**< AGI logic resources */
AgiView views[MAX_DIRECTORY_ENTRIES]; /**< AGI view resources */
AgiSound *sounds[MAX_DIRECTORY_ENTRIES]; /**< Pointers to AGI sound resources */
AgiLogic *_curLogic;
// view table
ScreenObjEntry screenObjTable[SCREENOBJECTS_MAX];
ScreenObjEntry addToPicView;
bool automaticSave; /**< set by CmdSetSimple() */
char automaticSaveDescription[SAVEDGAME_DESCRIPTION_LEN + 1];
Common::Rect mouseFence; /**< rectangle set by fence.mouse command */
bool mouseEnabled; /**< if mouse is supposed to be active */
bool mouseHidden; /**< if mouse is currently hidden */
// IF condition handling
int testResult;
int max_logics;
int logic_list[256];
// used to detect situations, where the game shows some text and changes rooms right afterwards
// for example Space Quest 2 intro right at the start
// or Space Quest 2, when entering the vent also right at the start
// The developers assumed that loading the new room would take a bit.
// In ScummVM it's basically done in an instant, which means that
// the text would only get shown for a split second.
// We delay a bit as soon as such situations get detected.
bool nonBlockingTextShown;
int16 nonBlockingTextCyclesLeft;
bool automaticRestoreGame;
};
class AgiLoader {
public:
AgiLoader() {}
virtual ~AgiLoader() {}
virtual int init() = 0;
virtual int deinit() = 0;
virtual int detectGame() = 0;
virtual int loadResource(int16 resourceType, int16 resourceNr) = 0;
virtual int unloadResource(int16 resourceType, int16 resourceNr) = 0;
virtual int loadObjects(const char *) = 0;
virtual int loadWords(const char *) = 0;
};
class AgiLoader_v1 : public AgiLoader {
private:
AgiEngine *_vm;
Common::String _filenameDisk0;
Common::String _filenameDisk1;
int loadDir_DDP(AgiDir *agid, int offset, int max);
int loadDir_BC(AgiDir *agid, int offset, int max);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v1(AgiEngine *vm);
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class AgiLoader_v2 : public AgiLoader {
private:
AgiEngine *_vm;
int loadDir(AgiDir *agid, const char *fname);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v2(AgiEngine *vm) {
_vm = vm;
}
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class AgiLoader_v3 : public AgiLoader {
private:
AgiEngine *_vm;
int loadDir(AgiDir *agid, Common::File *fp, uint32 offs, uint32 len);
uint8 *loadVolRes(AgiDir *agid);
public:
AgiLoader_v3(AgiEngine *vm) {
_vm = vm;
}
virtual int init();
virtual int deinit();
virtual int detectGame();
virtual int loadResource(int16 resourceType, int16 resourceNr);
virtual int unloadResource(int16 resourceType, int16 resourceNr);
virtual int loadObjects(const char *);
virtual int loadWords(const char *);
};
class GfxFont;
class GfxMgr;
class SpritesMgr;
class InventoryMgr;
class TextMgr;
class GfxMenu;
class SystemUI;
class Words;
// Image stack support
struct ImageStackElement {
uint8 type;
uint8 pad;
int16 parm1;
int16 parm2;
int16 parm3;
int16 parm4;
int16 parm5;
int16 parm6;
int16 parm7;
};
struct StringData {
int x;
int y;
int len;
int str;
};
#define TICK_SECONDS 20
#define KEY_QUEUE_SIZE 16
class AgiBase : public ::Engine {
protected:
// Engine API
Common::Error init();
virtual Common::Error go() = 0;
virtual Common::Error run() {
Common::Error err;
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
virtual bool hasFeature(EngineFeature f) const;
virtual void initialize() = 0;
void initRenderMode();
public:
Words *_words;
GfxFont *_font;
GfxMgr *_gfx;
Common::RenderMode _renderMode;
AgiDebug _debug;
AgiGame _game;
Common::RandomSource *_rnd;
SoundMgr *_sound;
Mouse _mouse;
bool _noSaveLoadAllowed;
virtual bool promptIsEnabled() {
return false;
}
virtual int getKeypress() = 0;
virtual bool isKeypress() = 0;
virtual void clearKeyQueue() = 0;
AgiBase(OSystem *syst, const AGIGameDescription *gameDesc);
~AgiBase();
virtual void clearImageStack() = 0;
virtual void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) = 0;
virtual void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) = 0;
virtual void releaseImageStack() = 0;
int _soundemu;
bool getFlag(int16 flagNr);
void setFlag(int16 flagNr, bool newState);
void flipFlag(int16 flagNr);
const AGIGameDescription *_gameDescription;
uint32 _gameFeatures;
uint16 _gameVersion;
uint32 getGameID() const;
uint32 getFeatures() const;
uint16 getVersion() const;
uint16 getGameType() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
const char *getGameMD5() const;
void initFeatures();
void setFeature(uint32 feature);
void initVersion();
void setVersion(uint16 version);
const char *getDiskName(uint16 id);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const byte *getFontData();
void cycleInnerLoopActive(int16 loopType) {
_game.cycleInnerLoopActive = true;
_game.cycleInnerLoopType = loopType;
};
void cycleInnerLoopInactive() {
_game.cycleInnerLoopActive = false;
};
bool cycleInnerLoopIsActive() {
return _game.cycleInnerLoopActive;
}
};
enum AgiArtificialDelayTriggerType {
ARTIFICIALDELAYTYPE_NEWROOM = 0,
ARTIFICIALDELAYTYPE_NEWPICTURE = 1,
ARTIFICIALDELAYTYPE_END = -1
};
struct AgiArtificialDelayEntry {
uint32 gameId;
Common::Platform platform;
AgiArtificialDelayTriggerType triggerType;
int16 orgNr;
int16 newNr;
uint16 millisecondsDelay;
};
typedef void (*AgiOpCodeFunction)(AgiGame *state, AgiEngine *vm, uint8 *p);
struct AgiOpCodeEntry {
const char *name;
const char *parameters;
AgiOpCodeFunction functionPtr;
uint16 parameterSize;
};
struct AgiOpCodeDefinitionEntry {
const char *name;
const char *parameters;
AgiOpCodeFunction functionPtr;
};
class AgiEngine : public AgiBase {
protected:
// Engine APIs
virtual Common::Error go();
void initialize();
uint32 _lastSaveTime;
public:
AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc);
virtual ~AgiEngine();
bool promptIsEnabled();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
private:
int _keyQueue[KEY_QUEUE_SIZE];
int _keyQueueStart;
int _keyQueueEnd;
bool _allowSynthetic;
bool checkPriority(ScreenObjEntry *v);
bool checkCollision(ScreenObjEntry *v);
bool checkPosition(ScreenObjEntry *v);
int _firstSlot;
public:
Common::Array<AgiObject> _objects; // objects in the game
StringData _stringdata;
SavedGameSlotIdArray getSavegameSlotIds();
Common::String getSavegameFilename(int16 slotId) const;
bool getSavegameInformation(int16 slotId, Common::String &saveDescription, uint32 &saveDate, uint32 &saveTime, bool &saveIsValid);
int saveGame(const Common::String &fileName, const Common::String &descriptionString);
int loadGame(const Common::String &fileName, bool checkId = true);
bool saveGameDialog();
bool saveGameAutomatic();
bool loadGameDialog();
bool loadGameAutomatic();
int doSave(int slot, const Common::String &desc);
int doLoad(int slot, bool showMessages);
int scummVMSaveLoadDialog(bool isSave);
uint8 *_intobj;
bool _restartGame;
SpritesMgr *_sprites;
TextMgr *_text;
InventoryMgr *_inventory;
PictureMgr *_picture;
AgiLoader *_loader; // loader
GfxMenu *_menu;
SystemUI *_systemUI;
Common::Stack<ImageStackElement> _imageStack;
void clearImageStack();
void recordImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7);
void replayImageStackCall(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7);
void releaseImageStack();
void wait(uint32 msec, bool busy = false);
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
int agiInit();
int agiDeinit();
int agiDetectGame();
int agiLoadResource(int16 resourceType, int16 resourceNr);
int agiUnloadResource(int16 resourceType, int16 resourceNr);
void agiUnloadResources();
virtual int getKeypress();
virtual bool isKeypress();
virtual void clearKeyQueue();
byte getVar(int16 varNr);
void setVar(int16 varNr, byte newValue);
private:
void setVolumeViaScripts(byte newVolume);
void setVolumeViaSystemSetting();
public:
void syncSoundSettings();
public:
void decrypt(uint8 *mem, int len);
void releaseSprites();
uint16 processAGIEvents();
int viewPictures();
int runGame();
int getAppDir(char *appDir, unsigned int size);
int setupV2Game(int ver);
int setupV3Game(int ver);
void newRoom(int16 newRoomNr);
void resetControllers();
void interpretCycle();
int playGame();
void allowSynthetic(bool);
void processScummVMEvents();
void checkQuickLoad();
// Objects
public:
int showObjects();
int loadObjects(const char *fname);
int loadObjects(Common::File &fp);
const char *objectName(uint16 objectNr);
int objectGetLocation(uint16 objectNr);
void objectSetLocation(uint16 objectNr, int);
private:
int decodeObjects(uint8 *mem, uint32 flen);
int readObjects(Common::File &fp, int flen);
// Logic
public:
int decodeLogic(int16 logicNr);
void unloadLogic(int16 logicNr);
int runLogic(int16 logicNr);
void debugConsole(int, int, const char *);
bool testIfCode(int16 logicNr);
void executeAgiCommand(uint8, uint8 *);
private:
bool _veryFirstInitialCycle; /**< signals, that currently the very first cycle is executed (restarts, etc. do not count!) */
uint32 _instructionCounter; /**< counts every instruction, that got executed, can wrap around */
bool _setVolumeBrokenFangame;
void resetGetVarSecondsHeuristic();
void getVarSecondsHeuristicTrigger();
uint32 _getVarSecondsHeuristicLastInstructionCounter; /**< last time VM_VAR_SECONDS were read */
uint16 _getVarSecondsHeuristicCounter; /**< how many times heuristic was triggered */
uint32 _playTimeInSecondsAdjust; /**< milliseconds to adjust for calculating current play time in seconds, see setVarSecondsTrigger() */
void setVarSecondsTrigger(byte newSeconds);
public:
// Some submethods of testIfCode
void skipInstruction(byte op);
void skipInstructionsUntil(byte v);
uint8 testObjRight(uint8, uint8, uint8, uint8, uint8);
uint8 testObjCenter(uint8, uint8, uint8, uint8, uint8);
uint8 testObjInBox(uint8, uint8, uint8, uint8, uint8);
uint8 testPosn(uint8, uint8, uint8, uint8, uint8);
uint8 testSaid(uint8, uint8 *);
uint8 testController(uint8);
uint8 testCompareStrings(uint8, uint8);
// View
private:
void lSetLoop(ScreenObjEntry *screenObj, int16 loopNr);
void updateView(ScreenObjEntry *screenObj);
public:
void setView(ScreenObjEntry *screenObj, int16 viewNr);
void setLoop(ScreenObjEntry *screenObj, int16 loopNr);
void setCel(ScreenObjEntry *screenObj, int16 celNr);
void clipViewCoordinates(ScreenObjEntry *screenObj);
void startUpdate(ScreenObjEntry *);
void stopUpdate(ScreenObjEntry *);
void updateScreenObjTable();
void unloadView(int16 viewNr);
int decodeView(byte *resourceData, uint16 resourceSize, int16 viewNr);
private:
void unpackViewCelData(AgiViewCel *celData, byte *compressedData, uint16 compressedSize);
void unpackViewCelDataAGI256(AgiViewCel *celData, byte *compressedData, uint16 compressedSize);
public:
void addToPic(int, int, int, int, int, int, int);
void drawObj(int);
bool isEgoView(const ScreenObjEntry *screenObj);
// Motion
private:
int checkStep(int delta, int step);
bool checkBlock(int16 x, int16 y);
void changePos(ScreenObjEntry *screenObj);
void motionWander(ScreenObjEntry *screenObj);
void motionFollowEgo(ScreenObjEntry *screenObj);
void motionMoveObj(ScreenObjEntry *screenObj);
void motionMoveObjStop(ScreenObjEntry *screenObj);
void checkMotion(ScreenObjEntry *screenObj);
public:
void motionActivated(ScreenObjEntry *screenObj);
void cyclerActivated(ScreenObjEntry *screenObj);
void checkAllMotions();
void moveObj(ScreenObjEntry *screenObj);
void inDestination(ScreenObjEntry *screenObj);
void fixPosition(int16 screenObjNr);
void fixPosition(ScreenObjEntry *screenObj);
void updatePosition();
int getDirection(int16 objX, int16 objY, int16 destX, int16 destY, int16 stepSize);
bool _keyHoldMode;
Common::KeyCode _keyHoldModeLastKey;
// Keyboard
int doPollKeyboard();
void cleanKeyboard();
bool handleMouseClicks(uint16 &key);
bool handleController(uint16 key);
bool showPredictiveDialog();
uint16 agiGetKeypress();
int waitKey();
int waitAnyKey();
void nonBlockingText_IsShown();
void nonBlockingText_Forget();
void artificialDelay_Reset();
void artificialDelay_CycleDone();
uint16 artificialDelay_SearchTable(AgiArtificialDelayTriggerType triggerType, int16 orgNr, int16 newNr);
void artificialDelayTrigger_NewRoom(int16 newRoomNr);
void artificialDelayTrigger_DrawPicture(int16 newPictureNr);
private:
int16 _artificialDelayCurrentRoom;
int16 _artificialDelayCurrentPicture;
public:
void redrawScreen();
void inGameTimerReset(uint32 newPlayTime = 0);
void inGameTimerResetPassedCycles();
void inGameTimerPause();
void inGameTimerResume();
uint32 inGameTimerGet();
uint32 inGameTimerGetPassedCycles();
void inGameTimerUpdate();
private:
uint32 _lastUsedPlayTimeInCycles; // 40 per second
uint32 _lastUsedPlayTimeInSeconds; // actual seconds
uint32 _passedPlayTimeCycles; // increased by 1 every time we passed a cycle
private:
AgiOpCodeEntry _opCodes[256]; // always keep those at 256, so that there is no way for invalid memory access
AgiOpCodeEntry _opCodesCond[256];
void setupOpCodes(uint16 version);
public:
const AgiOpCodeEntry *getOpCodesTable() { return _opCodes; }
};
} // End of namespace Agi
#endif /* AGI_AGI_H */
|