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/* 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 CINE_H
#define CINE_H
#include "common/scummsys.h"
#include "common/file.h"
#include "common/util.h"
#include "common/str.h"
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/random.h"
#include "engines/engine.h"
#include "cine/texte.h"
#include "cine/rel.h"
#include "cine/script.h"
#include "cine/part.h"
#include "cine/prc.h"
#include "cine/msg.h"
#include "cine/bg.h"
#include "cine/pal.h"
#include "cine/gfx.h"
#include "cine/anim.h"
#include "cine/bg_list.h"
#include "cine/various.h"
#include "cine/console.h"
//#define DUMP_SCRIPTS
/**
* This is the namespace of the Cine engine.
*
* Status of this engine:
*
* This enigne has 2 generations Cinematique evo.1 and Cinematique evo.2
* first generation is fairly complete, and second one is under development
*
* Cinematique evo.1 status:
* The engine supports Future Wars and is basically complete with support of
* all known game variants. Based on Yaz0r's engine.
*
* Cinematique evo.2 status:
* This generation supports Operation Stealth, originally developed by Yaz0r for
* French variant of the game which heared to be completable.
* Later the work was renewed as part of GSoC'08, by Kari Salminen, but it has not
* yet been finished. The game is not completable.
*
*
* Games using this engine:
*
* Cinematique evo.1
* - Future Wars
*
* Cinematique evo.2
* - Operation Stealth
*
*/
namespace Cine {
enum CineGameType {
GType_FW = 1,
GType_OS
};
enum CineGameFeatures {
GF_CD = 1 << 0,
GF_DEMO = 1 << 1,
GF_ALT_FONT = 1 << 2,
GF_CRYPTED_BOOT_PRC = 1 << 3
};
struct CINEGameDescription;
struct SeqListElement;
typedef Common::HashMap<Common::String, const char *> StringPtrHashMap;
class CineConsole;
class CineEngine : public Engine {
protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
void shutdown();
bool initGame();
public:
CineEngine(OSystem *syst, const CINEGameDescription *gameDesc);
virtual ~CineEngine();
virtual void syncSoundSettings();
int getGameType() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool loadSaveDirectory();
void makeSystemMenu();
int modifyGameSpeed(int speedChange);
int getTimerDelay() const;
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const char *desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const CINEGameDescription *_gameDescription;
Common::File _partFileHandle;
Common::RandomSource _rnd;
Common::StringArray _volumeResourceFiles;
StringPtrHashMap _volumeEntriesMap;
TextHandler _textHandler;
GUI::Debugger *getDebugger() { return _console; }
bool _restartRequested;
private:
void initialize();
void resetEngine();
bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat);
bool loadTempSaveOS(Common::SeekableReadStream &in);
bool makeLoad(char *saveName);
void makeSaveFW(Common::OutSaveFile &out);
void makeSaveOS(Common::OutSaveFile &out);
void makeSave(char *saveFileName);
void mainLoop(int bootScriptIdx);
void readVolCnf();
CineConsole *_console;
bool _preLoad;
int _timerDelayMultiplier;
public:
// TODO: These are pseudo-global vars
// They better belong to appropriate classes
Common::Array<AnimData> _animDataTable;
Common::List<BGIncrust> _bgIncrustList;
Common::StringArray _messageTable;
Common::Array<ObjectStruct> _objectTable;
Common::List<overlay> _overlayList;
Common::Array<PalEntry> _palArray;
Common::Array<PartBuffer> _partBuffer;
ScriptList _globalScripts;
ScriptList _objectScripts;
RawObjectScriptArray _relTable; ///< Object script bytecode table
/**
* Global variables.
* 255 of these are saved, but there's one more that's used for bypassing the copy protection.
* In CineEngine::mainLoop(int bootScriptIdx) there's this code: globalVars[VAR_BYPASS_PROTECTION] = 0;
* And as VAR_BYPASS_PROTECTION is 255 that's why we're allocating one more than we otherwise would.
*/
ScriptVars _globalVars;
RawScriptArray _scriptTable; ///< Table of script bytecode
Common::Array<uint16> _zoneData;
Common::Array<uint16> _zoneQuery; ///< Only exists in Operation Stealth
Common::List<SeqListElement> _seqList;
Common::String _commandBuffer;
};
extern CineEngine *g_cine;
#define BOOT_PRC_NAME "AUTO00.PRC"
#define COPY_PROT_FAIL_PRC_NAME "L201.ANI"
enum {
// Both FW and OS
VAR_MOUSE_X_POS = 249,
VAR_MOUSE_Y_POS = 250,
// FW only
VAR_MOUSE_X_MODE = 253,
VAR_MOUSE_Y_MODE = 251,
// OS only
VAR_MOUSE_X_POS_2ND = 251, // Many times used in conjunction with VAR_MOUSE_X_POS
VAR_MOUSE_Y_POS_2ND = 252, // Many times used in conjunction with VAR_MOUSE_Y_POS
VAR_BYPASS_PROTECTION = 255,
VAR_LOW_MEMORY = 0
};
enum {
MOUSE_CURSOR_NORMAL = 0,
MOUSE_CURSOR_DISK,
MOUSE_CURSOR_CROSS
};
enum {
kCineDebugScript = 1 << 0,
kCineDebugPart = 1 << 1,
kCineDebugSound = 1 << 2,
kCineDebugCollision = 1 << 3
};
enum {
kCmpEQ = (1 << 0),
kCmpGT = (1 << 1),
kCmpLT = (1 << 2)
};
} // End of namespace Cine
#endif
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