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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.
*
*/
#ifndef COMPOSER_COMPOSER_H
#define COMPOSER_COMPOSER_H
#include "common/ini-file.h"
#include "common/random.h"
#include "common/system.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/serializer.h"
#include "common/textconsole.h"
#include "common/rect.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "gui/debugger.h"
#include "graphics/surface.h"
#include "audio/mixer.h"
#include "composer/resource.h"
#include "composer/console.h"
namespace Audio {
class QueuingAudioStream;
}
namespace Composer {
struct ComposerGameDescription;
enum GameType {
GType_ComposerV1,
GType_ComposerV2
};
enum GameFileTypes {
GAME_CONFIGFILE = 1 << 0, // Game configuration
GAME_SCRIPTFILE = 1 << 1, // Game script
GAME_EXECUTABLE = 1 << 2 // Game executable
};
class Archive;
struct Animation;
class ComposerEngine;
class Pipe;
struct Sprite;
enum {
kButtonRect = 0,
kButtonEllipse = 1,
kButtonSprites = 4
};
class Button {
public:
Button() { }
Button(Common::SeekableReadStream *stream, uint16 id, uint gameType);
Button(Common::SeekableReadStream *stream);
bool contains(const Common::Point &pos) const;
uint16 _id;
uint16 _type;
uint16 _zorder;
uint16 _scriptId;
uint16 _scriptIdRollOn;
uint16 _scriptIdRollOff;
bool _active;
Common::Rect _rect;
Common::Array<uint16> _spriteIds;
};
enum {
kEventAnimStarted = 1,
kEventAnimDone = 2,
kEventLoad = 3,
kEventUnload = 4,
kEventKeyDown = 5,
kEventChar = 6,
kEventKeyUp = 7
};
struct KeyboardHandler {
uint16 keyId;
uint16 modifierId;
uint16 scriptId;
};
struct RandomEvent {
uint16 weight;
uint16 scriptId;
};
struct Library {
uint _id;
Archive *_archive;
Common::String _group;
Common::List<Button> _buttons;
Common::List<KeyboardHandler> _keyboardHandlers;
};
struct QueuedScript {
uint32 _baseTime;
uint32 _duration;
uint32 _count;
uint16 _scriptId;
};
struct PendingPageChange {
PendingPageChange() { }
PendingPageChange(uint16 id, bool remove) : _pageId(id), _remove(remove) { }
uint16 _pageId;
bool _remove;
};
struct OldScript {
OldScript(uint16 id, Common::SeekableReadStream *stream);
~OldScript();
uint16 _id;
uint32 _size;
Common::SeekableReadStream *_stream;
uint16 _zorder;
uint32 _currDelay;
};
class ComposerEngine : public Engine {
protected:
Common::Error run();
template <typename T>
void syncArray(Common::Serializer &ser, Common::Array<T> &data, Common::Serializer::Version minVersion = 0, Common::Serializer::Version maxVersion = Common::Serializer::kLastVersion);
template <typename T>
void syncList(Common::Serializer &ser, Common::List<T> &data, Common::Serializer::Version minVersion = 0, Common::Serializer::Version maxVersion = Common::Serializer::kLastVersion);
template <typename T>
void syncListReverse(Common::Serializer &ser, Common::List<T> &data, Common::Serializer::Version minVersion = 0, Common::Serializer::Version maxVersion = Common::Serializer::kLastVersion);
template <typename T>
void sync(Common::Serializer &ser, T &data, Common::Serializer::Version minVersion, Common::Serializer::Version maxVersion);
bool canLoadGameStateCurrently() { return true; }
Common::Error loadGameState(int slot);
bool canSaveGameStateCurrently() { return true; }
Common::Error saveGameState(int slot, const Common::String &desc);
public:
ComposerEngine(OSystem *syst, const ComposerGameDescription *gameDesc);
virtual ~ComposerEngine();
virtual bool hasFeature(EngineFeature f) const;
int getGameType() const;
const char *getGameId() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool loadDetectedConfigFile(Common::INIFile &configFile) const;
const ComposerGameDescription *_gameDescription;
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
private:
Common::RandomSource *_rnd;
Audio::SoundHandle _soundHandle;
Audio::QueuingAudioStream *_audioStream;
uint16 _currSoundPriority;
uint32 _currentTime, _lastTime, _timeDelta, _lastSaveTime;
bool _needsUpdate;
Common::Array<Common::Rect> _dirtyRects;
Graphics::Surface _screen;
Common::List<Sprite> _sprites;
uint _directoriesToStrip;
Common::INIFile _bookIni;
Common::String _bookGroup;
Common::List<Library> _libraries;
Common::Array<PendingPageChange> _pendingPageChanges;
Common::Array<uint16> _stack;
Common::Array<uint16> _vars;
Common::List<OldScript *> _oldScripts;
Common::Array<QueuedScript> _queuedScripts;
Common::List<Animation *> _anims;
Common::List<Pipe *> _pipes;
Common::Array<Common::SeekableReadStream *> _pipeStreams;
Common::HashMap<uint16, Common::Array<RandomEvent> > _randomEvents;
void onMouseDown(const Common::Point &pos);
void onMouseMove(const Common::Point &pos);
void onKeyDown(uint16 keyCode);
void setCursor(uint16 id, const Common::Point &offset);
void setCursorVisible(bool visible);
bool _mouseEnabled;
bool _mouseVisible;
Common::Point _lastMousePos;
const Button *_lastButton;
uint16 _mouseSpriteId;
Common::Point _mouseOffset;
Common::String makeSaveGameName(int slot);
Common::String getStringFromConfig(const Common::String §ion, const Common::String &key);
Common::String getFilename(const Common::String §ion, uint id);
Common::String mangleFilename(Common::String filename);
void loadLibrary(uint id);
void unloadLibrary(uint id);
bool hasResource(uint32 tag, uint16 id);
Common::SeekableReadStream *getResource(uint32 tag, uint16 id);
void runEvent(uint16 id, int16 param1, int16 param2, int16 param3);
int16 runScript(uint16 id, int16 param1, int16 param2, int16 param3);
int16 getArg(uint16 arg, uint16 type);
void setArg(uint16 arg, uint16 type, uint16 val);
void runScript(uint16 id);
int16 scriptFuncCall(uint16 id, int16 param1, int16 param2, int16 param3);
void runOldScript(uint16 id, uint16 wait);
void stopOldScript(uint16 id);
void tickOldScripts();
bool tickOldScript(OldScript *script);
void loadAnimation(Animation *&anim, uint16 animId, int16 x, int16 y, int16 eventParam, int32 size = 0);
void playAnimation(uint16 animId, int16 param1, int16 param2, int16 param3);
void stopAnimation(Animation *anim, bool localOnly = false, bool pipesOnly = false);
void playWaveForAnim(uint16 id, uint16 priority, bool bufferingOnly);
void processAnimFrame();
void playPipe(uint16 id);
void stopPipes();
bool spriteVisible(uint16 id, uint16 animId);
Sprite *addSprite(uint16 id, uint16 animId, uint16 zorder, const Common::Point &pos);
void removeSprite(uint16 id, uint16 animId);
const Sprite *getSpriteAtPos(const Common::Point &pos);
const Button *getButtonFor(const Sprite *sprite, const Common::Point &pos);
void setButtonActive(uint16 id, bool active);
void dirtySprite(const Sprite &sprite);
void redraw();
void loadCTBL(uint16 id, uint fadePercent);
void setBackground(uint16 id);
void decompressBitmap(uint16 type, Common::SeekableReadStream *stream, byte *buffer, uint32 size, uint width, uint height);
bool initSprite(Sprite &sprite);
Common::SeekableReadStream *getStreamForSprite(uint16 id);
void drawSprite(const Sprite &sprite);
};
} // End of namespace Composer
#endif
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