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
|
/* 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.
*
*/
/*
* Based on the Reverse Engineering work of Christophe Fontanel,
* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
*/
#ifndef DM_DM_H
#define DM_DM_H
#include "engines/engine.h"
#include "engines/savestate.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/str.h"
#include "common/memstream.h"
#include "advancedDetector.h"
#include "dm/console.h"
struct ADGameDescription;
namespace DM {
class DisplayMan;
class DungeonMan;
class EventManager;
class MenuMan;
class ChampionMan;
class ObjectMan;
class InventoryMan;
class TextMan;
class MovesensMan;
class GroupMan;
class Timeline;
class ProjExpl;
class DialogMan;
class SoundMan;
enum OriginalSaveFormat {
k_saveFormat_accept_any = -1,
k_saveFormat_endOfList = 0,
k_saveFormat_none = 0,
k_saveFormat_dm_atari_st = 1,
k_saveFormat_dm_amiga__2_x_pc98_x68000_fm_towns_csb_atari_st = 2,
k_saveFormat_dm_apple_iigs = 3,
k_saveFormat_dm_amiga_36_pc_csb_amiga_pc98_x68000_fm_towns = 5,
k_saveFormat_total
};
enum OriginalSavePlatform {
k_savePlatform_accept_any = -1,
k_savePlatform_endOfList = 0,
k_savePlatform_none = 0,
k_savePlatform_atari_st = 1, // @ C1_PLATFORM_ATARI_ST
k_savePlatform_apple_iigs = 2, // @ C2_PLATFORM_APPLE_IIGS
k_savePlatform_amiga = 3, // @ C3_PLATFORM_AMIGA
k_savePlatform_pc98 = 5, // @ C5_PLATFORM_PC98
k_savePlatform_x68000 = 6, // @ C6_PLATFORM_X68000
k_savePlatform_fm_towns_en = 7, // @ C7_PLATFORM_FM_TOWNS_EN
k_savePlatform_fm_towns_jp = 8, // @ C8_PLATFORM_FM_TOWNS_JP
k_savePlatform_pc = 9, // @ C9_PLATFORM_PC
k_savePlatform_total
};
enum SaveTarget {
k_saveTarget_accept_any = -1,
k_saveTarget_endOfList = 0,
k_saveTarget_none = 0,
k_saveTarget_DM21 = 1,
k_saveTarget_total
};
struct DMADGameDescription {
ADGameDescription _desc;
SaveTarget _saveTargetToWrite;
OriginalSaveFormat _origSaveFormatToWrite;
OriginalSavePlatform _origPlatformToWrite;
SaveTarget _saveTargetToAccept[k_saveTarget_total + 1];
OriginalSaveFormat _saveFormatToAccept[k_saveFormat_total + 1];
OriginalSavePlatform _origPlatformToAccept[k_savePlatform_total + 1];
};
enum Direction {
kDirNorth = 0,
kDirEast = 1,
kDirSouth = 2,
kDirWest = 3
};
const char *debugGetDirectionName(Direction dir);
enum ThingType {
kM1_PartyThingType = -1, // @ CM1_THING_TYPE_PARTY
k0_DoorThingType = 0, // @ C00_THING_TYPE_DOOR
k1_TeleporterThingType = 1, // @ C01_THING_TYPE_TELEPORTER
k2_TextstringType = 2, // @ C02_THING_TYPE_TEXTSTRING
k3_SensorThingType = 3, // @ C03_THING_TYPE_SENSOR
k4_GroupThingType = 4, // @ C04_THING_TYPE_GROUP
k5_WeaponThingType = 5, // @ C05_THING_TYPE_WEAPON
k6_ArmourThingType = 6, // @ C06_THING_TYPE_ARMOUR
k7_ScrollThingType = 7, // @ C07_THING_TYPE_SCROLL
k8_PotionThingType = 8, // @ C08_THING_TYPE_POTION
k9_ContainerThingType = 9, // @ C09_THING_TYPE_CONTAINER
k10_JunkThingType = 10, // @ C10_THING_TYPE_JUNK
k14_ProjectileThingType = 14, // @ C14_THING_TYPE_PROJECTILE
k15_ExplosionThingType = 15, // @ C15_THING_TYPE_EXPLOSION
k16_ThingTypeTotal = 16 // +1 than the last (explosionThingType)
}; // @ C[00..15]_THING_TYPE_...
class Thing {
public:
uint16 _data;
static const Thing _none; // @ C0xFFFF_THING_NONE
static const Thing _endOfList; // @ C0xFFFE_THING_ENDOFLIST
static const Thing _firstExplosion; // @ C0xFF80_THING_FIRST_EXPLOSION
static const Thing _explFireBall; // @ C0xFF80_THING_EXPLOSION_FIREBALL
static const Thing _explSlime; // @ C0xFF81_THING_EXPLOSION_SLIME
static const Thing _explLightningBolt; // @ C0xFF82_THING_EXPLOSION_LIGHTNING_BOLT
static const Thing _explHarmNonMaterial; // @ C0xFF83_THING_EXPLOSION_HARM_NON_MATERIAL
static const Thing _explOpenDoor; // @ C0xFF84_THING_EXPLOSION_OPEN_DOOR
static const Thing _explPoisonBolt; // @ C0xFF86_THING_EXPLOSION_POISON_BOLT
static const Thing _explPoisonCloud; // @ C0xFF87_THING_EXPLOSION_POISON_CLOUD
static const Thing _explSmoke; // @ C0xFFA8_THING_EXPLOSION_SMOKE
static const Thing _explFluxcage; // @ C0xFFB2_THING_EXPLOSION_FLUXCAGE
static const Thing _explRebirthStep1; // @ C0xFFE4_THING_EXPLOSION_REBIRTH_STEP1
static const Thing _explRebirthStep2; // @ C0xFFE5_THING_EXPLOSION_REBIRTH_STEP2
static const Thing _party; // @ C0xFFFF_THING_PARTY
Thing() : _data(0) {}
Thing(const Thing &other) { set(other._data); }
explicit Thing(uint16 d) { set(d); }
void set(uint16 d) {
_data = d;
}
byte getCell() const { return _data >> 14; }
ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); }
uint16 getIndex() const { return _data & 0x3FF; }
void setCell(uint16 cell) { _data = (_data & ~(0x3 << 14)) | ((cell & 0x3) << 14); }
void setType(uint16 type) { _data = (_data & ~(0xF << 10)) | ((type & 0xF) << 10); }
void setIndex(uint16 index) { _data = (_data & ~0x3FF) | (index & 0x3FF); }
uint16 getTypeAndIndex() { return _data & 0x3FFF; }
uint16 toUint16() const { return _data; } // I don't like 'em cast operators
bool operator==(const Thing &rhs) const { return _data == rhs._data; }
bool operator!=(const Thing &rhs) const { return _data != rhs._data; }
}; // @ THING
void turnDirRight(Direction &dir);
void turnDirLeft(Direction &dir);
Direction returnOppositeDir(Direction dir); // @ M18_OPPOSITE
uint16 returnPrevVal(uint16 val); // @ M19_PREVIOUS
uint16 returnNextVal(uint16 val); // @ M17_NEXT
bool isOrientedWestEast(Direction dir); // @ M16_IS_ORIENTED_WEST_EAST
#define setFlag(val, mask) ((val) |= (mask))
#define getFlag(val, mask) ((val) & (mask))
#define clearFlag(val, mask) ((val) &= (~(mask))) // @ M09_CLEAR
uint16 toggleFlag(uint16 &val, uint16 mask); // @ M10_TOGGLE
uint16 bitmapByteCount(uint16 pixelWidth, uint16 height); // @ M75_BITMAP_BYTE_COUNT
uint16 normalizeModulo4(uint16 val); // @ M21_NORMALIZE
int32 filterTime(int32 map_time); // @ M30_TIME
int32 setMapAndTime(int32 &map_time, uint32 map, uint32 time); // @ M33_SET_MAP_AND_TIME
uint16 getMap(int32 map_time); // @ M29_MAP
Thing thingWithNewCell(Thing thing, int16 cell); // @ M15_THING_WITH_NEW_CELL
int16 getDistance(int16 mapx1, int16 mapy1, int16 mapx2, int16 mapy2);// @ M38_DISTANCE
enum Cell {
kM1_CellAny = -1, // @ CM1_CELL_ANY
k0_CellNorthWest = 0, // @ C00_CELL_NORTHWEST
k1_CellNorthEast = 1, // @ C01_CELL_NORTHEAST
k2_CellSouthEast = 2, // @ C02_CELL_SOUTHEAST
k3_CellSouthWest = 3 // @ C03_CELL_SOUTHWEST
};
#define kM1_mapIndexNone -1 // @ CM1_MAP_INDEX_NONE
#define k255_mapIndexEntrance 255 // @ C255_MAP_INDEX_ENTRANCE
//TODO: Directly use CLIP
template<typename T>
inline T getBoundedValue(T min, T val, T max) {
return CLIP<T>(min, val, max);
} // @ F0026_MAIN_GetBoundedValue
#define CALL_MEMBER_FN(object,ptrToMember) ((object).*(ptrToMember))
#define k0_modeLoadSavedGame 0 // @ C000_MODE_LOAD_SAVED_GAME
#define k1_modeLoadDungeon 1 // @ C001_MODE_LOAD_DUNGEON
#define k99_modeWaitingOnEntrance 99 // @ C099_MODE_WAITING_ON_ENTRANCE
#define k202_modeEntranceDrawCredits 202 // @ C202_MODE_ENTRANCE_DRAW_CREDITS
enum LoadgameResponse {
kM1_LoadgameFailure = -1, // @ CM1_LOAD_GAME_FAILURE
k1_LoadgameSuccess = 1// @ C01_LOAD_GAME_SUCCESS
};
struct SaveGameHeader {
byte _version;
SaveStateDescriptor _descr;
};
class DMEngine : public Engine {
void startGame(); // @ F0462_START_StartGame_CPSF
void processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE
void initializeGame(); // @ F0463_START_InitializeGame_CPSADEF
void initMemoryManager(); // @ F0448_STARTUP1_InitializeMemoryManager_CPSADEF
void gameloop(); // @ F0002_MAIN_GameLoop_CPSDF
void initConstants();
Common::String getSavefileName(uint16 slot);
void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
bool writeCompleteSaveFile(int16 slot, Common::String &desc, int16 saveAndPlayChoice);
void drawEntrance(); // @ F0439_STARTEND_DrawEntrance
public:
explicit DMEngine(OSystem *syst, const DMADGameDescription *gameDesc);
~DMEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual Common::Error loadGameState(int slot);
virtual bool canLoadGameStateCurrently();
GUI::Debugger *getDebugger() { return _console; }
void delay(uint16 verticalBlank); // @ F0022_MAIN_Delay
uint16 getScaledProduct(uint16 val, uint16 scale, uint16 vale2); // @ F0030_MAIN_GetScaledProduct
uint16 getRandomNumber(uint32 max) { return _rnd->getRandomNumber(max - 1); }
int16 ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX
int16 indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL
virtual Common::Error run(); // @ main
void saveGame(); // @ F0433_STARTEND_ProcessCommand140_SaveGame_CPSCDF
LoadgameResponse loadgame(int16 slot); // @ F0435_STARTEND_LoadGame_CPSF
void processEntrance(); // @ F0441_STARTEND_ProcessEntrance
void endGame(bool doNotDrawCreditsOnly); // @ F0444_STARTEND_Endgame
void openEntranceDoors(); // @ F0438_STARTEND_OpenEntranceDoors
void drawTittle(); // @ F0437_STARTEND_DrawTitle
void entranceDrawCredits();
void fuseSequence(); // @ F0446_STARTEND_FuseSequence
void fuseSequenceUpdate(); // @ F0445_STARTEND_FuseSequenceUpdate
Common::Language getGameLanguage();
private:
uint16 _dungeonId; // @ G0526_ui_DungeonID
byte *_entranceDoorAnimSteps[10]; // @ G0562_apuc_Bitmap_EntranceDoorAnimationSteps
byte *_interfaceCredits; // @ G0564_puc_Graphic5_InterfaceCredits
Common::RandomSource *_rnd;
byte *_savedScreenForOpenEntranceDoors; // ad-hoc HACK
const DMADGameDescription *_gameVersion;
bool _canLoadFromGMM;
public:
Console *_console;
DisplayMan *_displayMan;
DungeonMan *_dungeonMan;
EventManager *_eventMan;
MenuMan *_menuMan;
ChampionMan *_championMan;
ObjectMan *_objectMan;
InventoryMan *_inventoryMan;
TextMan *_textMan;
MovesensMan *_moveSens;
GroupMan *_groupMan;
Timeline *_timeline;
ProjExpl *_projexpl;
DialogMan *_dialog;
SoundMan *_sound;
Common::MemoryWriteStreamDynamic *_saveThumbnail;
bool _engineShouldQuit;
int _loadSaveSlotAtRuntime;
int16 _newGameFl; // @ G0298_B_NewGame
bool _restartGameRequest; // @ G0523_B_RestartGameRequested
bool _stopWaitingForPlayerInput; // @ G0321_B_StopWaitingForPlayerInput
bool _gameTimeTicking; // @ G0301_B_GameTimeTicking
bool _restartGameAllowed; // @ G0524_B_RestartGameAllowed
int32 _gameId; // @ G0525_l_GameID, probably useless here
bool _pressingEye; // @ G0331_B_PressingEye
bool _stopPressingEye; // @ G0332_B_StopPressingEye
bool _pressingMouth; // @ G0333_B_PressingMouth
bool _stopPressingMouth; // @ G0334_B_StopPressingMouth
bool _highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested
int16 _projectileDisableMovementTicks; // @ G0311_i_ProjectileDisabledMovementTicks
int16 _lastProjectileDisabledMovementDirection; // @ G0312_i_LastProjectileDisabledMovementDirection
bool _gameWon; // @ G0302_B_GameWon
int16 _newPartyMapIndex; // @ G0327_i_NewPartyMapIndex
bool _setMousePointerToObjectInMainLoop; // @ G0325_B_SetMousePointerToObjectInMainLoop
int16 _disabledMovementTicks; // @ G0310_i_DisabledMovementTicks
int8 _dirIntoStepCountEast[4]; // @ G0233_ai_Graphic559_DirectionToStepEastCount
int8 _dirIntoStepCountNorth[4]; // @ G0234_ai_Graphic559_DirectionToStepNorthCount
int32 _gameTime; // @ G0313_ul_GameTime
char _stringBuildBuffer[128]; // @ G0353_ac_StringBuildBuffer
int16 _waitForInputMaxVerticalBlankCount; // @ G0318_i_WaitForInputMaximumVerticalBlankCount
};
bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader *header);
} // End of namespace DM
#endif
|