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
|
/* 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_H
#define DM_H
#include "common/random.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "common/savefile.h"
#include "common/str.h"
#include "engines/savestate.h"
namespace DM {
class Console;
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;
void warning(bool repeat, const char *s, ...);
enum Direction {
kDirNorth = 0,
kDirEast = 1,
kDirSouth = 2,
kDirWest = 3
};
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; }
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 M75_bitmapByteCount(uint16 pixelWidth, uint16 height); // @ M75_BITMAP_BYTE_COUNT
uint16 M21_normalizeModulo4(uint16 val); // @ M21_NORMALIZE
int32 M30_time(int32 map_time); // @ M30_TIME
int32 M33_setMapAndTime(int32 &map_time, uint32 map, uint32 time); // @ M33_SET_MAP_AND_TIME
uint16 M29_map(int32 map_time); // @ M29_MAP
Thing M15_thingWithNewCell(Thing thing, int16 cell); // @ M15_THING_WITH_NEW_CELL
int16 M38_distance(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
enum {
// engine debug channels
kDMDebugExample = 1 << 0,
kDMDebugUselessCode = 1 << 1,
kDMDebugOftenCalledWarning = 2 << 2
};
//TODO: Directly use CLIP
template<typename T>
inline T f26_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 f462_startGame(); // @ F0462_START_StartGame_CPSF
void f3_processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE
void f463_initializeGame(); // @ F0463_START_InitializeGame_CPSADEF
void f448_initMemoryManager(); // @ F0448_STARTUP1_InitializeMemoryManager_CPSADEF
void f2_gameloop(); // @ F0002_MAIN_GameLoop_CPSDF
void initArrays();
Common::String getSavefileName(uint16 slot);
void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
bool readSaveGameHeader(Common::InSaveFile *file, SaveGameHeader *header);
void f439_drawEntrance(); // @ F0439_STARTEND_DrawEntrance
public:
explicit DMEngine(OSystem *syst);
~DMEngine();
virtual bool hasFeature(EngineFeature f) const;
void f22_delay(uint16 verticalBlank); // @ F0022_MAIN_Delay
uint16 f30_getScaledProduct(uint16 val, uint16 scale, uint16 vale2); // @ F0030_MAIN_GetScaledProduct
uint16 getRandomNumber(uint32 max) { return _rnd->getRandomNumber(max - 1); }
int16 M1_ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX
int16 M0_indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL
void f19_displayErrorAndStop(int16 errorIndex); // @ F0019_MAIN_DisplayErrorAndStop
virtual Common::Error run(); // @ main
void f433_processCommand140_saveGame(uint16 slot, const Common::String desc); // @ F0433_STARTEND_ProcessCommand140_SaveGame_CPSCDF
LoadgameResponse f435_loadgame(int16 slot); // @ F0435_STARTEND_LoadGame_CPSF
void f441_processEntrance(); // @ F0441_STARTEND_ProcessEntrance
void f064_SOUND_RequestPlay_CPSD(uint16 P0088_ui_SoundIndex, int16 P0089_i_MapX, int16 P0090_i_MapY, uint16 P0091_ui_Mode) { warning(true, "STUB: f064_SOUND_RequestPlay_CPSD"); }
private:
int16 _g528_saveFormat; // @ G0528_i_Format
int16 _g527_platform; // @ G0527_i_Platform
uint16 _g526_dungeonId; // @ G0526_ui_DungeonID
Console *_console;
byte *_g562_entranceDoorAnimSteps[10]; // @ G0562_apuc_Bitmap_EntranceDoorAnimationSteps
byte *_g564_interfaceCredits; // @ G0564_puc_Graphic5_InterfaceCredits
Common::RandomSource *_rnd;
public:
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;
int16 _g298_newGame; // @ G0298_B_NewGame
bool _g523_restartGameRequest; // @ G0523_B_RestartGameRequested
bool _g321_stopWaitingForPlayerInput; // @ G0321_B_StopWaitingForPlayerInput
bool _g301_gameTimeTicking; // @ G0301_B_GameTimeTicking
bool _g524_restartGameAllowed; // @ G0524_B_RestartGameAllowed
int32 _g525_gameId; // @ G0525_l_GameID, probably useless here
bool _g331_pressingEye; // @ G0331_B_PressingEye
bool _g332_stopPressingEye; // @ G0332_B_StopPressingEye
bool _g333_pressingMouth; // @ G0333_B_PressingMouth
bool _g334_stopPressingMouth; // @ G0334_B_StopPressingMouth
bool _g340_highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested
int16 _g311_projectileDisableMovementTicks; // @ G0311_i_ProjectileDisabledMovementTicks
int16 _g312_lastProjectileDisabledMovementDirection; // @ G0312_i_LastProjectileDisabledMovementDirection
bool _g302_gameWon; // @ G0302_B_GameWon
int16 _g327_newPartyMapIndex; // @ G0327_i_NewPartyMapIndex
bool _g325_setMousePointerToObjectInMainLoop; // @ G0325_B_SetMousePointerToObjectInMainLoop
int16 _g310_disabledMovementTicks; // @ G0310_i_DisabledMovementTicks
int8 _dirIntoStepCountEast[4]; // @ G0233_ai_Graphic559_DirectionToStepEastCount
int8 _dirIntoStepCountNorth[4]; // @ G0234_ai_Graphic559_DirectionToStepNorthCount
int32 _g313_gameTime; // @ G0313_ul_GameTime
char _g353_stringBuildBuffer[128]; // @ G0353_ac_StringBuildBuffer
int16 _g318_waitForInputMaxVerticalBlankCount; // @ G0318_i_WaitForInputMaximumVerticalBlankCount
};
class Console : public GUI::Debugger {
public:
explicit Console(DMEngine *vm) {}
virtual ~Console(void) {}
};
} // End of namespace DM
#endif
|