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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 ILLUSIONS_ILLUSIONS_H
#define ILLUSIONS_ILLUSIONS_H
#include "illusions/graphics.h"
#include "audio/mixer.h"
#include "audio/decoders/aiff.h"
#include "common/array.h"
#include "common/events.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/random.h"
#include "common/str.h"
#include "common/substream.h"
#include "common/system.h"
#include "common/winexe.h"
#include "common/winexe_pe.h"
#include "engines/advancedDetector.h"
#include "engines/engine.h"
#include "graphics/surface.h"
struct ADGameDescription;
namespace Illusions {
char *debugW2I(byte *wstr);
#define ILLUSIONS_SAVEGAME_VERSION 0
class ResourceSystem;
class BaseResourceReader;
struct SurfInfo;
class ActorInstanceList;
struct ActorType;
class BackgroundInstanceList;
class BackgroundResource;
class Camera;
class Control;
class Controls;
class Cursor;
class Dictionary;
struct Fader;
class FramesList;
class Input;
class Screen;
class ScreenText;
class ScriptOpcodes;
class ScriptResource;
class ScriptStack;
struct Sequence;
class SoundMan;
class SpecialCode;
class TalkInstanceList;
class ThreadList;
class UpdateFunctions;
class GameState;
class ScreenPaletteBase;
enum {
kGameIdBBDOU = 1,
kGameIdDuckman = 2
};
struct IllusionsGameDescription {
ADGameDescription desc;
int gameId;
};
class IllusionsEngine : public Engine {
public:
IllusionsEngine(OSystem *syst, const IllusionsGameDescription *gd);
~IllusionsEngine();
const Common::String getTargetName() { return _targetName; }
private:
const IllusionsGameDescription *_gameDescription;
Graphics::PixelFormat _pixelFormat;
public:
Common::RandomSource *_random;
Dictionary *_dict;
ResourceSystem *_resSys;
BaseResourceReader *_resReader;
UpdateFunctions *_updateFunctions;
GameState *_gameState;
void updateEvents();
Screen *_screen;
ScreenPaletteBase *_screenPalette;
ScreenText *_screenText;
Input *_input;
ActorInstanceList *_actorInstances;
BackgroundInstanceList *_backgroundInstances;
Camera *_camera;
Controls *_controls;
TalkInstanceList *_talkItems;
ScriptOpcodes *_scriptOpcodes;
SpecialCode *_specialCode;
ThreadList *_threads;
SoundMan *_soundMan;
uint32 _nextTempThreadId;
bool _doScriptThreadInit;
ScriptStack *_stack;
ScriptResource *_scriptResource;
bool _rerunThreads;
Fader *_fader;
int _pauseCtr;
int _resGetCtr;
uint32 _resGetTime;
bool _unpauseControlActorFlag;
uint32 _lastUpdateTime;
int _resumeFromSavegameRequested;
int _savegameSlotNum;
Common::String _savegameDescription;
uint32 _savegameSceneId;
uint32 _savegameThreadId;
uint32 _fontId;
int _field8;
uint32 _fieldA;
uint32 _subtitleDuration;
WidthHeight _defaultTextDimensions;
Common::Point _defaultTextPosition;
int16 _menuChoiceOfs;
int getGameId() const {
return _gameDescription->gameId;
}
void runUpdateFunctions();
int updateActors(uint flags);
int updateSequences(uint flags);
int updateGraphics(uint flags);
int updateSoundMan(uint flags);
int updateSprites(uint flags);
uint32 getElapsedUpdateTime();
Common::Point *getObjectActorPositionPtr(uint32 objectId);
int getRandom(int max);
int convertPanXCoord(int16 x);
bool calcPointDirection(Common::Point &srcPt, Common::Point &dstPt, uint &facing);
bool isSoundActive();
virtual void updateFader() {};
virtual void clearFader() {};
virtual void pauseFader() {};
virtual void unpauseFader() {};
virtual bool isVideoPlaying() { return false; }
void setCurrFontId(uint32 fontId);
bool checkActiveTalkThreads();
void setTextDuration(int kind, uint32 duration);
uint32 clipTextDuration(uint32 duration);
void getDefaultTextDimensions(WidthHeight &dimensions);
void setDefaultTextDimensions(WidthHeight &dimensions);
void getDefaultTextPosition(Common::Point &position);
void setDefaultTextPosition(Common::Point &position);
uint16 getSubtitleDuration();
void setSubtitleDuration(uint16 duration);
FramesList *findActorSequenceFrames(Sequence *sequence);
virtual void setDefaultTextCoords() = 0;
virtual void loadSpecialCode(uint32 resId) = 0;
virtual void unloadSpecialCode(uint32 resId) = 0;
virtual void notifyThreadId(uint32 &threadId) = 0;
virtual bool testMainActorFastWalk(Control *control) = 0;
virtual bool testMainActorCollision(Control *control) = 0;
virtual Control *getObjectControl(uint32 objectId) = 0;
virtual Common::Point getNamedPointPosition(uint32 namedPointId) = 0;
virtual uint32 getPriorityFromBase(int16 priority) = 0;
virtual uint32 getPrevScene() = 0;
virtual uint32 getCurrentScene() = 0;
virtual bool isCursorObject(uint32 actorTypeId, uint32 objectId) = 0;
virtual void setCursorControlRoutine(Control *control) = 0;
virtual void placeCursorControl(Control *control, uint32 sequenceId) = 0;
virtual void setCursorControl(Control *control) = 0;
virtual void showCursor() = 0;
virtual void hideCursor() = 0;
virtual void startScriptThreadSimple(uint32 threadId, uint32 callingThreadId) = 0;
virtual uint32 startTempScriptThread(byte *scriptCodeIp, uint32 callingThreadId,
uint32 value8, uint32 valueC, uint32 value10) = 0;
// Savegame API
enum kReadSaveHeaderError {
kRSHENoError = 0,
kRSHEInvalidType = 1,
kRSHEInvalidVersion = 2,
kRSHEIoError = 3
};
struct SaveHeader {
Common::String description;
uint32 version;
byte gameID;
uint32 flags;
uint32 saveDate;
uint32 saveTime;
uint32 playTime;
Graphics::Surface *thumbnail;
};
bool _isSaveAllowed;
bool canLoadGameStateCurrently() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
Common::Error removeGameState(int slot);
bool savegame(const char *filename, const char *description);
bool loadgame(const char *filename);
const char *getSavegameFilename(int num);
bool existsSavegame(int num);
static Common::String getSavegameFilename(const Common::String &target, int num);
static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
};
} // End of namespace Illusions
#endif // ILLUSIONS_ILLUSIONS_H
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