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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 KYRA_KYRA_V3_H
#define KYRA_KYRA_V3_H
#include "kyra/kyra.h"
#include "kyra/screen_v3.h"
#include "kyra/script.h"
#include "common/hashmap.h"
#include "common/list.h"
namespace Kyra {
class SoundDigital;
class Screen_v3;
class MainMenu;
class WSAMovieV2;
class TextDisplayer_v3;
struct Button;
class KyraEngine_v3 : public KyraEngine {
friend class TextDisplayer_v3;
public:
KyraEngine_v3(OSystem *system, const GameFlags &flags);
~KyraEngine_v3();
Screen *screen() { return _screen; }
SoundDigital *soundDigital() { return _soundDigital; }
int language() const { return _lang; }
int go();
void playVQA(const char *name);
virtual Movie *createWSAMovie();
private:
Screen_v3 *_screen;
SoundDigital *_soundDigital;
int init();
void preinit();
void startup();
void runStartupScript(int script, int unk1);
void setupOpcodeTable();
// run
bool _runFlag;
int _deathHandler;
void runLoop();
void handleInput(int x, int y);
bool _unkHandleSceneChangeFlag;
int inputSceneChange(int x, int y, int unk1, int unk2);
void update();
void updateWithText();
void updateMouse();
void delay(uint32 millis, bool update = false, bool isMainLoop = false);
// - Input
void updateInput();
int checkInput(Button *buttonList, bool mainLoop = false);
void removeInputTop();
int _mouseX, _mouseY;
int _mouseState;
struct Event {
Common::Event event;
bool causedSkip;
Event() : event(), causedSkip(false) {}
Event(Common::Event e) : event(e), causedSkip(false) {}
Event(Common::Event e, bool skip) : event(e), causedSkip(skip) {}
operator Common::Event() const { return event; }
};
Common::List<Event> _eventList;
bool skipFlag() const;
void resetSkipFlag(bool removeEvent = true);
// sound specific
private:
void playMenuAudioFile();
int _musicSoundChannel;
int _fadeOutMusicChannel;
const char *_menuAudioFile;
static const char *_soundList[];
static const int _soundListSize;
int _curMusicTrack;
void playMusicTrack(int track, int force);
void stopMusicTrack();
int musicUpdate(int forceRestart);
void fadeOutMusic(int ticks);
void playSoundEffect(int item, int volume);
static const uint8 _sfxFileMap[];
static const int _sfxFileMapSize;
static const char *_sfxFileList[];
static const int _sfxFileListSize;
int _voiceSoundChannel;
void playVoice(int high, int low);
void snd_playVoiceFile(int file);
bool snd_voiceIsPlaying();
void snd_stopVoice();
int _curStudioSFX;
void playStudioSFX(const char *str);
// main menu
void initMainMenu();
void uninitMainMenu();
WSAMovieV2 *_menuAnim;
MainMenu *_menu;
// timer
void setupTimers();
void setWalkspeed(uint8);
void setCommandLineRestoreTimer(int secs);
void timerRestoreCommandLine(int arg);
void timerRunSceneScript7(int arg);
void timerFleaDeath(int arg);
// pathfinder
int *_moveFacingTable;
int _pathfinderFlag;
int findWay(int x1, int y1, int x2, int y2, int *moveTable, int moveTableSize);
bool lineIsPassable(int x, int y);
private:
// main menu
static const char *_mainMenuStrings[];
// animator
struct AnimObj {
uint16 index;
uint16 type;
bool enabled;
bool needRefresh;
uint16 unk8;
uint16 flags;
int16 xPos1, yPos1;
uint8 *shapePtr;
uint16 shapeIndex;
uint16 animNum;
uint16 shapeIndex3;
uint16 shapeIndex2;
int16 xPos2, yPos2;
int16 xPos3, yPos3;
int16 width, height;
int16 width2, height2;
uint16 palette;
AnimObj *nextObject;
};
AnimObj *_animObjects;
uint8 *_gamePlayBuffer;
void clearAnimObjects();
AnimObj *_animList;
bool _drawNoShapeFlag;
AnimObj *initAnimList(AnimObj *list, AnimObj *entry);
AnimObj *addToAnimListSorted(AnimObj *list, AnimObj *entry);
AnimObj *deleteAnimListEntry(AnimObj *list, AnimObj *entry);
void animSetupPaletteEntry(AnimObj *anim);
void restorePage3();
void drawAnimObjects();
void drawSceneAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void drawCharacterAnimObject(AnimObj *obj, int x, int y, int drawLayer);
void refreshAnimObjects(int force);
void refreshAnimObjectsIfNeed();
void flagAnimObjsForRefresh();
bool _loadingState;
void updateCharacterAnim(int charId);
void updateSceneAnim(int anim, int newFrame);
void setupSceneAnimObject(int anim, uint16 flags, int x, int y, int x2, int y2, int w, int h, int unk10, int specialSize, int unk14, int shape, const char *filename);
void removeSceneAnimObject(int anim, int refresh);
int _charBackUpWidth2, _charBackUpHeight2;
int _charBackUpWidth, _charBackUpHeight;
void setCharacterAnimDim(int w, int h);
void resetCharacterAnimDim();
// interface
uint8 *_interface;
uint8 *_interfaceCommandLine;
void loadInterfaceShapes();
void loadInterface();
void showMessage(const char *string, uint8 c0, uint8 c1);
void updateCommandLine();
void restoreCommandLine();
int _commandLineY;
const char *_shownMessage;
bool _restoreCommandLine;
bool _inventoryState;
// localization
uint8 *_scoreFile;
uint8 *_cCodeFile;
uint8 *_scenesFile;
uint8 *_itemFile;
uint8 *_actorFile;
uint32 _actorFileSize;
uint8 *_sceneStrings;
uint8 *getTableEntry(uint8 *buffer, int id);
// items
int8 *_itemBuffer1;
int8 *_itemBuffer2;
struct Item {
uint16 id;
uint16 sceneId;
int16 x, y;
uint16 unk8;
};
Item *_itemList;
uint16 _hiddenItems[100];
void resetItem(int index);
void resetItemList();
int findFreeItem();
int findItem(uint16 item, uint16 scene);
void initItems();
int checkItemCollision(int x, int y);
// -> hand item
void setItemMouseCursor();
int _itemInHand;
int _handItemSet;
// shapes
typedef Common::HashMap<int, uint8*> ShapeMap;
ShapeMap _gameShapes;
void addShapeToPool(const uint8 *data, int realIndex, int shape);
uint8 *getShapePtr(int shape) const { return _gameShapes[shape]; }
void initMouseShapes();
int _malcolmShapes;
void loadMalcolmShapes(int newShapes);
void updateMalcolmShapes();
int _malcolmShapeXOffset, _malcolmShapeYOffset;
struct ShapeDesc {
uint8 width, height;
int8 xOffset, yOffset;
};
static const ShapeDesc _shapeDescs[];
static const int _shapeDescsSize;
// scene animation
struct SceneAnim {
uint16 flags;
int16 x, y;
int16 x2, y2;
int16 width, height;
uint16 unk10;
uint16 specialSize;
uint16 unk14;
uint16 shapeIndex;
uint16 wsaFlag;
char filename[13];
};
SceneAnim *_sceneAnims;
WSAMovieV2 *_sceneAnimMovie[16];
uint8 *_sceneShapes[20];
void freeSceneShapes();
void freeSceneAnims();
// voice
int _currentTalkFile;
void openTalkFile(int file);
// scene
struct SceneDesc {
char filename1[10];
char filename2[10];
uint16 exit1, exit2, exit3, exit4;
uint8 flags, sound;
};
SceneDesc *_sceneList;
uint16 _sceneExit1, _sceneExit2, _sceneExit3, _sceneExit4;
int _sceneEnterX1, _sceneEnterY1;
int _sceneEnterX2, _sceneEnterY2;
int _sceneEnterX3, _sceneEnterY3;
int _sceneEnterX4, _sceneEnterY4;
int _specialExitCount;
uint16 _specialExitTable[25];
bool checkSpecialSceneExit(int index, int x, int y);
bool _noScriptEnter;
void enterNewScene(uint16 scene, int facing, int unk1, int unk2, int unk3);
void enterNewSceneUnk1(int facing, int unk1, int unk2);
void enterNewSceneUnk2(int unk1);
int _enterNewSceneLock;
void unloadScene();
void loadScenePal();
void loadSceneMsc();
void initSceneScript(int unk1);
void initSceneAnims(int unk1);
void initSceneScreen(int unk1);
int runSceneScript1(int x, int y);
int runSceneScript2();
bool _noStartupChat;
void runSceneScript4(int unk1);
void runSceneScript8();
int _sceneMinX, _sceneMaxX;
int _maskPageMinY, _maskPageMaxY;
ScriptState _sceneScriptState;
ScriptData _sceneScriptData;
WSAMovieV2 *_wsaSlots[10];
bool _specialSceneScriptState[10];
ScriptState _sceneSpecialScripts[10];
uint32 _sceneSpecialScriptsTimer[10];
int _lastProcessedSceneScript;
bool _specialSceneScriptRunFlag;
void updateSpecialSceneScripts();
int trySceneChange(int *moveTable, int unk1, int unk2);
int checkSceneChange();
int8 _sceneDatPalette[45];
int8 _sceneDatLayerTable[15];
struct SceneShapeDesc {
// the original saves those variables, we don't, since
// they are just needed on scene load
/*int x, y;
int w, h;*/
int drawX, drawY;
};
SceneShapeDesc _sceneShapeDescs[20];
int getDrawLayer(int x, int y);
int getScale(int x, int y);
int _scaleTable[15];
bool _unkSceneScreenFlag1;
// character
struct Character {
uint16 sceneId;
uint16 dlgIndex;
uint8 height;
uint8 facing;
uint16 animFrame;
//uint8 unk8, unk9;
uint32 walkspeed;
uint16 inventory[10];
int16 x1, y1;
int16 x2, y2;
int16 x3, y3;
};
Character _mainCharacter;
int _mainCharX, _mainCharY;
int _charScale;
void moveCharacter(int facing, int x, int y);
void updateCharPosWithUpdate();
int updateCharPos(int *table, int force);
uint32 _updateCharPosNextUpdate;
static const int8 _updateCharPosXTable[];
static const int8 _updateCharPosYTable[];
void updateCharAnimFrame(int character, int *table);
int8 _characterAnimTable[2];
static const uint8 _characterFrameTable[];
bool _overwriteSceneFacing;
void updateCharPal(int unk1);
int _lastCharPalLayer;
bool _charPalUpdate;
bool checkCharCollision(int x, int y);
// talk object
struct TalkObject {
char filename[13];
int8 unkD;
int8 unkE;
int16 x, y;
uint8 color;
int8 unk14;
};
TalkObject *_talkObjectList;
// chat
int _vocHigh;
const char *_chatText;
int _chatObject;
uint32 _chatEndTime;
int _chatVocHigh, _chatVocLow;
ScriptData _chatScriptData;
ScriptState _chatScriptState;
int chatGetType(const char *text);
int chatCalcDuration(const char *text);
void objectChat(const char *text, int object, int vocHigh, int vocLow);
void objectChatInit(const char *text, int object, int vocHigh, int vocLow);
void objectChatPrintText(const char *text, int object);
void objectChatProcess(const char *script);
void objectChatWaitToFinish();
void badConscienceChat(const char *str, int vocHigh, int vocLow);
void badConscienceChatWaitToFinish();
// conscience
bool _badConscienceShown;
int _badConscienceAnim;
bool _badConsciencePosition;
static const uint8 _badConscienceFrameTable[];
void showBadConscience();
void hideBadConscience();
// special script code
bool _temporaryScriptExecBit;
bool _useFrameTable;
Common::Array<const Opcode *> _opcodesTemporary;
int o3t_defineNewShapes(ScriptState *script);
int o3t_setCurrentFrame(ScriptState *script);
int o3t_playSoundEffect(ScriptState *script);
int o3t_getMalcolmShapes(ScriptState *script);
// special shape code
char _newShapeFilename[13];
int _newShapeLastEntry;
int _newShapeWidth, _newShapeHeight;
int _newShapeXAdd, _newShapeYAdd;
int _newShapeAnimFrame;
int _newShapeDelay;
// unk
uint8 *_costPalBuffer;
uint8 *_screenBuffer;
uint8 *_gfxBackUpRect;
uint8 *_paletteOverlay;
bool _useActorBuffer;
int _curChapter;
int _unk3, _unk4, _unk5;
void loadCostPal();
void loadShadowShape();
void loadExtrasShapes();
// opcodes
int o3_getMalcolmShapes(ScriptState *script);
int o3_setCharacterPos(ScriptState *script);
int o3_defineObject(ScriptState *script);
int o3_refreshCharacter(ScriptState *script);
int o3_getCharacterX(ScriptState *script);
int o3_getCharacterY(ScriptState *script);
int o3_getCharacterFacing(ScriptState *script);
int o3_getCharacterScene(ScriptState *script);
int o3_trySceneChange(ScriptState *script);
int o3_showSceneFileMessage(ScriptState *script);
int o3_showBadConscience(ScriptState *script);
int o3_hideBadConscience(ScriptState *script);
int o3_objectChat(ScriptState *script);
int o3_checkForItem(ScriptState *script);
int o3_defineItem(ScriptState *script);
int o3_queryGameFlag(ScriptState *script);
int o3_resetGameFlag(ScriptState *script);
int o3_setGameFlag(ScriptState *script);
int o3_getHandItem(ScriptState *script);
int o3_hideMouse(ScriptState *script);
int o3_addSpecialExit(ScriptState *script);
int o3_setMousePos(ScriptState *script);
int o3_showMouse(ScriptState *script);
int o3_badConscienceChat(ScriptState *script);
int o3_delay(ScriptState *script);
int o3_setSceneFilename(ScriptState *script);
int o3_drawSceneShape(ScriptState *script);
int o3_checkInRect(ScriptState *script);
int o3_update(ScriptState *script);
int o3_enterNewScene(ScriptState *script);
int o3_setMalcolmPos(ScriptState *script);
int o3_stopMusic(ScriptState *script);
int o3_playMusicTrack(ScriptState *script);
int o3_playSoundEffect(ScriptState *script);
int o3_getRand(ScriptState *script);
int o3_defineRoomEntrance(ScriptState *script);
int o3_setSpecialSceneScriptRunTime(ScriptState *script);
int o3_defineSceneAnim(ScriptState *script);
int o3_updateSceneAnim(ScriptState *script);
int o3_defineScene(ScriptState *script);
int o3_setSpecialSceneScriptState(ScriptState *script);
int o3_clearSpecialSceneScriptState(ScriptState *script);
int o3_querySpecialSceneScriptState(ScriptState *script);
int o3_setHiddenItemsEntry(ScriptState *script);
int o3_getHiddenItemsEntry(ScriptState *script);
int o3_setupSceneAnimObject(ScriptState *script);
int o3_removeSceneAnimObject(ScriptState *script);
int o3_setVocHigh(ScriptState *script);
int o3_getVocHigh(ScriptState *script);
int o3_dummy(ScriptState *script);
// misc
TextDisplayer_v3 *_text;
bool _wsaPlayingVQA;
// resource specific
private:
static const char *_languageExtension[];
static const int _languageExtensionSize;
char *appendLanguage(char *buf, int lang, int bufSize);
int loadLanguageFile(const char *file, uint8 *&buffer);
};
} // end of namespace Kyra
#endif
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