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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"
namespace Kyra {
class SoundDigital;
class Screen_v3;
class MainMenu;
class WSAMovieV2;
class TextDisplayer_v3;
class KyraEngine_v3 : public KyraEngine {
public:
KyraEngine_v3(OSystem *system, const GameFlags &flags);
~KyraEngine_v3();
Screen *screen() { return _screen; }
SoundDigital *soundDigital() { return _soundDigital; }
int go();
void playVQA(const char *name);
virtual Movie *createWSAMovie();
private:
int init();
void preinit();
void startup();
void update();
void runStartupScript(int script, int unk1);
void setupOpcodeTable();
bool _runFlag;
bool _unkInputFlag;
Screen_v3 *_screen;
SoundDigital *_soundDigital;
// 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 snd_playVoiceFile(int) {}
// main menu
void initMainMenu();
void uninitMainMenu();
WSAMovieV2 *_menuAnim;
MainMenu *_menu;
// game speed
bool skipFlag() const { return false; }
void resetSkipFlag(bool) {}
// timer
void setupTimers() {}
void setWalkspeed(uint8) {}
// pathfinder
bool lineIsPassable(int, int) { return false; }
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();
bool _loadingState;
void updateCharacterAnim(int charId);
// interface
uint8 *_interface;
uint8 *_interfaceCommandLine;
void loadInterfaceShapes();
void loadInterface();
void showMessage(const char *string, uint8 c0, uint8 c1);
void restoreCommandLine();
int _commandLineY;
const char *_shownMessage;
bool _restoreCommandLine;
bool _inventoryState;
// translation stuff
uint8 *_scoreFile;
uint8 *_cCodeFile;
uint8 *_scenesFile;
uint8 *_itemFile;
uint8 *_actorFile;
uint32 _actorFileSize;
uint8 *_sceneStrings;
// items
uint8 *_itemBuffer1;
uint8 *_itemBuffer2;
void initItems();
// -> hand item
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 _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);
bool _noStartupChat;
void runSceneScript4(int unk1);
void runSceneScript8();
int _sceneMinY, _sceneMaxY;
int _maskPageMinY, _maskPageMaxY;
ScriptState _sceneScriptState;
ScriptData _sceneScriptData;
WSAMovieV2 *_wsaSlots[10];
bool _sceneSpecialScriptState[10];
ScriptState _sceneSpecialScripts[10];
uint32 _sceneSpecialScriptsTimer[10];
int8 _sceneDatPalette[45];
int8 _sceneDatLayerTable[15];
int getDrawLayer(int x, int y);
int getScale(int x, int y);
int _scaleTable[15];
bool _unkSceneScreenFlag1;
// items
struct Item {
uint16 id;
uint16 sceneId;
int16 x, y;
uint16 unk8;
};
Item *_itemList;
uint16 _hiddenItems[100];
void resetItem(int index);
void resetItemList();
int findFreeItem();
// character
struct Character {
uint16 sceneId;
uint16 dlgIndex;
uint8 unk4;
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();
void updateCharPos(uint8 *table, int force);
uint32 _updateCharPosNextUpdate;
static const int8 _updateCharPosXTable[];
static const int8 _updateCharPosYTable[];
void updateCharAnimFrame(int character, uint8 *table);
int8 _characterAnimTable[2];
static const uint8 _characterFrameTable[];
bool _overwriteSceneFacing;
void updateCharPal(int unk1);
int _lastCharPalLayer;
bool _charPalUpdate;
// unk
uint8 *_unkBuffer1040Bytes;
uint8 *_costPalBuffer;
uint8 *_screenBuffer;
uint8 *_gfxBackUpRect;
uint8 *_paletteOverlay;
int _unk3, _unk4;
void loadCostPal();
void loadShadowShape();
void loadExtrasShapes();
// opcodes
int o3_defineItem(ScriptState *script);
int o3_queryGameFlag(ScriptState *script);
int o3_resetGameFlag(ScriptState *script);
int o3_setGameFlag(ScriptState *script);
int o3_setSceneFilename(ScriptState *script);
int o3_getRand(ScriptState *script);
int o3_defineScene(ScriptState *script);
int o3_setHiddenItemsEntry(ScriptState *script);
int o3_getHiddenItemsEntry(ScriptState *script);
int o3_dummy(ScriptState *script);
// misc
TextDisplayer_v3 *_text;
bool _wsaPlayingVQA;
// resource specific
private:
static const char *_languageExtension[];
static const int _languageExtensionSize;
int getMaxFileSize(const char *file);
char *appendLanguage(char *buf, int lang, int bufSize);
int loadLanguageFile(const char *file, uint8 *&buffer);
};
} // end of namespace Kyra
#endif
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