aboutsummaryrefslogtreecommitdiff
path: root/engines/prince/prince.h
blob: 15dfdb4b7b217c085b75af7196dee31efc8f0ee4 (plain)
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
/* 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 PRINCE_H
#define PRINCE_H

#include "common/random.h"
#include "common/system.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/textconsole.h"
#include "common/rect.h"
#include "common/events.h"
#include "common/endian.h"

#include "image/bmp.h"

#include "gui/debugger.h"

#include "engines/engine.h"
#include "engines/util.h"

#include "audio/mixer.h"

#include "video/flic_decoder.h"

#include "prince/mob.h"
#include "prince/object.h"


namespace Prince {

struct PrinceGameDescription;

class PrinceEngine;
class GraphicsMan;
class Script;
class Interpreter;
class InterpreterFlags;
class Debugger;
class MusicPlayer;
class VariaTxt;
class Cursor;
class MhwanhDecoder;
class Font;
class Hero;
class Animation;
class Room;

struct Text {
	const char *_str;
	uint16 _x, _y;
	uint16 _time;
	uint32 _color;

	Text() : _str(NULL), _x(0), _y(0), _time(0), _color(255){
	}
};

struct AnimListItem {
	uint16 _type; // type of animation - for background anims RND of frame
	uint16 _fileNumber;
	uint16 _startPhase; // first phase number
	uint16 _endPhase;
	uint16 _loopPhase;
	int16 _x;
	int16 _y;
	uint16 _loopType;
	uint16 _nextAnim; // number of animation to do for loop = 3
	uint16 _flags; // byte 0 - draw masks, byte 1 - draw in front of mask, byte 2 - load but turn off drawing
	bool loadFromStream(Common::SeekableReadStream &stream);
};

struct BAS {
	int32 _type; // type of sequence
	int32 _data; // additional data
	int32 _anims; // number of animations
	int32 _current; // actual number of animation
	int32 _counter; // time counter for animation
	int32 _currRelative; //actual relative number for animation
	int32 _data2; // additional data for measurements
};

struct BASA {
	int16 _num;	// animation number
	int16 _start;	// initial frame
	int16 _end;	// final frame
	int16 _pad;	// fulfilment to 8 bytes
};

// background and normal animation
struct Anim {
	BASA _basaData;
	int32 _addr; //animation adress
	int16 _usage;
	int16 _state; // state of animation: 0 - turning on, 1 - turning off
	int16 _flags;
	int16 _frame; // number of phase to show
	int16 _lastFrame; // last phase
	int16 _loopFrame; // first frame of loop
	int16 _showFrame; // actual visible frame of animation
	int16 _loopType;	 // type of loop (0 - last frame; 1 - normal loop (begin from _loopFrame); 2 - no loop; 3 - load new animation)
	int16 _nextAnim; // number of next animation to load after actual
	int16 _x;
	int16 _y;
	int32 _currFrame;
	int16 _currX;
	int16 _currY;
	int16 _currW;
	int16 _currH;
	int16 _packFlag;
	int32 _currShadowFrame;
	int16 _packShadowFlag;
	int32 _shadowBack;
	int16 _relX;
	int16 _relY;
	Animation *_animData;
	Animation *_shadowData;
};

struct BackgroundAnim {
	BAS _seq;
	Common::Array<Anim> backAnims;
};

// Nak (PL - Nakladka)
struct Mask {
	int16 _state; // visible / invisible
	int16 _flags; // turning on / turning off of an mask
	int16 _x1;
	int16 _y1;
	int16 _x2;
	int16 _y2;
	int16 _z;
	int16 _number; // number of mask for background recreating
	int16 _width;
	int16 _height;
	byte *_data;

	int16 getX() const {
		return READ_LE_UINT16(_data);
	}

	int16 getY() const {
		return READ_LE_UINT16(_data + 2);
	}

	int16 getWidth() const {
		return READ_LE_UINT16(_data + 4);
	}

	int16 getHeight() const {
		return READ_LE_UINT16(_data + 6);
	}

	byte *getMask() const {
		return (byte *)(_data + 8);
	}
};

struct DebugChannel {

enum Type {
	kScript,
	kEngine 
};

};

class PrinceEngine : public Engine {
protected:
	Common::Error run();

public:
	PrinceEngine(OSystem *syst, const PrinceGameDescription *gameDesc);
	virtual ~PrinceEngine();

	virtual bool hasFeature(EngineFeature f) const;

	int getGameType() const;
	const char *getGameId() const;
	uint32 getFeatures() const;
	Common::Language getLanguage() const;

	const PrinceGameDescription *_gameDescription;
	Video::FlicDecoder _flicPlayer;
	VariaTxt *_variaTxt;

	uint32 _talkTxtSize;
	byte *_talkTxt;

	bool loadLocation(uint16 locationNr);
	bool loadAnim(uint16 animNr, bool loop);
	bool loadVoice(uint32 textSlot, uint32 sampleSlot, const Common::String &name);
	bool loadSample(uint32 sampleSlot, const Common::String &name);
	bool loadZoom(byte *zoomBitmap, uint32 dataSize, const char *resourceName);
	bool loadShadow(byte *shadowBitmap, uint32 dataSize, const char *resourceName1, const char *resourceName2);

	void playSample(uint16 sampleId, uint16 loopType);
	void stopSample(uint16 sampleId);

	virtual GUI::Debugger *getDebugger();

	void changeCursor(uint16 curId);
	void printAt(uint32 slot, uint8 color, const char *s, uint16 x, uint16 y);

	static const uint8 MAXTEXTS = 32;
	Text _textSlots[MAXTEXTS];

	uint64 _frameNr;
	Hero *_mainHero;
	Hero *_secondHero;

	uint16 _cameraX;
	uint16 _newCameraX;
	uint16 _sceneWidth;
	int32 _picWindowX;
	int32 _picWindowY;
	Image::BitmapDecoder *_roomBmp;

	Common::Array<AnimListItem> _animList;
	Common::Array<BackgroundAnim> _backAnimList;

	Common::RandomSource _randomSource;

	static const int16 kNormalWidth = 640;
	static const int16 kNormalHeight = 480;

	void checkMasks(int x1, int y1, int sprWidth, int sprHeight, int z);
	void insertMasks(const Graphics::Surface *originalRoomSurface);
	void showMask(int maskNr, const Graphics::Surface *originalRoomSurface);

	int testAnimNr;
	int testAnimFrame;

private:
	bool playNextFrame();
	void keyHandler(Common::Event event);
	void hotspot();
	void scrollCameraRight(int16 delta);
	void scrollCameraLeft(int16 delta);
	void drawScreen();
	void showTexts();
	void init();
	void showLogo();
	void showBackAnims();
	void clearBackAnimList();
	bool spriteCheck(int sprWidth, int sprHeight, int destX, int destY);
	void showSprite(Graphics::Surface *backAnimSurface, int destX, int destY);
	void showSpriteShadow(Graphics::Surface *shadowSurface, int destX, int destY);
	void showObjects();
	void makeShadowTable(int brightness);

	uint32 getTextWidth(const char *s);
	void debugEngine(const char *s, ...);

	uint16 _locationNr;
	uint8 _cursorNr;

	Common::RandomSource *_rnd;
	Cursor *_cursor1;
	Cursor *_cursor2;
	MhwanhDecoder *_suitcaseBmp;
	Debugger *_debugger;
	GraphicsMan *_graph;
	Script *_script;
	InterpreterFlags *_flags;
	Interpreter *_interpreter;
	Font *_font;
	MusicPlayer *_midiPlayer;
	Room *_room;

	static const uint32 MAX_SAMPLES = 60;	
	Common::SeekableReadStream *_voiceStream[MAX_SAMPLES];
	Audio::SoundHandle _soundHandle[MAX_SAMPLES];

	Animation *_zoom;
	Common::Array<Mob> _mobList;
	Common::Array<Object *> _objList;
	Common::Array<Mask> _maskList;

	bool _flicLooped;
	
	void mainLoop();

};

} // End of namespace Prince

#endif

/* vim: set tabstop=4 noexpandtab: */