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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 TINSEL_TINSEL_H
#define TINSEL_TINSEL_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/events.h"
#include "common/keyboard.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "tinsel/debugger.h"
#include "tinsel/graphics.h"
#include "tinsel/sound.h"
#include "tinsel/dw.h"
/**
* This is the namespace of the Tinsel engine.
*
* Status of this engine: Complete
*
* Games using this engine:
* - Discworld
* - Discworld 2: Missing Presumed ...!?
*/
namespace Tinsel {
class BMVPlayer;
class Config;
class MidiDriver;
class MidiMusicPlayer;
class PCMMusicPlayer;
class SoundManager;
typedef Common::List<Common::Rect> RectList;
enum TinselGameID {
GID_DW1 = 0,
GID_DW2 = 1
};
enum TinselGameFeatures {
GF_SCNFILES = 1 << 0,
GF_ENHANCED_AUDIO_SUPPORT = 1 << 1,
GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file
// The GF_USE_?FLAGS values specify how many country flags are displayed
// in the subtitles options dialog.
// None of these defined -> 1 language, in ENGLISH.TXT
GF_USE_3FLAGS = 1 << 3, // French, German, Spanish
GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian
GF_USE_5FLAGS = 1 << 5 // All 5 flags
};
/**
* The following is the ScummVM definitions of the various Tinsel versions:
* TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
* demo.
* TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
* major releases: an earlier version that used *.gra files, and a later one that
* used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
* we treat both releases as 'Tinsel 1', since the engine fixes from the later
* version work equally well the earlier version data.
* TINSEL_V2 - This is the engine used for the Discworld 2 game.
*/
enum TinselEngineVersion {
TINSEL_V0 = 0,
TINSEL_V1 = 1,
TINSEL_V2 = 2
};
enum {
kTinselDebugAnimations = 1 << 0,
kTinselDebugActions = 1 << 1,
kTinselDebugSound = 1 << 2,
kTinselDebugMusic = 2 << 3
};
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
struct TinselGameDescription;
enum TinselKeyDirection {
MSK_LEFT = 1, MSK_RIGHT = 2, MSK_UP = 4, MSK_DOWN = 8,
MSK_DIRECTION = MSK_LEFT | MSK_RIGHT | MSK_UP | MSK_DOWN
};
typedef bool (*KEYFPTR)(const Common::KeyState &);
#define SCREEN_WIDTH (_vm->screen().w) // PC screen dimensions
#define SCREEN_HEIGHT (_vm->screen().h)
#define SCRN_CENTER_X ((SCREEN_WIDTH - 1) / 2) // screen center x
#define SCRN_CENTER_Y ((SCREEN_HEIGHT - 1) / 2) // screen center y
#define UNUSED_LINES 48
#define EXTRA_UNUSED_LINES 3
//#define SCREEN_BOX_HEIGHT1 (SCREEN_HEIGHT - UNUSED_LINES)
//#define SCREEN_BOX_HEIGHT2 (SCREEN_BOX_HEIGHT1 - EXTRA_UNUSED_LINES)
#define SCREEN_BOX_HEIGHT1 SCREEN_HEIGHT
#define SCREEN_BOX_HEIGHT2 SCREEN_HEIGHT
#define GAME_FRAME_DELAY (1000 / ONE_SECOND)
#define TinselVersion (_vm->getVersion())
#define TinselV0 (TinselVersion == TINSEL_V0)
#define TinselV1 (TinselVersion == TINSEL_V1)
#define TinselV2 (TinselVersion == TINSEL_V2)
#define TinselV2Demo (TinselVersion == TINSEL_V2 && _vm->getIsADGFDemo())
#define TinselV1PSX (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformPSX)
#define TinselV1Mac (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformMacintosh)
#define READ_16(v) (TinselV1Mac ? READ_BE_UINT16(v) : READ_LE_UINT16(v))
#define READ_32(v) (TinselV1Mac ? READ_BE_UINT32(v) : READ_LE_UINT32(v))
#define FROM_16(v) (TinselV1Mac ? FROM_BE_16(v) : FROM_LE_16(v))
#define FROM_32(v) (TinselV1Mac ? FROM_BE_32(v) : FROM_LE_32(v))
#define TO_32(v) (TinselV1Mac ? TO_BE_32(v) : TO_LE_32(v))
// Global reference to the TinselEngine object
extern TinselEngine *_vm;
class TinselEngine : public Engine {
int _gameId;
Common::KeyState _keyPressed;
Common::RandomSource _random;
Graphics::Surface _screenSurface;
Common::Point _mousePos;
uint8 _dosPlayerDir;
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
static const char *const _sampleIndices[][3];
static const char *const _sampleFiles[][3];
static const char *const _textFiles[][3];
protected:
// Engine APIs
virtual void initializePath(const Common::FSNode &gamePath);
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
Common::Error loadGameState(int slot);
#if 0
Common::Error saveGameState(int slot, const Common::String &desc);
#endif
bool canLoadGameStateCurrently();
#if 0
bool canSaveGameStateCurrently();
#endif
public:
TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc);
virtual ~TinselEngine();
int getGameId() {
return _gameId;
}
const TinselGameDescription *_gameDescription;
uint32 getGameID() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
uint16 getVersion() const;
uint32 getFlags() const;
Common::Platform getPlatform() const;
bool getIsADGFDemo() const;
bool isV1CD() const;
const char *getSampleIndex(LANGUAGE lang);
const char *getSampleFile(LANGUAGE lang);
const char *getTextFile(LANGUAGE lang);
MidiDriver *_driver;
SoundManager *_sound;
MidiMusicPlayer *_midiMusic;
PCMMusicPlayer *_pcmMusic;
BMVPlayer *_bmv;
Config *_config;
KEYFPTR _keyHandler;
/** Stack of pending mouse button events. */
Common::List<Common::EventType> _mouseButtons;
/** Stack of pending keypresses. */
Common::List<Common::Event> _keypresses;
/** List of all clip rectangles. */
RectList _clipRects;
private:
void NextGameCycle();
void CreateConstProcesses();
void RestartGame();
void RestartDrivers();
void ChopDrivers();
void ProcessKeyEvent(const Common::Event &event);
bool pollEvent();
public:
const Common::String getTargetName() const { return _targetName; }
Common::String getSavegameFilename(int16 saveNum) const;
Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
Graphics::Surface &screen() { return _screenSurface; }
Common::Point getMousePosition() const { return _mousePos; }
void setMousePosition(Common::Point pt) {
// Clip mouse position to be within the screen coordinates
pt.x = CLIP<int16>(pt.x, 0, SCREEN_WIDTH - 1);
pt.y = CLIP<int16>(pt.y, 0, SCREEN_HEIGHT - 1);
int yOffset = TinselV2 ? (g_system->getHeight() - _screenSurface.h) / 2 : 0;
g_system->warpMouse(pt.x, pt.y + yOffset);
_mousePos = pt;
}
void divertKeyInput(KEYFPTR fptr) { _keyHandler = fptr; }
int getRandomNumber(int maxNumber) { return _random.getRandomNumber(maxNumber); }
uint8 getKeyDirection() const { return _dosPlayerDir; }
};
// Externally available methods
void CuttingScene(bool bCutting);
void CDChangeForRestore(int cdNumber);
void CdHasChanged();
} // End of namespace Tinsel
#endif /* TINSEL_TINSEL_H */
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