265 lines
9.7 KiB
C++
265 lines
9.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* Based on the Reverse Engineering work of Christophe Fontanel,
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* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
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*/
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#ifndef DM_H
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#define DM_H
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#include "common/random.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "common/savefile.h"
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#include "common/str.h"
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namespace DM {
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class Console;
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class DisplayMan;
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class DungeonMan;
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class EventManager;
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class MenuMan;
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class ChampionMan;
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class ObjectMan;
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class InventoryMan;
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class TextMan;
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class MovesensMan;
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class GroupMan;
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class Timeline;
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class ProjExpl;
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void warning(bool repeat, const char *s, ...);
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enum direction {
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kDirNorth = 0,
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kDirEast = 1,
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kDirSouth = 2,
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kDirWest = 3
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};
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enum ThingType {
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kM1_PartyThingType = -1, // @ CM1_THING_TYPE_PARTY
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k0_DoorThingType = 0, // @ C00_THING_TYPE_DOOR
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k1_TeleporterThingType = 1, // @ C01_THING_TYPE_TELEPORTER
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k2_TextstringType = 2, // @ C02_THING_TYPE_TEXTSTRING
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k3_SensorThingType = 3, // @ C03_THING_TYPE_SENSOR
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k4_GroupThingType = 4, // @ C04_THING_TYPE_GROUP
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k5_WeaponThingType = 5, // @ C05_THING_TYPE_WEAPON
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k6_ArmourThingType = 6, // @ C06_THING_TYPE_ARMOUR
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k7_ScrollThingType = 7, // @ C07_THING_TYPE_SCROLL
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k8_PotionThingType = 8, // @ C08_THING_TYPE_POTION
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k9_ContainerThingType = 9, // @ C09_THING_TYPE_CONTAINER
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k10_JunkThingType = 10, // @ C10_THING_TYPE_JUNK
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k14_ProjectileThingType = 14, // @ C14_THING_TYPE_PROJECTILE
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k15_ExplosionThingType = 15, // @ C15_THING_TYPE_EXPLOSION
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k16_ThingTypeTotal = 16 // +1 than the last (explosionThingType)
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}; // @ C[00..15]_THING_TYPE_...
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class Thing {
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public:
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uint16 _data;
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static const Thing _none; // @ C0xFFFF_THING_NONE
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static const Thing _endOfList; // @ C0xFFFE_THING_ENDOFLIST
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static const Thing _firstExplosion; // @ C0xFF80_THING_FIRST_EXPLOSION
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static const Thing _explFireBall; // @ C0xFF80_THING_EXPLOSION_FIREBALL
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static const Thing _explSlime; // @ C0xFF81_THING_EXPLOSION_SLIME
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static const Thing _explLightningBolt; // @ C0xFF82_THING_EXPLOSION_LIGHTNING_BOLT
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static const Thing _explHarmNonMaterial; // @ C0xFF83_THING_EXPLOSION_HARM_NON_MATERIAL
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static const Thing _explOpenDoor; // @ C0xFF84_THING_EXPLOSION_OPEN_DOOR
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static const Thing _explPoisonBolt; // @ C0xFF86_THING_EXPLOSION_POISON_BOLT
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static const Thing _explPoisonCloud; // @ C0xFF87_THING_EXPLOSION_POISON_CLOUD
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static const Thing _explSmoke; // @ C0xFFA8_THING_EXPLOSION_SMOKE
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static const Thing _explFluxcage; // @ C0xFFB2_THING_EXPLOSION_FLUXCAGE
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static const Thing _explRebirthStep1; // @ C0xFFE4_THING_EXPLOSION_REBIRTH_STEP1
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static const Thing _explRebirthStep2; // @ C0xFFE5_THING_EXPLOSION_REBIRTH_STEP2
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static const Thing _party; // @ C0xFFFF_THING_PARTY
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Thing() : _data(0) {}
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explicit Thing(uint16 d) { set(d); }
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void set(uint16 d) {
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_data = d;
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}
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byte getCell() const { return _data >> 14; }
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ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); }
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uint16 getIndex() const { return _data & 0x3FF; }
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uint16 getTypeAndIndex() { return _data & 0x3FFF; }
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uint16 toUint16() const { return _data; } // I don't like 'em cast operators
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bool operator==(const Thing &rhs) const { return _data == rhs._data; }
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bool operator!=(const Thing &rhs) const { return _data != rhs._data; }
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}; // @ THING
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void turnDirRight(direction &dir);
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void turnDirLeft(direction &dir);
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direction returnOppositeDir(direction dir); // @ M18_OPPOSITE
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uint16 returnPrevVal(uint16 val); // @ M19_PREVIOUS
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uint16 returnNextVal(uint16 val); // @ M17_NEXT
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bool isOrientedWestEast(direction dir); // @ M16_IS_ORIENTED_WEST_EAST
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#define setFlag(val, mask) ((val) |= (mask))
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#define getFlag(val, mask) ((val) & (mask))
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#define clearFlag(val, mask) ((val) &= (~(mask))) // @ M09_CLEAR
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uint16 toggleFlag(uint16 &val, uint16 mask); // @ M10_TOGGLE
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uint16 M75_bitmapByteCount(uint16 pixelWidth, uint16 height); // @ M75_BITMAP_BYTE_COUNT
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uint16 M21_normalizeModulo4(uint16 val); // @ M21_NORMALIZE
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int32 M30_time(int32 map_time); // @ M30_TIME
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int32 M33_setMapAndTime(int32 &map_time, uint32 map, uint32 time); // @ M33_SET_MAP_AND_TIME
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uint16 M29_map(int32 map_time); // @ M29_MAP
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Thing M15_thingWithNewCell(Thing thing, int16 cell); // @ M15_THING_WITH_NEW_CELL
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int16 M38_distance(int16 mapx1, int16 mapy1, int16 mapx2, int16 mapy2);// @ M38_DISTANCE
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enum Cell {
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kM1_CellAny = -1, // @ CM1_CELL_ANY
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k0_CellNorthWest = 0, // @ C00_CELL_NORTHWEST
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k1_CellNorthEast = 1, // @ C01_CELL_NORTHEAST
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k2_CellSouthEast = 2, // @ C02_CELL_SOUTHEAST
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k3_CellSouthWest = 3 // @ C03_CELL_SOUTHWEST
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};
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#define kM1_mapIndexNone -1 // @ CM1_MAP_INDEX_NONE
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#define k255_mapIndexEntrance 255 // @ C255_MAP_INDEX_ENTRANCE
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enum {
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// engine debug channels
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kDMDebugExample = 1 << 0,
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kDMDebugUselessCode = 1 << 1,
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kDMDebugOftenCalledWarning = 2 << 2
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};
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template<typename T>
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inline T f26_getBoundedValue(T min, T val, T max) {
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return MIN(MAX(min, val), max);
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} // @ F0026_MAIN_GetBoundedValue
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#define CALL_MEMBER_FN(object,ptrToMember) ((object).*(ptrToMember))
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#define k0_modeLoadSavedGame 0 // @ C000_MODE_LOAD_SAVED_GAME
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#define k1_modeLoadDungeon 1 // @ C001_MODE_LOAD_DUNGEON
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#define k99_modeWaitingOnEntrance 99 // @ C099_MODE_WAITING_ON_ENTRANCE
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#define k202_modeEntranceDrawCredits 202 // @ C202_MODE_ENTRANCE_DRAW_CREDITS
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enum LoadgameResponse {
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kM1_LoadgameFailure = -1, // @ CM1_LOAD_GAME_FAILURE
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k1_LoadgameSuccess = 1// @ C01_LOAD_GAME_SUCCESS
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};
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class DMEngine : public Engine {
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void f462_startGame(); // @ F0462_START_StartGame_CPSF
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void f3_processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE
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void f463_initializeGame(); // @ F0463_START_InitializeGame_CPSADEF
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void f448_initMemoryManager(); // @ F0448_STARTUP1_InitializeMemoryManager_CPSADEF
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void f2_gameloop(); // @ F0002_MAIN_GameLoop_CPSDF
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void initArrays();
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Common::String getSavefileName(uint16 slot);
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void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
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public:
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explicit DMEngine(OSystem *syst);
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~DMEngine();
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void f22_delay(uint16 ms); // @ F0022_MAIN_Delay
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uint16 f30_getScaledProduct(uint16 val, uint16 scale, uint16 vale2); // @ F0030_MAIN_GetScaledProduct
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uint16 getRandomNumber(uint32 max) { return _rnd->getRandomNumber(max - 1); }
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int16 M1_ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX
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int16 M0_indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL
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void f19_displayErrorAndStop(int16 errorIndex); // @ F0019_MAIN_DisplayErrorAndStop
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virtual Common::Error run(); // @ main
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void f433_processCommand140_saveGame(uint16 slot, const Common::String desc); // @ F0433_STARTEND_ProcessCommand140_SaveGame_CPSCDF
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LoadgameResponse f435_loadgame(); // @ F0435_STARTEND_LoadGame_CPSF
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private:
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int16 _g528_saveFormat; // @ G0528_i_Format
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int16 _g527_platform; // @ G0527_i_Platform
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uint16 _g526_dungeonId; // @ G0526_ui_DungeonID
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Console *_console;
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public:
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Common::RandomSource *_rnd;
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DisplayMan *_displayMan;
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DungeonMan *_dungeonMan;
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EventManager *_eventMan;
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MenuMan *_menuMan;
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ChampionMan *_championMan;
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ObjectMan *_objectMan;
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InventoryMan *_inventoryMan;
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TextMan *_textMan;
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MovesensMan *_movsens;
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GroupMan *_groupMan;
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Timeline *_timeline;
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ProjExpl *_projexpl;
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bool _g298_newGame; // @ G0298_B_NewGame
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bool _g523_restartGameRequest; // @ G0523_B_RestartGameRequested
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bool _g321_stopWaitingForPlayerInput; // @ G0321_B_StopWaitingForPlayerInput
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bool _g301_gameTimeTicking; // @ G0301_B_GameTimeTicking
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bool _g524_restartGameAllowed; // @ G0524_B_RestartGameAllowed
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int32 _g525_gameId; // @ G0525_l_GameID, probably useless here
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bool _g331_pressingEye; // @ G0331_B_PressingEye
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bool _g332_stopPressingEye; // @ G0332_B_StopPressingEye
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bool _g333_pressingMouth; // @ G0333_B_PressingMouth
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bool _g334_stopPressingMouth; // @ G0334_B_StopPressingMouth
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bool _g340_highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested
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int16 _g311_projectileDisableMovementTicks; // @ G0311_i_ProjectileDisabledMovementTicks
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int16 _g312_lastProjectileDisabledMovementDirection; // @ G0312_i_LastProjectileDisabledMovementDirection
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bool _g302_gameWon; // @ G0302_B_GameWon
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int16 _g327_newPartyMapIndex; // @ G0327_i_NewPartyMapIndex
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bool _g325_setMousePointerToObjectInMainLoop; // @ G0325_B_SetMousePointerToObjectInMainLoop
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int16 _g310_disabledMovementTicks; // @ G0310_i_DisabledMovementTicks
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int8 _dirIntoStepCountEast[4]; // @ G0233_ai_Graphic559_DirectionToStepEastCount
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int8 _dirIntoStepCountNorth[4]; // @ G0234_ai_Graphic559_DirectionToStepNorthCount
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uint32 _g313_gameTime; // @ G0313_ul_GameTime
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char _g353_stringBuildBuffer[128]; // @ G0353_ac_StringBuildBuffer
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int16 _g318_waitForInputMaxVerticalBlankCount; // @ G0318_i_WaitForInputMaximumVerticalBlankCount
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};
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class Console : public GUI::Debugger {
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public:
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explicit Console(DMEngine *vm) {}
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virtual ~Console(void) {}
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};
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} // End of namespace DM
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#endif
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