This commit implements proper loading of savestates saved from the original menu in v0-3 games and loaded either from launcher or GMM. Why is all of this necessary? It is because these saves are built under the assumption that they will be reloaded from the main menu room, and that therefore there will be a graceful termination of the global script handling the main menu. Terminating said script gracefully implies cleaning up variables, stopping menu related scripts, and reboot other scripts which had previously been stopped. This certainly doesn't happen when reloading said savestates from the GMM/launcher, and what instead happens is, in order: - The game loads from the menu room; - The menu scripts continues from an inconsistent location, effectively re-saving the game; - This invalidates the thumbnail of the savestate, which will now show a picture of the menu; - Closing the menu gets the user back to the saved state, with probably an inconsistent state of some variables and scripts. This fixes all of this, by detecting if we are loading a savestate saved from the original menu, and by manually running the correct script operations for each game in order to correctly close the menu and resume the game. Please note that this commit works under different assumptions from the ones pertaining the already available post-load fixes (which assume that you are saving the game from GMM).
1834 lines
56 KiB
C++
1834 lines
56 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SCUMM_SCUMM_H
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#define SCUMM_SCUMM_H
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#include "engines/engine.h"
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#include "common/endian.h"
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#include "common/events.h"
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#include "common/file.h"
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#include "common/savefile.h"
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#include "common/keyboard.h"
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#include "common/mutex.h"
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#include "common/random.h"
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#include "common/rect.h"
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#include "common/rendermode.h"
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#include "common/serializer.h"
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#include "common/str.h"
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#include "common/textconsole.h"
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#include "graphics/surface.h"
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#include "graphics/sjis.h"
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#include "graphics/palette.h"
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#include "scumm/gfx.h"
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#include "scumm/detection.h"
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#include "scumm/script.h"
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#ifdef __DS__
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/* This disables the dual layer mode which is used in FM-Towns versions
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* of SCUMM games and which emulates the behavior of the original code.
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* The only purpose is code size reduction for certain backends.
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* SCUMM 3 (FM-Towns) games will run in English in normal (DOS VGA) mode,
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* which should work just fine in most situations. Some glitches might
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* occur. Japanese mode and SCUMM 5 FM-Towns games will not work without
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* dual layer (and 16 bit color) support.
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*/
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#define DISABLE_TOWNS_DUAL_LAYER_MODE
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#endif
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namespace GUI {
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class Dialog;
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}
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using GUI::Dialog;
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namespace Common {
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class SeekableReadStream;
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class WriteStream;
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}
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namespace Graphics {
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class FontSJIS;
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}
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/**
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* This is the namespace of the SCUMM engine.
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*
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* Status of this engine:
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* Complete support for all SCUMM based LucasArts adventures.
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* Complete support for many Humongous Entertainment games,
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* but for some of the newer ones, this is still work in progress.
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*
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* Games using this engine:
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* - Classic 2D LucasArts adventures
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* - numerous Humongous Entertainment games
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*/
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namespace Scumm {
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class Actor;
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class BaseCostumeLoader;
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class BaseCostumeRenderer;
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class BaseScummFile;
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class CharsetRenderer;
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class IMuse;
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class IMuseDigital;
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class MusicEngine;
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class Player_Towns;
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class ScummEngine;
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class ScummDebugger;
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class Sound;
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class Localizer;
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class GlyphRenderer_v7;
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struct Box;
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struct BoxCoords;
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struct FindObjectInRoom;
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// Use g_scumm from error() ONLY
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extern ScummEngine *g_scumm;
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/* System Wide Constants */
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enum {
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NUM_SENTENCE = 6,
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NUM_SHADOW_PALETTE = 8
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};
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/* SCUMM Debug Channels */
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void debugC(int level, MSVC_PRINTF const char *s, ...) GCC_PRINTF(2, 3);
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enum {
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DEBUG_GENERAL = 1 << 0, // General debug
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DEBUG_SCRIPTS = 1 << 2, // Track script execution (start/stop/pause)
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DEBUG_OPCODES = 1 << 3, // Track opcode invocations
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DEBUG_VARS = 1 << 4, // Track variable changes
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DEBUG_RESOURCE = 1 << 5, // Track resource loading / allocation
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DEBUG_IMUSE = 1 << 6, // Track iMUSE events
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DEBUG_SOUND = 1 << 7, // General Sound Debug
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DEBUG_ACTORS = 1 << 8, // General Actor Debug
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DEBUG_INSANE = 1 << 9, // Track INSANE
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DEBUG_SMUSH = 1 << 10, // Track SMUSH
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DEBUG_MOONBASE_AI = 1 << 11 // Moonbase AI
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};
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struct VerbSlot;
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struct ObjectData;
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enum {
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/**
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* Lighting flag that indicates whether the normal palette, or the 'dark'
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* palette shall be used to draw actors.
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* Apparently only used in very old games (so far only NESCostumeRenderer
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* checks it).
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*/
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LIGHTMODE_actor_use_base_palette = 1 << 0,
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/**
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* Lighting flag that indicates whether the room is currently lit. Normally
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* always on. Used for rooms in which the light can be switched "off".
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*/
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LIGHTMODE_room_lights_on = 1 << 1,
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/**
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* Lighting flag that indicates whether a flashlight like device is active.
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* Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
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* follows the mouse). Only has any effect if the room lights are off.
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*/
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LIGHTMODE_flashlight_on = 1 << 2,
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/**
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* Lighting flag that indicates whether actors are to be drawn with their
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* own custom palette, or using a fixed 'dark' palette. This is the
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* modern successor of LIGHTMODE_actor_use_base_palette.
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* Note: It is tempting to 'merge' these two flags, but since flags can
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* check their values, this is probably not a good idea.
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*/
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LIGHTMODE_actor_use_colors = 1 << 3
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//
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};
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enum {
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MBS_LEFT_CLICK = 0x8000,
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MBS_RIGHT_CLICK = 0x4000,
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MBS_MOUSE_MASK = (MBS_LEFT_CLICK | MBS_RIGHT_CLICK),
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MBS_MAX_KEY = 0x0200
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};
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struct SentenceTab {
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byte verb;
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byte preposition;
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uint16 objectA;
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uint16 objectB;
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uint8 freezeCount;
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};
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struct StringSlot {
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int16 xpos;
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int16 ypos;
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int16 right;
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int16 height;
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byte color;
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byte charset;
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bool center;
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bool overhead;
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bool no_talk_anim;
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bool wrapping;
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};
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struct StringTab : StringSlot {
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// The 'default' values for this string slot. This is used so that the
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// string slot can temporarily be set to different values, and then be
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// easily reset to a previously set default.
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StringSlot _default;
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void saveDefault() {
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StringSlot &s = *this;
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_default = s;
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}
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void loadDefault() {
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StringSlot &s = *this;
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s = _default;
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}
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};
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struct ScummEngine_v0_Delays {
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bool _screenScroll;
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uint _objectRedrawCount;
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uint _objectStripRedrawCount;
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uint _actorRedrawCount;
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uint _actorLimbRedrawDrawCount;
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};
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enum WhereIsObject {
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WIO_NOT_FOUND = -1,
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WIO_INVENTORY = 0,
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WIO_ROOM = 1,
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WIO_GLOBAL = 2,
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WIO_LOCAL = 3,
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WIO_FLOBJECT = 4
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};
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struct SaveStateMetaInfos {
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uint32 date;
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uint16 time;
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uint32 playtime;
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};
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enum UserStates {
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USERSTATE_SET_FREEZE = 0x01, // freeze scripts if USERSTATE_FREEZE_ON is set, unfreeze otherwise
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USERSTATE_SET_CURSOR = 0x02, // shows cursor if USERSTATE_CURSOR_ON is set, hides it otherwise
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USERSTATE_SET_IFACE = 0x04, // change user-interface (sentence-line, inventory, verb-area)
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USERSTATE_FREEZE_ON = 0x08, // only interpreted if USERSTATE_SET_FREEZE is set
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USERSTATE_CURSOR_ON = 0x10, // only interpreted if USERSTATE_SET_CURSOR is set
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USERSTATE_IFACE_SENTENCE = 0x20, // only interpreted if USERSTATE_SET_IFACE is set
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USERSTATE_IFACE_INVENTORY = 0x40, // only interpreted if USERSTATE_SET_IFACE is set
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USERSTATE_IFACE_VERBS = 0x80 // only interpreted if USERSTATE_SET_IFACE is set
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};
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#define USERSTATE_IFACE_ALL (USERSTATE_IFACE_SENTENCE | USERSTATE_IFACE_INVENTORY | USERSTATE_IFACE_VERBS)
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/**
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* A list of resource types.
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* WARNING: Do not change the order of these, as the savegame format relies
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* on it; any change made here will break savegame compatibility!
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*/
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enum ResType {
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rtInvalid = 0,
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rtFirst = 1,
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rtRoom = 1,
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rtScript = 2,
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rtCostume = 3,
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rtSound = 4,
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rtInventory = 5,
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rtCharset = 6,
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rtString = 7,
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rtVerb = 8,
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rtActorName = 9,
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rtBuffer = 10,
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rtScaleTable = 11,
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rtTemp = 12,
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rtFlObject = 13,
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rtMatrix = 14,
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rtBox = 15,
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rtObjectName = 16,
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rtRoomScripts = 17,
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rtRoomImage = 18,
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rtImage = 19,
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rtTalkie = 20,
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rtSpoolBuffer = 21,
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rtLast = 21
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};
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typedef uint16 ResId;
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class ResourceManager;
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/**
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* DOS Programmable Interval Timer constants.
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*
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* The SCUMM engine (v1-v7, DOS) timer ticks are based on the jiffy unit (roughly 60Hz).
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* Well, if we want to be pedantic about it, it operates on quarter jiffies (240Hz),
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* a rate at which several screen effects are updated; but still, this value is divided
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* by 4 in the main game loop in order for it to operate on whole jiffies.
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* In order to obtain this behavior, the PIT is programmed to operate at roughly 240Hz,
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* though these timings change from version to version (or game by game, for v6).
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*
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* Glossary:
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* - Base frequency: this is the frequency at which the Intel 8253/54 PIT
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* operates, namely obtained with the formula 105/88, which
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* yields 1.193181818... MHz. We are storing it in Hz;
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*
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* - Divisor: the base frequency in DOS is not used as-is, but it is instead
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* divided by a customizable divisor which can range between
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* 0 and (2^16-1), where 0 is a shortcut for 2^16. This operation
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* yields the custom frequency at which our custom interrupt
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* gets called (hence "Programmable");
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*
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* - Orchestrator: starting from SCUMM v5, games started using iMUSE, and apparently
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* needed a more precise timing handling; this led to the introduction
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* of a main orchestrator timer (which then handled the execution of
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other sub-timers), whose divisor (4096) was set up in the IMS
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* drivers up until v7, in which the divisor (3977) was set up in the
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* executable as a part of the INSANE orchestration;
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*
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* - Sub-timer: custom made timers, operating under an orchestrator; in the macros
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* below, "INC" refers to the increment of an accumulator which gets
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* updated at each iteration of the orchestrator interrupt; "THRESH"
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* refers to a threshold value of the aforementioned accumulator,
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* beyond which the accumulator is decremented by the threshold value,
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* and the interrupt of the sub-timer gets executed (e.g. the values
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* below mainly refer to the interrupt which increments the SCUMM
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* quarter frame counter.
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*
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* All the values below are presented as doubles, so to safely yield fractional results.
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*/
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#define PIT_BASE_FREQUENCY 1193182.0 // In Hz
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#define PIT_V1_DIVISOR 65536.0
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#define PIT_V2_4_DIVISOR 5041.0
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#define PIT_V5_6_ORCHESTRATOR_DIVISOR 4096.0
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#define PIT_V5_6_SUBTIMER_INC 3433.0
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#define PIT_V5_SUBTIMER_THRESH 4167.0
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#define PIT_V6_SAMNMAX_SUBTIMER_THRESH 4167.0
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#define PIT_V6_DOTT_SUBTIMER_THRESH 4237.0
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#define PIT_V7_ORCHESTRATOR_DIVISOR 3977.0
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#define PIT_V7_SUBTIMER_INC 3977.0
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#define PIT_V7_SUBTIMER_THRESH 4971.0
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#define LOOM_STEAM_CDDA_RATE 240.0
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/**
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* Amiga timing constants.
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*
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* Amiga versions of SCUMM games update the game timer at every
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* V-Blank interrupt, incrementing it by 4 each time (which means
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* a full frame/jiffie). The shake timer is instead updated every
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* other V-Blank interrupt, so 8 quarter frames (2 frames/jiffies)
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* at a time.
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*
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* The base rate is 50Hz for PAL systems and 60Hz for NTSC systems.
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* We're going to target the latter in here, converting it in a quarter
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* frame frequency.
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*/
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#define AMIGA_NTSC_VBLANK_RATE 240.0
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/**
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* Game saving/loading outcome codes
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*/
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#define GAME_PROPER_SAVE 201
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#define GAME_FAILED_SAVE 202
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#define GAME_PROPER_LOAD 203
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#define GAME_FAILED_LOAD 204
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/**
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* GUI defines and enums.
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*/
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#define GUI_PAGE_MAIN 0
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#define GUI_PAGE_SAVE 1
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#define GUI_PAGE_LOAD 2
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#define GUI_PAGE_RESTART 3 // Sega CD
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#define GUI_PAGE_CODE_CONFIRM 4 // Sega CD
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#define GUI_PAGE_INVALID_CODE 5 // Sega CD
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#define GUI_CTRL_FIRST_SG 1
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#define GUI_CTRL_LAST_SG 9
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#define GUI_CTRL_SAVE_BUTTON 10
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#define GUI_CTRL_LOAD_BUTTON 11
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#define GUI_CTRL_PLAY_BUTTON 12
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#define GUI_CTRL_QUIT_BUTTON 13
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#define GUI_CTRL_OK_BUTTON 14
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#define GUI_CTRL_CANCEL_BUTTON 15
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#define GUI_CTRL_ARROW_UP_BUTTON 16
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#define GUI_CTRL_ARROW_DOWN_BUTTON 17
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#define GUI_CTRL_PATH_BUTTON 18
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#define GUI_CTRL_MUSIC_SLIDER 19
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#define GUI_CTRL_SPEECH_SLIDER 20
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#define GUI_CTRL_SFX_SLIDER 21
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#define GUI_CTRL_TEXT_SPEED_SLIDER 22
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#define GUI_CTRL_DISPLAY_TEXT_CHECKBOX 23
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#define GUI_CTRL_SPOOLED_MUSIC_CHECKBOX 24
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#define GUI_CTRL_OUTER_BOX 26
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#define GUI_CTRL_INNER_BOX 27
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// Sega CD
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#define GUI_CTRL_NUMPAD_1 1
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#define GUI_CTRL_NUMPAD_2 2
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#define GUI_CTRL_NUMPAD_3 3
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#define GUI_CTRL_NUMPAD_4 4
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#define GUI_CTRL_NUMPAD_5 5
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#define GUI_CTRL_NUMPAD_6 6
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#define GUI_CTRL_NUMPAD_7 7
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#define GUI_CTRL_NUMPAD_8 8
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#define GUI_CTRL_NUMPAD_9 9
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#define GUI_CTRL_NUMPAD_0 10
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#define GUI_CTRL_RESTART_BUTTON 13
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#define GUI_CTRL_ARROW_LEFT_BUTTON 16
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#define GUI_CTRL_ARROW_RIGHT_BUTTON 17
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#define GUI_CTRL_NUMPAD_BACK 23
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enum GUIString {
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gsPause = 0,
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gsVersion = 1,
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gsTextSpeedSlider = 2,
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gsRestart = 3,
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gsQuitPrompt = 4,
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gsSave = 5,
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gsLoad = 6,
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gsPlay = 7,
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gsCancel = 8,
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gsQuit = 9,
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gsOK = 10,
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gsMustName = 11,
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gsGameNotSaved = 12,
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gsGameNotLoaded = 13,
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gsSaving = 14,
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gsLoading = 15,
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gsNamePrompt = 16,
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gsSelectLoadPrompt = 17,
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gsReplacePrompt = 18,
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gsYes = 20,
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gsNo = 21,
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gsIMuseBuffer = 22,
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gsVoiceAndText = 23,
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gsTextDisplayOnly = 24,
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gsVoiceOnly = 25,
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gsYesKey = 26,
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gsMusicVolumeSlider = 27,
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gsVoiceVolumeSlider = 28,
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gsSfxVolumeSlider = 29,
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gsHeap = 30,
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gsSavePath = 31,
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gsTitle = 32,
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gsDisabled = 33,
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gsMusic = 34,
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gsVoice = 35,
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gsSfx = 36,
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gsTextSpeed = 37,
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gsDisplayText = 38,
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gsSpooledMusic = 39,
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gsInsertSaveDisk = 40,
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gsSnapOn = 41,
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gsSnapOff = 42,
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gsRecalJoystick = 43,
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gsMouseMode = 44,
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gsMouseOn = 45,
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gsMouseOff = 46,
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gsJoystickOn = 47,
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gsJoystickOff = 48,
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gsSoundsOn = 49,
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gsSoundsOff = 50,
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gsVGAMode = 51,
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gsEGAMode = 52,
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gsCGAMode = 53,
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gsHerculesMode = 54,
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gsTandyMode = 55,
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gsCurrentPasscode = 56,
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gsEnterPasscode = 57,
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gsConfirmPasscode = 58,
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gsInvalidPasscode = 59,
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gsSlowFast = 60,
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gsRestartGame = 61,
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};
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struct InternalGUIControl {
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int relativeCenterX;
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int relativeCenterY;
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int xPos;
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int yPos;
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int normalFillColor;
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int topLineColor;
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int bottomLineColor;
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int leftLineColor;
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int rightLineColor;
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int normalTextColor;
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int highlightedTextColor;
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int highlightedFillColor;
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bool centerText;
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Common::String label;
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bool doubleLinesFlag;
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};
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/**
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* Base class for all SCUMM engines.
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*/
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class ScummEngine : public Engine, public Common::Serializable {
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friend class ScummDebugger;
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friend class CharsetRenderer;
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friend class CharsetRendererTownsClassic;
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friend class ResourceManager;
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public:
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/* Put often used variables at the top.
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* That results in a shorter form of the opcode
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* on some architectures. */
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IMuse *_imuse = nullptr;
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IMuseDigital *_imuseDigital = nullptr;
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MusicEngine *_musicEngine = nullptr;
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Player_Towns *_townsPlayer = nullptr;
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Sound *_sound = nullptr;
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VerbSlot *_verbs = nullptr;
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ObjectData *_objs = nullptr;
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// Core variables
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GameSettings _game;
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uint8 _gameMD5[16];
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/** Random number generator */
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Common::RandomSource _rnd;
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/** Graphics manager */
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Gdi *_gdi = nullptr;
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/** Central resource data. */
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ResourceManager *_res = nullptr;
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bool _enableEnhancements = false;
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bool _useOriginalGUI = true;
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bool _enableAudioOverride = false;
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protected:
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VirtualMachineState vm;
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bool _oldSoundsPaused = false;
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public:
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// Constructor / Destructor
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ScummEngine(OSystem *syst, const DetectorResult &dr);
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~ScummEngine() override;
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// Engine APIs
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Common::Error init();
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Common::Error go();
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Common::Error run() override {
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Common::Error err;
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err = init();
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if (err.getCode() != Common::kNoError)
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return err;
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return go();
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}
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void errorString(const char *buf_input, char *buf_output, int buf_output_size) override;
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bool hasFeature(EngineFeature f) const override;
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void syncSoundSettings() override;
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Common::Error loadGameState(int slot) override;
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bool canLoadGameStateCurrently() override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool canSaveGameStateCurrently() override;
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void pauseEngineIntern(bool pause) override;
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protected:
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virtual void setupScumm(const Common::String &macResourceFile);
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virtual void resetScumm();
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virtual void setupScummVars();
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virtual void resetScummVars();
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void setVideoModeVarToCurrentConfig();
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void setupCharsetRenderer(const Common::String &macFontFile);
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void setupCostumeRenderer();
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virtual void loadLanguageBundle();
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void loadCJKFont();
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void loadKorFont();
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void setupMusic(int midi, const Common::String &macInstrumentFile);
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void setTalkSpeed(int talkspeed);
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int getTalkSpeed();
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// Scumm main loop & helper functions.
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virtual void scummLoop(int delta);
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virtual void scummLoop_updateScummVars();
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virtual void scummLoop_handleSaveLoad();
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virtual void scummLoop_handleDrawing();
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virtual void scummLoop_handleActors() = 0;
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virtual void scummLoop_handleEffects();
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virtual void scummLoop_handleSound();
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virtual void runBootscript();
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virtual void terminateSaveMenuScript() {};
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// Event handling
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public:
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void parseEvents(); // Used by IMuseDigital::startSound
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protected:
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virtual void parseEvent(Common::Event event);
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void waitForTimer(int quarterFrames);
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uint32 _lastWaitTime;
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void setTimerAndShakeFrequency();
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/**
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* Represents fractional milliseconds by decomposing the passed
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* value into integral and fractional parts, then incrementing the
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* integer part as needed on subsequent function calls.
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*/
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uint32 getIntegralTime(double fMsecs);
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double _msecFractParts = 0.0;
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virtual void processInput();
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virtual void processKeyboard(Common::KeyState lastKeyHit);
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virtual void clearClickedStatus();
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// Cursor/palette
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virtual void updateCursor();
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virtual void animateCursor() {}
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virtual void updatePalette();
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virtual void setDefaultCursor() {};
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virtual void setCursorTransparency(int a) {};
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virtual void resetCursors() {}
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virtual void setCursorHotspot(int x, int y) {}
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virtual void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch, bool preventScale = false) {}
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public:
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void pauseGame();
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void restart();
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bool isUsingOriginalGUI();
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protected:
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Dialog *_pauseDialog = nullptr;
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Dialog *_messageDialog = nullptr;
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Dialog *_versionDialog = nullptr;
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void confirmExitDialog();
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void confirmRestartDialog();
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void pauseDialog();
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void messageDialog(const Common::U32String &message);
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void versionDialog();
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// Original GUI
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int32 _bannerColors[50]; // Colors for the original GUI
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byte *_bannerMem = nullptr;
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uint32 _bannerMemSize = 0;
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int _bannerSaveYStart = 0;
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bool _messageBannerActive = false;
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bool _comiQuitMenuIsOpen = false;
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bool _closeBannerAndQueryQuitFlag = false;
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// The followings are needed for MI1 FM-Towns
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byte *_textSurfBannerMem = nullptr;
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uint32 _textSurfBannerMemSize = 0;
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InternalGUIControl _internalGUIControls[30];
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// Special GUI strings
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const char _emptyMsg[1] = {'\0'};
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const char _uncheckedBox[2] = {' ', '\0'};
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const char _checkedBox[2] = {'x', '\0'};
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const char _arrowUp[2] = {'\x18', '\0'};
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const char _arrowDown[2] = {'\x19', '\0'};
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const char _arrowLeft[2] = {'\x3c', '\0'};
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const char _arrowRight[2] = {'\x3d', '\0'};
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Common::StringArray _savegameNames;
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int _menuPage = 0;
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int _mainMenuSavegameLabel = 1;
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int _curDisplayedSaveSlotPage = 0;
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int _firstSaveStateOfList = 0; // For LOOM VGA
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bool _mainMenuIsActive = false;
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bool _quitByGUIPrompt = false;
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char _mainMenuMusicSlider[17];
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char _mainMenuSpeechSlider[17];
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char _mainMenuSfxSlider[17];
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char _mainMenuTextSpeedSlider[17];
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char _mainMenuSegaCDPasscode[5];
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int _spooledMusicIsToBeEnabled = 1;
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int _saveScriptParam = 0;
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int _guiCursorAnimCounter = 0;
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int _v5VoiceMode = 0;
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// Fake flags just for sub v5 GUIs
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int _internalSpeakerSoundsAreOn = 1;
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int _guiMouseFlag = 1;
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int _guiJoystickFlag = 1;
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bool _mixerMutedByGUI = false;
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Graphics::Surface _savegameThumbnail;
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byte *_tempTextSurface = nullptr;
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byte *_tempMainSurface = nullptr;
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byte *_tempVerbSurface = nullptr;
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bool _postGUICharMask = false;
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// Saved cursor pre and post GUI
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byte *_curGrabbedCursor = nullptr;
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int8 _oldCursorState = 0;
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int _curCursorState = 0;
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int _curCursorWidth = 0;
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int _curCursorHeight = 0;
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int _curCursorHotspotX = 0;
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int _curCursorHotspotY = 0;
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virtual void setSnailCursor() {}
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void initBanners();
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Common::KeyState showBannerAndPause(int bannerId, int32 waitTime, const char *msg, ...);
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Common::KeyState showOldStyleBannerAndPause(const char *msg, int color, int32 waitTime);
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Common::KeyState printMessageAndPause(const char *msg, int color, int32 waitTime, bool drawOnSentenceLine);
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void clearBanner();
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void setBannerColors(int bannerId, byte r, byte g, byte b);
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virtual int getBannerColor(int bannerId);
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void setUpInternalGUIControl(int id, int normalFillColor, int normalTextColor,
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int topLineColor, int bottomLineColor, int leftLineColor, int rightLineColor,
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int highlightedTextColor, int highlightedFillColor,
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int anchorPointX, int anchorPointY, int x, int y, const char *label, bool centerFlag, bool unknownFlag);
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void drawInternalGUIControl(int id, bool highlightColor);
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int getInternalGUIControlFromCoordinates(int x, int y);
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virtual bool isSmushActive() { return false; }
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virtual bool isInsaneActive() { return false; }
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virtual void queryQuit(bool returnToLauncher);
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virtual void queryRestart();
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virtual const char *getGUIString(int stringId);
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void waitForBannerInput(int32 waitTime, Common::KeyState &ks, bool &leftBtnClicked, bool &rightBtnClicked, bool handleMouseWheel = false);
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virtual int getGUIStringHeight(const char *str);
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virtual int getGUIStringWidth(const char *str);
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virtual void drawGUIText(const char *buttonString, Common::Rect *clipRect, int textXPos, int textYPos, int textColor, bool centerFlag);
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void getSliderString(int stringId, int value, char *sliderString, int size);
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virtual int getMusicVolume();
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virtual int getSpeechVolume();
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virtual int getSFXVolume();
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virtual void setMusicVolume(int volume);
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virtual void setSpeechVolume(int volume);
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virtual void setSFXVolume(int volume);
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virtual void toggleVoiceMode();
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virtual void handleLoadDuringSmush() {}
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virtual void setSkipVideo(int value) {}
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void showMainMenu();
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virtual void setUpMainMenuControls();
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void setUpMainMenuControlsSegaCD();
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void drawMainMenuControls();
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void drawMainMenuControlsSegaCD();
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void updateMainMenuControls();
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void updateMainMenuControlsSegaCD();
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void drawMainMenuTitle(const char *title);
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bool executeMainMenuOperation(int op, int mouseX, int mouseY, bool &hasLoadedState);
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bool executeMainMenuOperationSegaCD(int op, int mouseX, int mouseY, bool &hasLoadedState);
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bool shouldHighlightLabelAndWait(int clickedControl);
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void fillSavegameLabels();
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bool canWriteGame(int slotId);
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bool userWriteLabelRoutine(Common::KeyState &ks, bool &leftMsClicked, bool &rightMsClicked);
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void saveCursorPreMenu();
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void restoreCursorPostMenu();
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void saveSurfacesPreGUI();
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void restoreSurfacesPostGUI();
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public:
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char displayMessage(const char *altButton, MSVC_PRINTF const char *message, ...) GCC_PRINTF(3, 4);
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protected:
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byte _fastMode = 0;
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byte _numActors = 0;
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Actor **_actors = nullptr; // Has _numActors elements
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Actor **_sortedActors = nullptr;
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byte *_arraySlot = nullptr;
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uint16 *_inventory = nullptr;
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uint16 *_newNames = nullptr;
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public:
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// VAR is a wrapper around scummVar, which attempts to include additional
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// useful information should an illegal var access be detected.
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#define VAR(x) scummVar(x, #x, __FILE__, __LINE__)
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int32& scummVar(byte var, const char *varName, const char *file, int line) {
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if (var == 0xFF) {
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error("Illegal access to variable %s in file %s, line %d", varName, file, line);
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}
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return _scummVars[var];
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}
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int32 scummVar(byte var, const char *varName, const char *file, int line) const {
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if (var == 0xFF) {
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error("Illegal access to variable %s in file %s, line %d", varName, file, line);
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}
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return _scummVars[var];
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}
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protected:
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int16 _varwatch = 0;
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int32 *_roomVars = nullptr;
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int32 *_scummVars = nullptr;
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byte *_bitVars = nullptr;
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/* Global resource tables */
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int _numVariables = 0;
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int _numBitVariables = 0;
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int _numLocalObjects = 0;
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int _numGlobalObjects = 0;
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int _numArray = 0;
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int _numVerbs = 0;
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int _numFlObject = 0;
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int _numInventory = 0;
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int _numNewNames = 0;
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int _numGlobalScripts = 0;
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int _numRoomVariables = 0;
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int _numPalettes = 0;
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int _numSprites = 0;
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int _numTalkies = 0;
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int _numUnk = 0;
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int _HEHeapSize = 0;
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public:
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int _numLocalScripts = 60, _numImages = 0, _numRooms = 0, _numScripts = 0, _numSounds = 0; // Used by HE games
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int _numCostumes = 0; // FIXME - should be protected, used by Actor::remapActorPalette
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int32 _numCharsets = 0; // FIXME - should be protected, used by CharsetRenderer
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BaseCostumeLoader *_costumeLoader = nullptr;
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BaseCostumeRenderer *_costumeRenderer = nullptr;
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int _NESCostumeSet = 0;
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void NES_loadCostumeSet(int n);
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byte *_NEScostdesc = nullptr, *_NEScostlens = nullptr, *_NEScostoffs = nullptr, *_NEScostdata = nullptr;
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byte _NESPatTable[2][4096];
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byte _NESPalette[2][16];
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byte _NESBaseTiles = 0;
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int _NESStartStrip = 0;
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protected:
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int _curPalIndex = 0;
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public:
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byte _currentRoom = 0; // FIXME - should be protected but Actor::isInCurrentRoom uses it
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int _roomResource = 0; // FIXME - should be protected but Sound::pauseSounds uses it
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bool _egoPositioned = false; // Used by Actor::putActor, hence public
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FilenamePattern _filenamePattern;
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virtual Common::String generateFilename(const int room) const;
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protected:
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Common::KeyState _keyPressed;
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bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)
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Common::Point _mouse;
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Common::Point _virtualMouse;
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uint16 _mouseAndKeyboardStat = 0;
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byte _leftBtnPressed = 0, _rightBtnPressed = 0;
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int _mouseWheelFlag = 0; // For original save/load dialog only
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/**
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* Last time runInputScript was run (measured in terms of OSystem::getMillis()).
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* This is currently only used for Indy3 mac to detect "double clicks".
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*/
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uint32 _lastInputScriptTime = 0;
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/** The bootparam, to be passed to the script 1, the bootscript. */
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int _bootParam = 0;
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// Various options useful for debugging
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bool _dumpScripts = false;
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bool _hexdumpScripts = false;
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bool _showStack = false;
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bool _debugMode = false;
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// Save/Load class - some of this may be GUI
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byte _saveLoadFlag = 0, _saveLoadSlot = 0;
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uint32 _lastSaveTime = 0;
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bool _saveTemporaryState = false;
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bool _loadFromLauncher = false;
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bool _videoModeChanged = false;
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Common::String _saveLoadFileName;
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Common::String _saveLoadDescription;
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bool saveState(Common::WriteStream *out, bool writeHeader = true);
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bool saveState(int slot, bool compat, Common::String &fileName);
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bool loadState(int slot, bool compat);
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bool loadState(int slot, bool compat, Common::String &fileName);
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void saveLoadWithSerializer(Common::Serializer &s) override;
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void saveResource(Common::Serializer &ser, ResType type, ResId idx);
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void loadResource(Common::Serializer &ser, ResType type, ResId idx);
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void loadResourceOLD(Common::Serializer &ser, ResType type, ResId idx); // "Obsolete"
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|
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void copyHeapSaveGameToFile(int slot, const char *saveName);
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bool changeSavegameName(int slot, char *newName);
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virtual Common::SeekableReadStream *openSaveFileForReading(int slot, bool compat, Common::String &fileName);
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virtual Common::WriteStream *openSaveFileForWriting(int slot, bool compat, Common::String &fileName);
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|
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Common::String makeSavegameName(int slot, bool temporary) const {
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return makeSavegameName(_targetName, slot, temporary);
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}
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|
|
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int getKeyState(int key);
|
|
|
|
public:
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static Common::String makeSavegameName(const Common::String &target, int slot, bool temporary);
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|
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bool getSavegameName(int slot, Common::String &desc);
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void listSavegames(bool *marks, int num);
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|
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void requestSave(int slot, const Common::String &name);
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|
void requestLoad(int slot);
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|
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Common::String getTargetName() const { return _targetName; }
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|
|
|
// thumbnail + info stuff
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public:
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static bool querySaveMetaInfos(const char *target, int slot, int heversion, Common::String &desc, Graphics::Surface *&thumbnail, SaveStateMetaInfos *&timeInfos);
|
|
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|
protected:
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|
void saveInfos(Common::WriteStream *file);
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static bool loadInfos(Common::SeekableReadStream *file, SaveStateMetaInfos *stuff);
|
|
|
|
protected:
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|
/* Script VM - should be in Script class */
|
|
uint32 _localScriptOffsets[1024];
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|
const byte *_scriptPointer = nullptr;
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|
const byte *_scriptOrgPointer = nullptr;
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|
const byte * const *_lastCodePtr = nullptr;
|
|
byte _opcode = 0;
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|
byte _currentScript = 0xFF; // Let debug() work on init stage
|
|
int _scummStackPos = 0;
|
|
int _vmStack[256];
|
|
|
|
char _engineVersionString[50];
|
|
char _dataFileVersionString[50];
|
|
|
|
OpcodeEntry _opcodes[256];
|
|
|
|
virtual void setupOpcodes() = 0;
|
|
void executeOpcode(byte i);
|
|
const char *getOpcodeDesc(byte i);
|
|
|
|
void initializeLocals(int slot, int *vars);
|
|
int getScriptSlot();
|
|
|
|
void startScene(int room, Actor *a, int b);
|
|
bool startManiac();
|
|
|
|
public:
|
|
void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
|
|
void stopScript(int script);
|
|
void nukeArrays(byte scriptSlot);
|
|
|
|
protected:
|
|
void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
|
|
void runScriptNested(int script);
|
|
void executeScript();
|
|
void updateScriptPtr();
|
|
virtual void runInventoryScript(int i);
|
|
void inventoryScriptIndy3Mac();
|
|
virtual void checkAndRunSentenceScript();
|
|
void runExitScript();
|
|
void runEntryScript();
|
|
void runQuitScript();
|
|
void runAllScripts();
|
|
void freezeScripts(int scr);
|
|
void unfreezeScripts();
|
|
|
|
bool isScriptInUse(int script) const;
|
|
bool isRoomScriptRunning(int script) const;
|
|
bool isScriptRunning(int script) const;
|
|
|
|
void killAllScriptsExceptCurrent();
|
|
void killScriptsAndResources();
|
|
void decreaseScriptDelay(int amount);
|
|
|
|
void stopObjectCode();
|
|
void stopObjectScript(int script);
|
|
|
|
void getScriptBaseAddress();
|
|
void resetScriptPointer();
|
|
int getVerbEntrypoint(int obj, int entry);
|
|
|
|
void refreshScriptPointer();
|
|
byte fetchScriptByte();
|
|
virtual uint fetchScriptWord();
|
|
virtual int fetchScriptWordSigned();
|
|
uint fetchScriptDWord();
|
|
int fetchScriptDWordSigned();
|
|
void ignoreScriptWord() { fetchScriptWord(); }
|
|
void ignoreScriptByte() { fetchScriptByte(); }
|
|
void push(int a);
|
|
int pop();
|
|
virtual int readVar(uint var);
|
|
virtual void writeVar(uint var, int value);
|
|
// SCUMM 1/2
|
|
virtual void resetSentence() {}
|
|
|
|
protected:
|
|
virtual void beginCutscene(int *args);
|
|
virtual void endCutscene();
|
|
void abortCutscene();
|
|
void beginOverride();
|
|
void endOverride();
|
|
|
|
void copyScriptString(byte *dst);
|
|
int resStrLen(const byte *src);
|
|
void doSentence(int c, int b, int a);
|
|
|
|
/* Should be in Resource class */
|
|
BaseScummFile *_fileHandle = nullptr;
|
|
uint32 _fileOffset = 0;
|
|
public:
|
|
/** The name of the (macintosh/rescumm style) container file, if any. */
|
|
Common::String _containerFile;
|
|
Common::String _macCursorFile;
|
|
|
|
bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false);
|
|
|
|
/** Is this game a Mac m68k v5 game with iMuse? */
|
|
bool isMacM68kIMuse() const;
|
|
|
|
protected:
|
|
int _resourceHeaderSize = 8;
|
|
byte _resourceMapper[128];
|
|
const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
|
|
uint32 _resourceLastSearchSize; // FIXME: need to put it to savefile?
|
|
|
|
virtual void allocateArrays();
|
|
void openRoom(int room);
|
|
void closeRoom();
|
|
void deleteRoomOffsets();
|
|
virtual void readRoomsOffsets();
|
|
void askForDisk(const char *filename, int disknum); // TODO: Use Common::String
|
|
bool openResourceFile(const Common::String &filename, byte encByte); // TODO: Use Common::String
|
|
|
|
void loadPtrToResource(ResType type, ResId idx, const byte *ptr);
|
|
virtual int readResTypeList(ResType type);
|
|
// void allocResTypeData(ResType type, uint32 tag, int num, int mode);
|
|
// byte *createResource(int type, int index, uint32 size);
|
|
int loadResource(ResType type, ResId idx);
|
|
// void nukeResource(ResType type, ResId idx);
|
|
int getResourceRoomNr(ResType type, ResId idx);
|
|
virtual uint32 getResourceRoomOffset(ResType type, ResId idx);
|
|
|
|
public:
|
|
int getResourceSize(ResType type, ResId idx);
|
|
byte *getResourceAddress(ResType type, ResId idx);
|
|
virtual byte *getStringAddress(ResId idx);
|
|
byte *getStringAddressVar(int i);
|
|
void ensureResourceLoaded(ResType type, ResId idx);
|
|
|
|
protected:
|
|
Common::Mutex _resourceAccessMutex; // Used in getResourceSize(), getResourceAddress() and findResource()
|
|
// to avoid race conditions between the audio thread of Digital iMUSE
|
|
// and the main SCUMM thread
|
|
|
|
int readSoundResource(ResId idx);
|
|
int readSoundResourceSmallHeader(ResId idx);
|
|
bool isResourceInUse(ResType type, ResId idx) const;
|
|
|
|
virtual void setupRoomSubBlocks();
|
|
virtual void resetRoomSubBlocks();
|
|
|
|
virtual void clearRoomObjects();
|
|
virtual void resetRoomObjects();
|
|
virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);
|
|
|
|
virtual void readArrayFromIndexFile();
|
|
virtual void readMAXS(int blockSize) = 0;
|
|
virtual void readGlobalObjects();
|
|
virtual void readIndexFile();
|
|
virtual void readIndexBlock(uint32 block, uint32 itemsize);
|
|
virtual void loadCharset(int i);
|
|
void nukeCharset(int i);
|
|
|
|
int _lastLoadedRoom = 0;
|
|
public:
|
|
const byte *findResourceData(uint32 tag, const byte *ptr);
|
|
const byte *findResource(uint32 tag, const byte *ptr);
|
|
void applyWorkaroundIfNeeded(ResType type, int idx);
|
|
bool verifyMI2MacBootScript();
|
|
bool verifyMI2MacBootScript(byte *buf, int size);
|
|
bool tryPatchMI1CannibalScript(byte *buf, int size);
|
|
|
|
int getResourceDataSize(const byte *ptr) const;
|
|
void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);
|
|
|
|
public:
|
|
/* Should be in Object class */
|
|
byte OF_OWNER_ROOM = 0;
|
|
int getInventorySlot();
|
|
int findInventory(int owner, int index);
|
|
int getInventoryCount(int owner);
|
|
|
|
protected:
|
|
byte *_objectOwnerTable = nullptr, *_objectRoomTable = nullptr, *_objectStateTable = nullptr;
|
|
int _numObjectsInRoom = 0;
|
|
|
|
public:
|
|
uint32 *_classData = nullptr;
|
|
|
|
protected:
|
|
void markObjectRectAsDirty(int obj);
|
|
virtual void loadFlObject(uint object, uint room);
|
|
void nukeFlObjects(int min, int max);
|
|
int findFlObjectSlot();
|
|
int findLocalObjectSlot();
|
|
void addObjectToInventory(uint obj, uint room);
|
|
void updateObjectStates();
|
|
public:
|
|
bool getClass(int obj, int cls) const; // Used in actor.cpp, hence public
|
|
protected:
|
|
void putClass(int obj, int cls, bool set);
|
|
int getState(int obj);
|
|
void putState(int obj, int state);
|
|
void setObjectState(int obj, int state, int x, int y);
|
|
int getOwner(int obj) const;
|
|
void putOwner(int obj, int owner);
|
|
void setOwnerOf(int obj, int owner);
|
|
void clearOwnerOf(int obj);
|
|
int getObjectRoom(int obj) const;
|
|
virtual bool objIsActor(int obj);
|
|
virtual int objToActor(int obj);
|
|
virtual int actorToObj(int actor);
|
|
int getObjX(int obj);
|
|
int getObjY(int obj);
|
|
void getObjectWidth(int object, int &width) { int x, y, dir; getObjectXYPos(object, x, y, dir, width); }
|
|
void getObjectXYPos(int object, int &x, int &y) { int dir, width; getObjectXYPos(object, x, y, dir, width); }
|
|
void getObjectXYPos(int object, int &x, int &y, int &dir) { int width; getObjectXYPos(object, x, y, dir, width); }
|
|
void getObjectXYPos(int object, int &x, int &y, int &dir, int &width);
|
|
int getObjOldDir(int obj);
|
|
int getObjNewDir(int obj);
|
|
int getObjectIndex(int object) const;
|
|
int getObjectImageCount(int object);
|
|
int whereIsObject(int object) const;
|
|
int findObject(int x, int y);
|
|
void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
|
|
public:
|
|
int getObjectOrActorWidth(int object, int &width); // Used in v4 and below
|
|
int getObjectOrActorXY(int object, int &x, int &y); // Used in actor.cpp, hence public
|
|
int getDist(int x, int y, int x2, int y2); // Also used in actor.cpp
|
|
protected:
|
|
|
|
int getObjActToObjActDist(int a, int b); // Not sure how to handle
|
|
const byte *getObjOrActorName(int obj); // these three..
|
|
void setObjectName(int obj);
|
|
|
|
void addObjectToDrawQue(int object);
|
|
void removeObjectFromDrawQue(int object);
|
|
void clearDrawObjectQueue();
|
|
void processDrawQue();
|
|
|
|
virtual void clearDrawQueues();
|
|
|
|
uint32 getOBCDOffs(int object) const;
|
|
byte *getOBCDFromObject(int obj, bool v0CheckInventory = true);
|
|
const byte *getOBIMFromObjectData(const ObjectData &od);
|
|
const byte *getObjectImage(const byte *ptr, int state);
|
|
virtual int getObjectIdFromOBIM(const byte *obim);
|
|
|
|
protected:
|
|
/* Should be in Verb class */
|
|
uint16 _verbMouseOver = 0;
|
|
int8 _userPut = 0;
|
|
uint16 _userState = 0;
|
|
|
|
virtual void handleMouseOver(bool updateInventory);
|
|
virtual void redrawVerbs();
|
|
virtual void checkExecVerbs();
|
|
|
|
void verbMouseOver(int verb);
|
|
int findVerbAtPos(int x, int y) const;
|
|
virtual void drawVerb(int verb, int mode);
|
|
virtual void runInputScript(int clickArea, int val, int mode);
|
|
void restoreVerbBG(int verb);
|
|
void drawVerbBitmap(int verb, int x, int y);
|
|
int getVerbSlot(int id, int mode) const;
|
|
void killVerb(int slot);
|
|
void setVerbObject(uint room, uint object, uint verb);
|
|
|
|
public:
|
|
bool isValidActor(int id) const;
|
|
|
|
/* Should be in Actor class */
|
|
Actor *derefActor(int id, const char *errmsg = 0) const;
|
|
Actor *derefActorSafe(int id, const char *errmsg) const;
|
|
|
|
protected:
|
|
void walkActors();
|
|
void playActorSounds();
|
|
void redrawAllActors();
|
|
void setActorRedrawFlags();
|
|
void putActors();
|
|
void showActors();
|
|
void resetV1ActorTalkColor();
|
|
void resetActorBgs();
|
|
virtual void processActors();
|
|
void processUpperActors();
|
|
virtual int getActorFromPos(int x, int y);
|
|
|
|
public:
|
|
/* Actor talking stuff */
|
|
byte _actorToPrintStrFor = 0, _V1TalkingActor = 0;
|
|
int _sentenceNum = 0;
|
|
SentenceTab _sentence[NUM_SENTENCE];
|
|
StringTab _string[6];
|
|
byte _haveMsg = 0;
|
|
int16 _talkDelay = 0;
|
|
int _NES_lastTalkingActor = 0;
|
|
int _NES_talkColor = 0;
|
|
|
|
virtual void actorTalk(const byte *msg);
|
|
void stopTalk();
|
|
int getTalkingActor(); // Wrapper around VAR_TALK_ACTOR for V1 Maniac
|
|
void setTalkingActor(int variable);
|
|
|
|
// Generic costume code
|
|
bool isCostumeInUse(int i) const;
|
|
|
|
protected:
|
|
/* Should be in Graphics class? */
|
|
uint16 _screenB = 0, _screenH = 0;
|
|
public:
|
|
int _roomHeight = 0, _roomWidth = 0;
|
|
int _screenHeight = 0, _screenWidth = 0;
|
|
VirtScreen _virtscr[4]; // Virtual screen areas
|
|
CameraData camera; // 'Camera' - viewport
|
|
bool _cameraIsFrozen = false;
|
|
|
|
int _screenStartStrip = 0, _screenEndStrip = 0;
|
|
int _screenTop = 0;
|
|
|
|
Common::RenderMode _renderMode;
|
|
uint8 _bytesPerPixel = 1;
|
|
Graphics::PixelFormat _outputPixelFormat;
|
|
|
|
protected:
|
|
ColorCycle _colorCycle[16]; // Palette cycles
|
|
uint8 _colorUsedByCycle[256];
|
|
Graphics::PaletteLookup _pl; // Used by the internal GUI
|
|
|
|
uint32 _ENCD_offs = 0, _EXCD_offs = 0;
|
|
uint32 _CLUT_offs = 0, _EPAL_offs = 0;
|
|
uint32 _IM00_offs = 0, _PALS_offs = 0;
|
|
|
|
//ender: fullscreen
|
|
bool _fullRedraw = false, _bgNeedsRedraw = false;
|
|
bool _screenEffectFlag = false, _completeScreenRedraw = false;
|
|
bool _disableFadeInEffect = false;
|
|
|
|
struct {
|
|
int hotspotX, hotspotY, width, height;
|
|
byte animate, animateIndex;
|
|
int8 state;
|
|
} _cursor;
|
|
|
|
// HACK Double the array size to handle 16-bit images.
|
|
// this should be dynamically allocated based on game depth instead.
|
|
byte _grabbedCursor[16384];
|
|
byte _currentCursor = 0;
|
|
|
|
byte _newEffect = 0, _switchRoomEffect2 = 0, _switchRoomEffect = 0;
|
|
bool _doEffect = false;
|
|
|
|
bool _snapScroll = false;
|
|
|
|
virtual void setBuiltinCursor(int index) {}
|
|
public:
|
|
bool isLightOn() const;
|
|
|
|
virtual int getCurrentLights() const;
|
|
|
|
protected:
|
|
void initScreens(int b, int h);
|
|
void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
|
|
void initBGBuffers(int height);
|
|
void initCycl(const byte *ptr); // Color cycle
|
|
|
|
void decodeNESBaseTiles();
|
|
|
|
void drawObject(int obj, int arg);
|
|
void drawRoomObjects(int arg);
|
|
void drawRoomObject(int i, int arg);
|
|
void drawBox(int x, int y, int x2, int y2, int color);
|
|
void drawLine(int x1, int y1, int x2, int y2, int color);
|
|
void drawPixel(VirtScreen *vs, int x, int y, int16 color, bool useBackbuffer = false);
|
|
|
|
void moveScreen(int dx, int dy, int height);
|
|
|
|
void restoreBackground(Common::Rect rect, byte backcolor = 0);
|
|
void redrawBGStrip(int start, int num);
|
|
virtual void redrawBGAreas();
|
|
|
|
void cameraMoved();
|
|
void setCameraAtEx(int at);
|
|
virtual void setCameraAt(int pos_x, int pos_y);
|
|
virtual void setCameraFollows(Actor *a, bool setCamera = false);
|
|
virtual void moveCamera();
|
|
virtual void panCameraTo(int x, int y);
|
|
void clampCameraPos(Common::Point *pt);
|
|
void actorFollowCamera(int act);
|
|
|
|
const byte *getPalettePtr(int palindex, int room);
|
|
|
|
void setPaletteFromTable(const byte *ptr, int numcolor, int firstIndex = 0);
|
|
void resetPalette();
|
|
|
|
void setCurrentPalette(int pal);
|
|
void setRoomPalette(int pal, int room);
|
|
void setPCEPaletteFromPtr(const byte *ptr);
|
|
void setAmigaPaletteFromPtr(const byte *ptr);
|
|
virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
|
|
void setV1ColorTable(int renderMode);
|
|
|
|
virtual void setPalColor(int index, int r, int g, int b);
|
|
void setDirtyColors(int min, int max);
|
|
const byte *findPalInPals(const byte *pal, int index);
|
|
void swapPalColors(int a, int b);
|
|
virtual void copyPalColor(int dst, int src);
|
|
void cyclePalette();
|
|
void stopCycle(int i);
|
|
virtual void palManipulateInit(int resID, int start, int end, int time);
|
|
void palManipulate();
|
|
uint32 findClosestPaletteColor(byte *palette, int paletteLength, byte r, byte g, byte b);
|
|
|
|
public:
|
|
uint8 *getHEPaletteSlot(uint16 palSlot);
|
|
uint16 get16BitColor(uint8 r, uint8 g, uint8 b);
|
|
uint32 getPaletteColorFromRGB(byte *palette, byte r, byte g, byte b);
|
|
uint32 getPackedRGBColorFromPalette(byte *palette, uint32 color);
|
|
void fetchBlackAndWhite(uint32 &black, uint32 &white, byte *palette, int paletteEntries);
|
|
int remapPaletteColor(int r, int g, int b, int threshold); // Used by Actor::remapActorPalette
|
|
void readPCEPalette(const byte **ptr, byte **dest, int numEntries);
|
|
void colorPCEToRGB(uint16 color, byte *r, byte *g, byte *b);
|
|
void setPCETextPalette(uint8 color);
|
|
protected:
|
|
void moveMemInPalRes(int start, int end, byte direction);
|
|
void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
|
|
void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
|
|
virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);
|
|
|
|
public:
|
|
void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
|
|
void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
|
|
markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
|
|
}
|
|
protected:
|
|
// Screen rendering
|
|
byte *_compositeBuf;
|
|
byte *_hercCGAScaleBuf = nullptr;
|
|
bool _enableEGADithering = false;
|
|
bool _supportsEGADithering = false;
|
|
|
|
virtual void drawDirtyScreenParts();
|
|
void updateDirtyScreen(VirtScreenNumber slot);
|
|
void drawStripToScreen(VirtScreen *vs, int x, int width, int top, int bottom);
|
|
|
|
void mac_markScreenAsDirty(int x, int y, int w, int h);
|
|
void mac_drawStripToScreen(VirtScreen *vs, int top, int x, int y, int width, int height);
|
|
void mac_drawLoomPracticeMode();
|
|
void mac_createIndy3TextBox(Actor *a);
|
|
void mac_drawIndy3TextBox();
|
|
void mac_undrawIndy3TextBox();
|
|
void mac_undrawIndy3CreditsText();
|
|
void mac_drawBorder(int x, int y, int w, int h, byte color);
|
|
Common::KeyState mac_showOldStyleBannerAndPause(const char *msg, int32 waitTime);
|
|
|
|
const byte *postProcessDOSGraphics(VirtScreen *vs, int &pitch, int &x, int &y, int &width, int &height) const;
|
|
const byte *ditherVGAtoEGA(int &pitch, int &x, int &y, int &width, int &height) const;
|
|
|
|
public:
|
|
VirtScreen *findVirtScreen(int y);
|
|
byte *getMaskBuffer(int x, int y, int z);
|
|
|
|
protected:
|
|
void fadeIn(int effect);
|
|
void fadeOut(int effect);
|
|
|
|
void dissolveEffectSelector();
|
|
void transitionEffect(int a);
|
|
void dissolveEffect(int width, int height);
|
|
void scrollEffect(int dir);
|
|
|
|
void updateScreenShakeEffect();
|
|
|
|
public:
|
|
double getTimerFrequency();
|
|
|
|
protected:
|
|
bool _shakeEnabled = false;
|
|
bool _shakeTempSavedState = false; // For saving and restoring before and after GUI calls
|
|
uint _shakeFrame = 0;
|
|
uint32 _shakeNextTick = 0;
|
|
uint32 _shakeTickCounter = 0;
|
|
double _shakeTimerRate;
|
|
double _timerFrequency;
|
|
|
|
void setShake(int mode);
|
|
|
|
int _drawObjectQueNr = 0;
|
|
byte _drawObjectQue[200];
|
|
|
|
/* For each of the 410 screen strips, gfxUsageBits contains a
|
|
* bitmask. The lower 80 bits each correspond to one actor and
|
|
* signify if any part of that actor is currently contained in
|
|
* that strip.
|
|
*
|
|
* If the leftmost bit is set, the strip (background) is dirty
|
|
* needs to be redrawn.
|
|
*
|
|
* The second leftmost bit is set by restoreBlastObjectsRect() and
|
|
* restoreBackground(), but I'm not yet sure why.
|
|
*/
|
|
uint32 gfxUsageBits[410 * 3];
|
|
|
|
void upgradeGfxUsageBits();
|
|
void setGfxUsageBit(int strip, int bit);
|
|
void clearGfxUsageBit(int strip, int bit);
|
|
bool testGfxUsageBit(int strip, int bit);
|
|
bool testGfxAnyUsageBits(int strip);
|
|
bool testGfxOtherUsageBits(int strip, int bit);
|
|
|
|
public:
|
|
byte _roomPalette[256];
|
|
byte *_shadowPalette = nullptr;
|
|
bool _skipDrawObject = 0;
|
|
int _voiceMode = 0;
|
|
|
|
// HE specific
|
|
byte _HEV7ActorPalette[256];
|
|
uint8 *_hePalettes = nullptr;
|
|
uint16 _hePaletteSlot = 0;
|
|
uint16 *_16BitPalette = nullptr;
|
|
|
|
// Indy4 Amiga specific
|
|
byte *_verbPalette = nullptr;
|
|
|
|
ScummEngine_v0_Delays _V0Delay;
|
|
|
|
protected:
|
|
int _shadowPaletteSize = 0;
|
|
byte _currentPalette[3 * 256];
|
|
byte _darkenPalette[3 * 256];
|
|
|
|
int _palDirtyMin = 0, _palDirtyMax = 0;
|
|
|
|
byte _palManipStart = 0, _palManipEnd = 0;
|
|
uint16 _palManipCounter = 0;
|
|
byte *_palManipPalette = nullptr;
|
|
byte *_palManipIntermediatePal = nullptr;
|
|
|
|
bool _haveActorSpeechMsg = false;
|
|
bool _useTalkAnims = false;
|
|
uint16 _defaultTextSpeed = 0;
|
|
int _saveSound = 0;
|
|
bool _native_mt32 = false;
|
|
bool _copyProtection = false;
|
|
|
|
// Indy4 Amiga specific
|
|
uint16 _amigaFirstUsedColor = 0;
|
|
byte _amigaPalette[3 * 64];
|
|
void amigaPaletteFindFirstUsedColor();
|
|
void mapRoomPalette(int idx);
|
|
int remapRoomPaletteColor(int r, int g, int b);
|
|
void mapVerbPalette(int idx);
|
|
int remapVerbPaletteColor(int r, int g, int b);
|
|
|
|
// EGA dithering mode color tables for certain VGA games like MI2, LOOM Talkie...
|
|
byte *_egaColorMap[2];
|
|
|
|
public:
|
|
uint16 _extraBoxFlags[65];
|
|
|
|
byte getNumBoxes();
|
|
byte *getBoxMatrixBaseAddr();
|
|
byte *getBoxConnectionBase(int box);
|
|
|
|
int getNextBox(byte from, byte to);
|
|
|
|
void setBoxFlags(int box, int val);
|
|
void setBoxScale(int box, int b);
|
|
|
|
bool checkXYInBoxBounds(int box, int x, int y);
|
|
|
|
BoxCoords getBoxCoordinates(int boxnum);
|
|
|
|
byte getMaskFromBox(int box);
|
|
Box *getBoxBaseAddr(int box);
|
|
byte getBoxFlags(int box);
|
|
int getBoxScale(int box);
|
|
|
|
int getScale(int box, int x, int y);
|
|
int getScaleFromSlot(int slot, int x, int y);
|
|
|
|
protected:
|
|
// Scaling slots/items
|
|
struct ScaleSlot {
|
|
int x1, y1, scale1;
|
|
int x2, y2, scale2;
|
|
};
|
|
friend void syncWithSerializer(Common::Serializer &, ScaleSlot &);
|
|
ScaleSlot _scaleSlots[20];
|
|
void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
|
|
void setBoxScaleSlot(int box, int slot);
|
|
void convertScaleTableToScaleSlot(int slot);
|
|
|
|
void calcItineraryMatrix(byte *itineraryMatrix, int num);
|
|
void createBoxMatrix();
|
|
virtual bool areBoxesNeighbors(int i, int j);
|
|
|
|
/* String class */
|
|
public:
|
|
CharsetRenderer *_charset = nullptr;
|
|
byte _charsetColorMap[16];
|
|
|
|
/**
|
|
* All text is normally rendered into this overlay surface. Then later
|
|
* drawStripToScreen() composits it over the game graphics.
|
|
*/
|
|
Graphics::Surface _textSurface;
|
|
int _textSurfaceMultiplier = 0;
|
|
Graphics::Surface *_macScreen = nullptr;
|
|
Graphics::Surface *_macIndy3TextBox = nullptr;
|
|
|
|
protected:
|
|
byte _charsetColor = 0;
|
|
byte _charsetData[23][16];
|
|
|
|
int _charsetBufPos = 0;
|
|
byte _charsetBuffer[512];
|
|
|
|
bool _keepText = false;
|
|
bool _actorShouldStopTalking = false;
|
|
byte _msgCount = 0;
|
|
|
|
int _nextLeft = 0, _nextTop = 0;
|
|
|
|
Localizer *_localizer = nullptr;
|
|
|
|
void restoreCharsetBg();
|
|
void clearCharsetMask();
|
|
void clearTextSurface();
|
|
|
|
virtual void initCharset(int charset);
|
|
|
|
virtual void printString(int m, const byte *msg);
|
|
|
|
virtual bool handleNextCharsetCode(Actor *a, int *c);
|
|
virtual void drawSentence() {}
|
|
virtual void CHARSET_1();
|
|
bool newLine();
|
|
void drawString(int a, const byte *msg);
|
|
virtual void fakeBidiString(byte *ltext, bool ignoreVerb, int ltextSize) const;
|
|
void debugMessage(const byte *msg);
|
|
virtual void showMessageDialog(const byte *msg);
|
|
|
|
virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
|
|
int convertIntMessage(byte *dst, int dstSize, int var);
|
|
int convertVerbMessage(byte *dst, int dstSize, int var);
|
|
int convertNameMessage(byte *dst, int dstSize, int var);
|
|
int convertStringMessage(byte *dst, int dstSize, int var);
|
|
|
|
public:
|
|
Common::Language _language; // Accessed by a hack in NutRenderer::loadFont
|
|
|
|
// Used by class ScummDialog:
|
|
virtual void translateText(const byte *text, byte *trans_buff, int transBufferSize);
|
|
// Old Hebrew games require reversing the dialog text.
|
|
bool reverseIfNeeded(const byte *text, byte *reverseBuf, int reverseBufSize) const;
|
|
// Returns codepage that matches the game for languages that require it.
|
|
Common::CodePage getDialogCodePage() const;
|
|
|
|
// Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
|
|
bool _useCJKMode = false;
|
|
bool _useMultiFont = false;
|
|
int _numLoadedFont = 0;
|
|
int _2byteShadow = 0;
|
|
|
|
int _2byteHeight = 0;
|
|
int _2byteWidth = 0;
|
|
int _krStrPost = 0;
|
|
byte _newLineCharacter = 0;
|
|
byte *get2byteCharPtr(int idx);
|
|
|
|
bool isScummvmKorTarget();
|
|
|
|
//protected:
|
|
byte *_2byteFontPtr = nullptr;
|
|
byte *_2byteMultiFontPtr[20];
|
|
int _2byteMultiHeight[20];
|
|
int _2byteMultiWidth[20];
|
|
int _2byteMultiShadow[20];
|
|
|
|
private:
|
|
struct TranslatedLine {
|
|
uint32 originalTextOffset;
|
|
uint32 translatedTextOffset;
|
|
};
|
|
|
|
struct TranslationRange {
|
|
uint32 left;
|
|
uint32 right;
|
|
|
|
TranslationRange(uint32 left_, uint32 right_) : left(left_), right(right_) {}
|
|
TranslationRange() : left(0), right(0) {}
|
|
};
|
|
|
|
struct TranslationRoom {
|
|
Common::HashMap<uint32, TranslationRange> scriptRanges;
|
|
};
|
|
|
|
bool _existLanguageFile = false;
|
|
bool _isRTL = false;
|
|
byte *_languageBuffer = nullptr;
|
|
int _numTranslatedLines = 0;
|
|
TranslatedLine *_translatedLines = nullptr;
|
|
uint16 *_languageLineIndex = nullptr;
|
|
Common::HashMap<byte, TranslationRoom> _roomIndex;
|
|
|
|
const byte *searchTranslatedLine(const byte *text, const TranslationRange &range, bool useIndex);
|
|
|
|
virtual void createTextRenderer(GlyphRenderer_v7 *gr) {}
|
|
|
|
public:
|
|
|
|
/* Scumm Vars */
|
|
byte VAR_KEYPRESS = 0xFF;
|
|
byte VAR_SYNC = 0xFF;
|
|
byte VAR_EGO = 0xFF;
|
|
byte VAR_CAMERA_POS_X = 0xFF;
|
|
byte VAR_HAVE_MSG = 0xFF;
|
|
byte VAR_ROOM = 0xFF;
|
|
byte VAR_OVERRIDE = 0xFF;
|
|
byte VAR_MACHINE_SPEED = 0xFF;
|
|
byte VAR_ME = 0xFF;
|
|
byte VAR_NUM_ACTOR = 0xFF;
|
|
byte VAR_CURRENT_LIGHTS = 0xFF;
|
|
byte VAR_CURRENTDRIVE = 0xFF; // How about merging this with VAR_CURRENTDISK?
|
|
byte VAR_CURRENTDISK = 0xFF;
|
|
byte VAR_TMR_1 = 0xFF;
|
|
byte VAR_TMR_2 = 0xFF;
|
|
byte VAR_TMR_3 = 0xFF;
|
|
byte VAR_MUSIC_TIMER = 0xFF;
|
|
byte VAR_ACTOR_RANGE_MIN = 0xFF;
|
|
byte VAR_ACTOR_RANGE_MAX = 0xFF;
|
|
byte VAR_CAMERA_MIN_X = 0xFF;
|
|
byte VAR_CAMERA_MAX_X = 0xFF;
|
|
byte VAR_TIMER_NEXT = 0xFF;
|
|
byte VAR_VIRT_MOUSE_X = 0xFF;
|
|
byte VAR_VIRT_MOUSE_Y = 0xFF;
|
|
byte VAR_ROOM_RESOURCE = 0xFF;
|
|
byte VAR_LAST_SOUND = 0xFF;
|
|
byte VAR_CUTSCENEEXIT_KEY = 0xFF;
|
|
byte VAR_OPTIONS_KEY = 0xFF;
|
|
byte VAR_TALK_ACTOR = 0xFF;
|
|
byte VAR_CAMERA_FAST_X = 0xFF;
|
|
byte VAR_SCROLL_SCRIPT = 0xFF;
|
|
byte VAR_ENTRY_SCRIPT = 0xFF;
|
|
byte VAR_ENTRY_SCRIPT2 = 0xFF;
|
|
byte VAR_EXIT_SCRIPT = 0xFF;
|
|
byte VAR_EXIT_SCRIPT2 = 0xFF;
|
|
byte VAR_VERB_SCRIPT = 0xFF;
|
|
byte VAR_SENTENCE_SCRIPT = 0xFF;
|
|
byte VAR_INVENTORY_SCRIPT = 0xFF;
|
|
byte VAR_CUTSCENE_START_SCRIPT = 0xFF;
|
|
byte VAR_CUTSCENE_END_SCRIPT = 0xFF;
|
|
byte VAR_CHARINC = 0xFF;
|
|
byte VAR_WALKTO_OBJ = 0xFF;
|
|
byte VAR_DEBUGMODE = 0xFF;
|
|
byte VAR_HEAPSPACE = 0xFF;
|
|
byte VAR_RESTART_KEY = 0xFF;
|
|
byte VAR_PAUSE_KEY = 0xFF;
|
|
byte VAR_MOUSE_X = 0xFF;
|
|
byte VAR_MOUSE_Y = 0xFF;
|
|
byte VAR_TIMER = 0xFF;
|
|
byte VAR_TIMER_TOTAL = 0xFF;
|
|
byte VAR_SOUNDCARD = 0xFF;
|
|
byte VAR_VIDEOMODE = 0xFF;
|
|
byte VAR_MAINMENU_KEY = 0xFF;
|
|
byte VAR_FIXEDDISK = 0xFF;
|
|
byte VAR_CURSORSTATE = 0xFF;
|
|
byte VAR_USERPUT = 0xFF;
|
|
byte VAR_SOUNDRESULT = 0xFF;
|
|
byte VAR_TALKSTOP_KEY = 0xFF;
|
|
byte VAR_FADE_DELAY = 0xFF;
|
|
byte VAR_NOSUBTITLES = 0xFF;
|
|
|
|
// V5+
|
|
byte VAR_SOUNDPARAM = 0xFF;
|
|
byte VAR_SOUNDPARAM2 = 0xFF;
|
|
byte VAR_SOUNDPARAM3 = 0xFF;
|
|
byte VAR_INPUTMODE = 0xFF;
|
|
byte VAR_MEMORY_PERFORMANCE = 0xFF;
|
|
byte VAR_VIDEO_PERFORMANCE = 0xFF;
|
|
byte VAR_ROOM_FLAG = 0xFF;
|
|
byte VAR_GAME_LOADED = 0xFF;
|
|
byte VAR_NEW_ROOM = 0xFF;
|
|
|
|
// V4/V5
|
|
byte VAR_V5_TALK_STRING_Y = 0xFF;
|
|
|
|
// V6+
|
|
byte VAR_ROOM_WIDTH = 0xFF;
|
|
byte VAR_ROOM_HEIGHT = 0xFF;
|
|
byte VAR_SUBTITLES = 0xFF;
|
|
byte VAR_V6_EMSSPACE = 0xFF;
|
|
|
|
// V7/V8 specific variables
|
|
byte VAR_CAMERA_POS_Y = 0xFF;
|
|
byte VAR_CAMERA_MIN_Y = 0xFF;
|
|
byte VAR_CAMERA_MAX_Y = 0xFF;
|
|
byte VAR_CAMERA_THRESHOLD_X = 0xFF;
|
|
byte VAR_CAMERA_THRESHOLD_Y = 0xFF;
|
|
byte VAR_CAMERA_SPEED_X = 0xFF;
|
|
byte VAR_CAMERA_SPEED_Y = 0xFF;
|
|
byte VAR_CAMERA_ACCEL_X = 0xFF;
|
|
byte VAR_CAMERA_ACCEL_Y = 0xFF;
|
|
byte VAR_CAMERA_DEST_X = 0xFF;
|
|
byte VAR_CAMERA_DEST_Y = 0xFF;
|
|
byte VAR_CAMERA_FOLLOWED_ACTOR = 0xFF;
|
|
|
|
// V7/V8 specific variables
|
|
byte VAR_VERSION_KEY = 0xFF;
|
|
byte VAR_DEFAULT_TALK_DELAY = 0xFF;
|
|
byte VAR_CUSTOMSCALETABLE = 0xFF;
|
|
byte VAR_BLAST_ABOVE_TEXT = 0xFF;
|
|
byte VAR_VOICE_MODE = 0xFF;
|
|
byte VAR_MUSIC_BUNDLE_LOADED = 0xFF;
|
|
byte VAR_VOICE_BUNDLE_LOADED = 0xFF;
|
|
|
|
byte VAR_LEFTBTN_DOWN = 0xFF; // V7/V8
|
|
byte VAR_RIGHTBTN_DOWN = 0xFF; // V7/V8
|
|
byte VAR_LEFTBTN_HOLD = 0xFF; // V6/V72HE/V7/V8
|
|
byte VAR_RIGHTBTN_HOLD = 0xFF; // V6/V72HE/V7/V8
|
|
byte VAR_PRE_SAVELOAD_SCRIPT = 0xFF; // V6/V7 (not HE)
|
|
byte VAR_POST_SAVELOAD_SCRIPT = 0xFF; // V6/V7 (not HE)
|
|
byte VAR_SAVELOAD_PAGE = 0xFF; // V8
|
|
byte VAR_OBJECT_LABEL_FLAG = 0xFF; // V8
|
|
|
|
// V6/V7 specific variables (FT & Sam & Max specific)
|
|
byte VAR_CHARSET_MASK = 0xFF;
|
|
|
|
// V6 specific variables
|
|
byte VAR_V6_SOUNDMODE = 0xFF;
|
|
|
|
// V1/V2 specific variables
|
|
byte VAR_CHARCOUNT = 0xFF;
|
|
byte VAR_VERB_ALLOWED = 0xFF;
|
|
byte VAR_ACTIVE_VERB = 0xFF;
|
|
byte VAR_ACTIVE_OBJECT1 = 0xFF;
|
|
byte VAR_ACTIVE_OBJECT2 = 0xFF;
|
|
|
|
// HE specific variables
|
|
byte VAR_REDRAW_ALL_ACTORS = 0xFF; // Used in setActorRedrawFlags()
|
|
byte VAR_SKIP_RESET_TALK_ACTOR = 0xFF; // Used in setActorCostume()
|
|
|
|
byte VAR_SOUND_CHANNEL = 0xFF; // Used in o_startSound()
|
|
byte VAR_TALK_CHANNEL = 0xFF; // Used in startHETalkSound()
|
|
byte VAR_SOUNDCODE_TMR = 0xFF; // Used in processSoundCode()
|
|
byte VAR_RESERVED_SOUND_CHANNELS = 0xFF; // Used in findFreeSoundChannel()
|
|
|
|
byte VAR_MAIN_SCRIPT = 0xFF; // Used in scummLoop()
|
|
|
|
byte VAR_SCRIPT_CYCLE = 0xFF; // Used in runScript()/runObjectScript()
|
|
byte VAR_NUM_SCRIPT_CYCLES = 0xFF; // Used in runAllScripts()
|
|
|
|
byte VAR_QUIT_SCRIPT = 0xFF; // Used in confirmExitDialog()
|
|
|
|
// Exists both in V7 and in V72HE:
|
|
byte VAR_NUM_GLOBAL_OBJS = 0xFF;
|
|
|
|
#ifdef USE_RGB_COLOR
|
|
// FM-Towns / PC-Engine specific
|
|
Graphics::FontSJIS *_cjkFont = nullptr;
|
|
#endif
|
|
|
|
// FM-Towns specific
|
|
#ifndef DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
public:
|
|
bool towns_isRectInStringBox(int x1, int y1, int x2, int y2);
|
|
byte _townsPaletteFlags = 0;
|
|
byte _townsCharsetColorMap[16];
|
|
|
|
protected:
|
|
void towns_drawStripToScreen(VirtScreen *vs, int dstX, int dstY, int srcX, int srcY, int w, int h);
|
|
void towns_clearStrip(int strip);
|
|
#ifdef USE_RGB_COLOR
|
|
void towns_setPaletteFromPtr(const byte *ptr, int numcolor = -1);
|
|
void towns_setTextPaletteFromPtr(const byte *ptr);
|
|
#endif
|
|
void towns_setupPalCycleField(int x1, int y1, int x2, int y2);
|
|
void towns_processPalCycleField();
|
|
void towns_resetPalCycleFields();
|
|
void towns_restoreCharsetBg();
|
|
void towns_scriptScrollEffect(int dir);
|
|
|
|
void requestScroll(int dir);
|
|
void scrollLeft() { requestScroll(-1); }
|
|
void scrollRight() { requestScroll(1); }
|
|
void towns_waitForScroll(int waitForDirection, int threshold = 0);
|
|
void towns_updateGfx();
|
|
|
|
Common::Rect _cyclRects[10];
|
|
int _numCyclRects = 0;
|
|
int _scrollRequest = 0;
|
|
int _scrollDeltaAdjust = 0;
|
|
bool _scrollNeedDeltaAdjust = 0;
|
|
int _refreshDuration[20];
|
|
int _refreshArrayPos = 0;
|
|
bool _refreshNeedCatchUp = false;
|
|
bool _enableSmoothScrolling = false;
|
|
uint32 _scrollTimer = 0;
|
|
uint32 _scrollDestOffset = 0;
|
|
uint16 _scrollFeedStrips[3];
|
|
|
|
Common::Rect _curStringRect;
|
|
|
|
byte _townsOverrideShadowColor = 0;
|
|
byte _textPalette[48];
|
|
byte _townsClearLayerFlag = 1;
|
|
byte _townsActiveLayerFlags = 3;
|
|
static const uint8 _townsLayer2Mask[];
|
|
|
|
TownsScreen *_townsScreen = nullptr;
|
|
#else
|
|
void scrollLeft() { redrawBGStrip(_gdi->_numStrips - 1, 1); }
|
|
void scrollRight() { redrawBGStrip(0, 1); }
|
|
void towns_updateGfx() {}
|
|
void towns_waitForScroll(int waitForDirection, int threshold = 0) {}
|
|
#endif // DISABLE_TOWNS_DUAL_LAYER_MODE
|
|
};
|
|
|
|
} // End of namespace Scumm
|
|
|
|
#endif
|