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engines/dm/dm.h
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engines/dm/dm.h
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/* 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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/*
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* Based on the Reverse Engineering work of Christophe Fontanel,
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* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
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*/
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#ifndef DM_DM_H
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#define DM_DM_H
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#include "engines/engine.h"
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#include "engines/savestate.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/str.h"
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#include "common/memstream.h"
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#include "advancedDetector.h"
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#include "dm/console.h"
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#include "dm/detection.h"
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namespace DM {
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class DisplayMan;
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class DungeonMan;
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class EventManager;
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class MenuMan;
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class ChampionMan;
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class ObjectMan;
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class InventoryMan;
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class TextMan;
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class MovesensMan;
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class GroupMan;
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class Timeline;
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class ProjExpl;
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class DialogMan;
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class SoundMan;
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enum DMActions {
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kActionNone,
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kActionToggleInventoryChampion0,
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kActionToggleInventoryChampion1,
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kActionToggleInventoryChampion2,
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kActionToggleInventoryChampion3,
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kActionSave,
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kActionFreezeGame,
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kActionTurnLeft,
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kActionMoveForward,
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kActionTurnRight,
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kActionMoveLeft,
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kActionMoveBackward,
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kActionMoveRight,
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kActionWakeUp,
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kActionSelectChoice,
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};
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enum Direction {
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kDMDirNorth = 0,
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kDMDirEast = 1,
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kDMDirSouth = 2,
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kDMDirWest = 3
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};
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enum ThingType {
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kDMThingTypeParty = -1, // @ CM1_THING_TYPE_PARTY
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kDMThingTypeDoor = 0, // @ C00_THING_TYPE_DOOR
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kDMThingTypeTeleporter = 1, // @ C01_THING_TYPE_TELEPORTER
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kDMstringTypeText = 2, // @ C02_THING_TYPE_TEXTSTRING
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kDMThingTypeSensor = 3, // @ C03_THING_TYPE_SENSOR
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kDMThingTypeGroup = 4, // @ C04_THING_TYPE_GROUP
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kDMThingTypeWeapon = 5, // @ C05_THING_TYPE_WEAPON
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kDMThingTypeArmour = 6, // @ C06_THING_TYPE_ARMOUR
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kDMThingTypeScroll = 7, // @ C07_THING_TYPE_SCROLL
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kDMThingTypePotion = 8, // @ C08_THING_TYPE_POTION
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kDMThingTypeContainer = 9, // @ C09_THING_TYPE_CONTAINER
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kDMThingTypeJunk = 10, // @ C10_THING_TYPE_JUNK
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kDMThingTypeProjectile = 14, // @ C14_THING_TYPE_PROJECTILE
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kDMThingTypeExplosion = 15, // @ C15_THING_TYPE_EXPLOSION
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kDMThingTypeTotal = 16 // +1 than the last (explosionThingType)
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}; // @ C[00..15]_THING_TYPE_...
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enum Cell {
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kDMCellAny = -1, // @ CM1_CELL_ANY
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kDMCellNorthWest = 0, // @ C00_CELL_NORTHWEST
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kDMCellNorthEast = 1, // @ C01_CELL_NORTHEAST
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kDMCellSouthEast = 2, // @ C02_CELL_SOUTHEAST
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kDMCellSouthWest = 3 // @ C03_CELL_SOUTHWEST
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};
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enum GameMode {
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kDMModeLoadSavedGame = 0, // @ C000_MODE_LOAD_SAVED_GAME
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kDMModeLoadDungeon = 1, // @ C001_MODE_LOAD_DUNGEON
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kDMModeWaitingOnEntrance = 99, // @ C099_MODE_WAITING_ON_ENTRANCE
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kDMModeEntranceDrawCredits = 202 // @ C202_MODE_ENTRANCE_DRAW_CREDITS
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};
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enum LoadgameResult {
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kDMLoadgameFailure = -1, // @ CM1_LOAD_GAME_FAILURE
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kDMLoadgameSuccess = 1// @ C01_LOAD_GAME_SUCCESS
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};
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enum MapIndice {
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kDMMapIndexNone = -1, // @ CM1_MAP_INDEX_NONE
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kDMMapIndexEntrance = 255 // @ C255_MAP_INDEX_ENTRANCE
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};
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#define kDMMaskDecodeEvenIfInvisible 0x8000 // @ MASK0x8000_DECODE_EVEN_IF_INVISIBLE
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#define kDMMaskMergeCycles 0x8000 // @ MASK0x8000_MERGE_CYCLES
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#define kDMSlotBoxInventoryFirstSlot 8 // @ C08_SLOT_BOX_INVENTORY_FIRST_SLOT
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#define kDMSlotBoxInventoryActionHand 9 // @ C09_SLOT_BOX_INVENTORY_ACTION_HAND
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#define kDMSlotBoxChestFirstSlot 38 // @ C38_SLOT_BOX_CHEST_FIRST_SLOT
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class Thing {
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public:
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uint16 _data;
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Thing() : _data(0) {}
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explicit Thing(uint16 d) { set(d); }
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void set(uint16 d) {
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_data = d;
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}
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byte getCell() const { return _data >> 14; }
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ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); }
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uint16 getIndex() const { return _data & 0x3FF; }
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void setCell(uint16 cell) { _data = (_data & ~(0x3 << 14)) | ((cell & 0x3) << 14); }
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void setType(uint16 type) { _data = (_data & ~(0xF << 10)) | ((type & 0xF) << 10); }
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void setIndex(uint16 index) { _data = (_data & ~0x3FF) | (index & 0x3FF); }
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uint16 getTypeAndIndex() { return _data & 0x3FFF; }
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uint16 toUint16() const { return _data; } // I don't like 'em cast operators
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bool operator==(const Thing &rhs) const { return _data == rhs._data; }
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bool operator!=(const Thing &rhs) const { return _data != rhs._data; }
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}; // @ THING
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#define setFlag(val, mask) ((val) |= (mask))
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#define getFlag(val, mask) ((val) & (mask))
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#define clearFlag(val, mask) ((val) &= (~(mask))) // @ M09_CLEAR
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// Note: F0026_MAIN_GetBoundedValue<T> has been replaced by CLIP<T>
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#define CALL_MEMBER_FN(object, ptrToMember) ((object).*(ptrToMember))
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struct SaveGameHeader {
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byte _version;
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SaveStateDescriptor _descr;
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};
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class DMEngine : public Engine {
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private:
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void startGame(); // @ F0462_START_StartGame_CPSF
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void processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE
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void initializeGame(); // @ F0463_START_InitializeGame_CPSADEF
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void initMemoryManager(); // @ F0448_STARTUP1_InitializeMemoryManager_CPSADEF
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void gameloop(); // @ F0002_MAIN_GameLoop_CPSDF
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void initConstants();
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Common::String getSavefileName(uint16 slot);
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void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
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bool writeCompleteSaveFile(int16 slot, Common::String &desc, int16 saveAndPlayChoice);
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void drawEntrance(); // @ F0439_STARTEND_DrawEntrance
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void fuseSequenceUpdate(); // @ F0445_STARTEND_FuseSequenceUpdate
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void processEntrance(); // @ F0441_STARTEND_ProcessEntrance
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void openEntranceDoors(); // @ F0438_STARTEND_OpenEntranceDoors
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void drawTittle(); // @ F0437_STARTEND_DrawTitle
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public:
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explicit DMEngine(OSystem *syst, const DMADGameDescription *gameDesc);
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~DMEngine() override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error loadGameState(int slot) override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool isDemo() const;
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void delay(uint16 verticalBlank); // @ F0022_MAIN_Delay
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uint16 getScaledProduct(uint16 val, uint16 scale, uint16 vale2); // @ F0030_MAIN_GetScaledProduct
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uint16 getRandomNumber(uint32 max) { return _rnd->getRandomNumber(max - 1); }
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int16 ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX
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int16 indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL
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Common::Error run() override; // @ main
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void saveGame(); // @ F0433_STARTEND_ProcessCommand140_SaveGame_CPSCDF
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LoadgameResult loadgame(int16 slot); // @ F0435_STARTEND_LoadGame_CPSF
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void endGame(bool doNotDrawCreditsOnly); // @ F0444_STARTEND_Endgame
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void entranceDrawCredits();
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void fuseSequence(); // @ F0446_STARTEND_FuseSequence
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Common::Language getGameLanguage();
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Direction turnDirRight(int16 dir); // @ M17_NEXT
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Direction turnDirLeft(int16 dir); // @ M19_PREVIOUS
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Direction returnOppositeDir(int16 dir); // @ M18_OPPOSITE
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bool isOrientedWestEast(int16 dir); // @ M16_IS_ORIENTED_WEST_EAST
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uint16 normalizeModulo4(int16 dir); // @ M21_NORMALIZE
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int32 filterTime(int32 mapTime); // @ M30_TIME
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int32 setMapAndTime(uint32 map, uint32 time); // @ M33_SET_MAP_AND_TIME
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uint16 getMap(int32 mapTime); // @ M29_MAP
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Thing thingWithNewCell(Thing thing, int16 cell); // @ M15_THING_WITH_NEW_CELL
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int16 getDistance(int16 mapx1, int16 mapy1, int16 mapx2, int16 mapy2); // @ M38_DISTANCE
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int32 setMap(int32 mapTime, uint32 map); // @ M31_setMap
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private:
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uint16 _dungeonId; // @ G0526_ui_DungeonID
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byte *_entranceDoorAnimSteps[10]; // @ G0562_apuc_Bitmap_EntranceDoorAnimationSteps
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byte *_interfaceCredits; // @ G0564_puc_Graphic5_InterfaceCredits
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Common::RandomSource *_rnd;
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byte *_savedScreenForOpenEntranceDoors; // ad-hoc HACK
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const DMADGameDescription *_gameVersion;
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bool _canLoadFromGMM;
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public:
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Console *_console;
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DisplayMan *_displayMan;
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DungeonMan *_dungeonMan;
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EventManager *_eventMan;
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MenuMan *_menuMan;
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ChampionMan *_championMan;
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ObjectMan *_objectMan;
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InventoryMan *_inventoryMan;
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TextMan *_textMan;
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MovesensMan *_moveSens;
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GroupMan *_groupMan;
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Timeline *_timeline;
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ProjExpl *_projexpl;
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DialogMan *_dialog;
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SoundMan *_sound;
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Common::MemoryWriteStreamDynamic *_saveThumbnail;
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bool _engineShouldQuit;
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int _loadSaveSlotAtRuntime;
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GameMode _gameMode; // @ G0298_B_NewGame
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bool _restartGameRequest; // @ G0523_B_RestartGameRequested
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bool _stopWaitingForPlayerInput; // @ G0321_B_StopWaitingForPlayerInput
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bool _gameTimeTicking; // @ G0301_B_GameTimeTicking
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bool _restartGameAllowed; // @ G0524_B_RestartGameAllowed
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bool _pressingEye; // @ G0331_B_PressingEye
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bool _stopPressingEye; // @ G0332_B_StopPressingEye
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bool _pressingMouth; // @ G0333_B_PressingMouth
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bool _stopPressingMouth; // @ G0334_B_StopPressingMouth
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bool _highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested
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int16 _projectileDisableMovementTicks; // @ G0311_i_ProjectileDisabledMovementTicks
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int16 _lastProjectileDisabledMovementDirection; // @ G0312_i_LastProjectileDisabledMovementDirection
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bool _gameWon; // @ G0302_B_GameWon
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int16 _newPartyMapIndex; // @ G0327_i_NewPartyMapIndex
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bool _setMousePointerToObjectInMainLoop; // @ G0325_B_SetMousePointerToObjectInMainLoop
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int16 _disabledMovementTicks; // @ G0310_i_DisabledMovementTicks
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int8 _dirIntoStepCountEast[4]; // @ G0233_ai_Graphic559_DirectionToStepEastCount
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int8 _dirIntoStepCountNorth[4]; // @ G0234_ai_Graphic559_DirectionToStepNorthCount
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int32 _gameTime; // @ G0313_ul_GameTime
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char _stringBuildBuffer[128]; // @ G0353_ac_StringBuildBuffer
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int16 _waitForInputMaxVerticalBlankCount; // @ G0318_i_WaitForInputMaximumVerticalBlankCount
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Thing _thingNone; // @ C0xFFFF_THING_NONE
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Thing _thingEndOfList; // @ C0xFFFE_THING_ENDOFLIST
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Thing _thingFirstExplosion; // @ C0xFF80_THING_FIRST_EXPLOSION
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Thing _thingExplFireBall; // @ C0xFF80_THING_EXPLOSION_FIREBALL
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Thing _thingExplSlime; // @ C0xFF81_THING_EXPLOSION_SLIME
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Thing _thingExplLightningBolt; // @ C0xFF82_THING_EXPLOSION_LIGHTNING_BOLT
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Thing _thingExplHarmNonMaterial; // @ C0xFF83_THING_EXPLOSION_HARM_NON_MATERIAL
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Thing _thingExplOpenDoor; // @ C0xFF84_THING_EXPLOSION_OPEN_DOOR
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Thing _thingExplPoisonBolt; // @ C0xFF86_THING_EXPLOSION_POISON_BOLT
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Thing _thingExplPoisonCloud; // @ C0xFF87_THING_EXPLOSION_POISON_CLOUD
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Thing _thingExplSmoke; // @ C0xFFA8_THING_EXPLOSION_SMOKE
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Thing _thingExplFluxcage; // @ C0xFFB2_THING_EXPLOSION_FLUXCAGE
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Thing _thingExplRebirthStep1; // @ C0xFFE4_THING_EXPLOSION_REBIRTH_STEP1
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Thing _thingExplRebirthStep2; // @ C0xFFE5_THING_EXPLOSION_REBIRTH_STEP2
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Thing _thingParty; // @ C0xFFFF_THING_PARTY
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};
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WARN_UNUSED_RESULT bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader *header, bool skipThumbnail = true);
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} // End of namespace DM
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#endif
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