/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef CINE_CINE_H #define CINE_CINE_H #include "common/scummsys.h" #include "common/file.h" #include "common/util.h" #include "common/str.h" #include "common/hashmap.h" #include "common/hash-str.h" #include "common/random.h" #include "common/events.h" #include "common/text-to-speech.h" #include "engines/engine.h" #include "cine/texte.h" #include "cine/rel.h" #include "cine/script.h" #include "cine/part.h" #include "cine/prc.h" #include "cine/msg.h" #include "cine/bg.h" #include "cine/pal.h" #include "cine/gfx.h" #include "cine/anim.h" #include "cine/bg_list.h" #include "cine/various.h" #include "cine/console.h" #include "cine/sound.h" #include "cine/detection.h" //#define DUMP_SCRIPTS /** * This is the namespace of the Cine engine. * * Status of this engine: * * This enigne has 2 generations Cinematique evo.1 and Cinematique evo.2 * first generation is fairly complete, and second one is under development * * Cinematique evo.1 status: * The engine supports Future Wars and is basically complete with support of * all known game variants. Based on Yaz0r's engine. * * Cinematique evo.2 status: * This generation supports Operation Stealth, originally developed by Yaz0r, * for a french variant of the game which was said to be completable. * Later the work was renewed as part of GSoC'08, by Kari Salminen, but it has not * yet been finished. The game is not completable. * * * Games using this engine: * * Cinematique evo.1 * - Future Wars * * Cinematique evo.2 * - Operation Stealth * */ namespace Cine { struct SeqListElement; struct VolumeResource { char name[10]; uint32 pNamesList; int16 diskNum; int32 sizeOfNamesList; }; typedef Common::HashMap > StringToVolumeResourceArrayHashMap; enum CINEAction { kActionNone, kActionMoveUp, kActionMoveDown, kActionMoveLeft, kActionMoveRight, kActionMoveUpLeft, kActionMoveUpRight, kActionMoveDownLeft, kActionMoveDownRight, kActionGameSpeedDefault, kActionGameSpeedSlower, kActionGameSpeedFaster, kActionExamine, kActionTake, kActionInventory, kActionUse, kActionActivate, kActionSpeak, kActionActionMenu, kActionSystemMenu, kActionCollisionPage, kActionMouseLeft, kActionMouseRight, kActionExitSonyScreen, kActionMenuOptionUp, kActionMenuOptionDown }; enum TTSLanguage { kEnglish = 0, kFrench = 1, kGerman = 2, kSpanish = 3, kItalian = 4 }; class CineConsole; class CineEngine : public Engine { protected: // Engine APIs Common::Error run() override; bool hasFeature(EngineFeature f) const override; void shutdown(); bool initGame(); public: CineEngine(OSystem *syst, const CINEGameDescription *gameDesc); ~CineEngine() override; void syncSoundSettings() override; bool mayHave256Colors() const; int getGameType() const; uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; bool loadSaveDirectory(); void makeSystemMenu(); int scummVMSaveLoadDialog(bool isSave); int modifyGameSpeed(int speedChange); void setDefaultGameSpeed(); uint32 getTimerDelay() const; Common::Error loadGameState(int slot) override; Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; Common::String getSaveStateName(int slot) const override; bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; void sayText(const Common::String &text, Common::TextToSpeechManager::Action action); void stopTextToSpeech(); #ifdef USE_TTS void mouseOverButton(); #endif const CINEGameDescription *_gameDescription; Common::File _partFileHandle; Common::RandomSource _rnd; StringToVolumeResourceArrayHashMap _volumeEntriesMap; TextHandler _textHandler; bool _restartRequested; Common::String _previousSaid; TTSLanguage _ttsLanguage; bool _copyProtectionTextScreen; bool _copyProtectionColorScreen; bool _saveInputMenuOpen; private: void initialize(); void showSplashScreen(); void resetEngine(); bool checkSaveHeaderData(const ChunkHeader& hdr); bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat, uint32 version); bool loadVersionedSaveFW(Common::SeekableReadStream &in); bool loadVersionedSaveOS(Common::SeekableReadStream &in); bool makeLoad(const Common::String &saveName); void writeSaveHeader(Common::OutSaveFile &out, uint32 headerId); void makeSaveFW(Common::OutSaveFile &out); void makeSaveOS(Common::OutSaveFile &out); void makeSave(const Common::String &saveFileName, uint32 playtime, Common::String desc, bool isAutosave); void mainLoop(int bootScriptIdx); void readVolCnf(); Common::String getTargetSaveStateName(Common::String target, int slot) const; bool _preLoad; int _timerDelayMultiplier; public: // TODO: These are pseudo-global vars // They better belong to appropriate classes Common::Array _animDataTable; Common::List _bgIncrustList; Common::StringArray _messageTable; Common::Array _objectTable; Common::List _overlayList; Common::Array _palArray; Common::Array _partBuffer; ScriptList _globalScripts; ScriptList _objectScripts; RawObjectScriptArray _relTable; ///< Object script bytecode table /** * Global variables. * 255 of these are saved, but there's one more that's used for bypassing the copy protection. * In CineEngine::mainLoop(int bootScriptIdx) there's this code: globalVars[VAR_BYPASS_PROTECTION] = 0; * And as VAR_BYPASS_PROTECTION is 255 that's why we're allocating one more than we otherwise would. */ ScriptVars _globalVars; RawScriptArray _scriptTable; ///< Table of script bytecode FWScriptInfo *_scriptInfo; Common::Array _zoneData; Common::Array _zoneQuery; ///< Only exists in Operation Stealth Common::List _seqList; Common::String _commandBuffer; Common::Array _keyInputList; Common::Array _actionList; }; extern CineEngine *g_cine; extern Sound *g_sound; #define BOOT_PRC_NAME "AUTO00.PRC" #define BOOT_SCRIPT_INDEX 1 #define COPY_PROT_FAIL_PRC_NAME "L201.ANI" enum { // Both FW and OS VAR_MOUSE_X_POS = 249, VAR_MOUSE_Y_POS = 250, // FW only VAR_MOUSE_X_MODE = 253, VAR_MOUSE_Y_MODE = 251, // OS only VAR_MOUSE_X_POS_2ND = 251, // Many times used in conjunction with VAR_MOUSE_X_POS VAR_MOUSE_Y_POS_2ND = 252, // Many times used in conjunction with VAR_MOUSE_Y_POS VAR_BYPASS_PROTECTION = 255, VAR_LOW_MEMORY = 0 }; enum { MOUSE_CURSOR_NORMAL = 0, MOUSE_CURSOR_DISK, MOUSE_CURSOR_CROSS }; enum { kCineDebugScript = 1, kCineDebugPart, kCineDebugSound, kCineDebugCollision, }; enum { kCmpEQ = (1 << 0), kCmpGT = (1 << 1), kCmpLT = (1 << 2) }; } // End of namespace Cine #endif