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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef AGS_ENGINE_AC_GAME_STATE_H
#define AGS_ENGINE_AC_GAME_STATE_H
#include "ags/lib/std/memory.h"
#include "ags/lib/std/vector.h"
#include "ags/shared/ac/character_info.h"
#include "ags/shared/ac/keycode.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/ac/speech.h"
#include "ags/engine/ac/timer.h"
#include "ags/shared/game/room_struct.h"
#include "ags/engine/game/viewport.h"
#include "ags/engine/media/audio/queued_audio_item.h"
#include "ags/shared/util/geometry.h"
#include "ags/shared/util/string_types.h"
#include "ags/shared/util/string.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Bitmap;
class Stream;
typedef std::shared_ptr<Bitmap> PBitmap;
} // namespace Shared
namespace Engine {
struct RestoredData;
} // namespace Engine
} // namespace AGS
using namespace AGS; // FIXME later
struct ScriptViewport;
struct ScriptCamera;
struct ScriptOverlay;
#define GAME_STATE_RESERVED_INTS 5
// Savegame data format
enum GameStateSvgVersion {
kGSSvgVersion_OldFormat = -1, // TODO: remove after old save support is dropped
kGSSvgVersion_Initial = 0,
kGSSvgVersion_350 = 1,
kGSSvgVersion_350_9 = 2,
kGSSvgVersion_350_10 = 3,
};
// Adding to this might need to modify AGSDEFNS.SH and AGSPLUGIN.H
struct GameState {
int score = 0; // player's current score
int usedmode = 0; // set by ProcessClick to last cursor mode used
int disabled_user_interface = 0; // >0 while in cutscene/etc
int gscript_timer = 0; // obsolete
int debug_mode = 0; // whether we're in debug mode
int32_t globalvars[MAXGLOBALVARS]; // obsolete
int messagetime = 0; // time left for auto-remove messages
int usedinv = 0; // inventory item last used
int inv_top = 0, inv_numdisp = 0, obsolete_inv_numorder = 0, inv_numinline = 0;
int text_speed = 0; // how quickly text is removed
int sierra_inv_color = 0; // background used to paint defualt inv window
int talkanim_speed = 0; // animation speed of talking anims
int inv_item_wid = 0, inv_item_hit = 0; // set by SetInvDimensions
int speech_text_shadow = 0; // colour of outline fonts (default black)
int swap_portrait_side = 0; // sierra-style speech swap sides
int speech_textwindow_gui = 0; // textwindow used for sierra-style speech
int follow_change_room_timer = 0; // delay before moving following characters into new room
int totalscore = 0; // maximum possible score
int skip_display = 0; // how the user can skip normal Display windows
int no_multiloop_repeat = 0; // for backwards compatibility
int roomscript_finished = 0; // on_call finished in room
int used_inv_on = 0; // inv item they clicked on
int no_textbg_when_voice = 0; // no textwindow bgrnd when voice speech is used
int max_dialogoption_width = 0; // max width of dialog options text window
int no_hicolor_fadein = 0; // fade out but instant in for hi-color
int bgspeech_game_speed = 0; // is background speech relative to game speed
int bgspeech_stay_on_display = 0; // whether to remove bg speech when DisplaySpeech is used
int unfactor_speech_from_textlength = 0; // remove "&10" when calculating time for text to stay
int mp3_loop_before_end = 0; // (UNUSED!) loop this time before end of track (ms)
int speech_music_drop = 0; // how much to drop music volume by when speech is played
int in_cutscene = 0; // we are between a StartCutscene and EndCutscene
int fast_forward = 0; // player has elected to skip cutscene
int room_width = 0; // width of current room
int room_height = 0; // height of current room
// ** up to here is referenced in the plugin interface
int game_speed_modifier = 0;
int score_sound = 0;
int takeover_data = 0; // value passed to RunAGSGame in previous game
int replay_hotkey_unused = 0; // (UNUSED!) StartRecording: not supported
int dialog_options_x = 0;
int dialog_options_y = 0;
int narrator_speech = 0;
int ambient_sounds_persist = 0;
int lipsync_speed = 0;
int close_mouth_speech_time = 0; // stop speech animation at (messagetime - close_mouth_speech_time)
// (this is designed to work in text-only mode)
int disable_antialiasing = 0;
int text_speed_modifier = 0;
HorAlignment text_align = (HorAlignment)0;
int speech_bubble_width = 0;
int min_dialogoption_width = 0;
int disable_dialog_parser = 0;
int anim_background_speed = 0; // the setting for this room
int top_bar_backcolor = 0;
int top_bar_textcolor = 0;
int top_bar_bordercolor = 0;
int top_bar_borderwidth = 0;
int top_bar_ypos = 0;
int screenshot_width = 0;
int screenshot_height = 0;
int top_bar_font = 0;
HorAlignment speech_text_align = (HorAlignment)0;
int auto_use_walkto_points = 0;
int inventory_greys_out = 0;
int skip_speech_specific_key = 0;
int abort_key = 0;
int fade_to_red = 0;
int fade_to_green = 0;
int fade_to_blue = 0;
int show_single_dialog_option = 0;
int keep_screen_during_instant_transition = 0;
int read_dialog_option_colour = 0;
int stop_dialog_at_end = 0;
int speech_portrait_placement = 0; // speech portrait placement mode (automatic/custom)
int speech_portrait_x = 0; // a speech portrait x offset from corresponding screen side
int speech_portrait_y = 0; // a speech portrait y offset
int speech_display_post_time_ms = 0; // keep speech text/portrait on screen after text/voice has finished playing = 0;
// no speech animation is supposed to be played at this time
int dialog_options_highlight_color = 0; // The colour used for highlighted (hovered over) text in dialog options
int32_t reserved[GAME_STATE_RESERVED_INTS]; // make sure if a future version adds a var, it doesn't mess anything up
// ** up to here is referenced in the script "game." object
long randseed = 0; // random seed
int player_on_region = 0; // player's current region
int screen_is_faded_out = 0; // the screen is currently black
int check_interaction_only = 0;
int bg_frame = 0, bg_anim_delay = 0; // for animating backgrounds
int music_vol_was = 0; // before the volume drop
short wait_counter = 0;
int8 wait_skipped_by = 0; // tells how last blocking wait was skipped [not serialized]
int wait_skipped_by_data = 0; // extended data telling how last blocking wait was skipped [not serialized]
short mboundx1 = 0, mboundx2 = 0, mboundy1 = 0, mboundy2 = 0;
int fade_effect = 0;
int bg_frame_locked = 0;
int32_t globalscriptvars[MAXGSVALUES];
int cur_music_number = 0, music_repeat = 0;
int music_master_volume = 0;
int digital_master_volume = 0;
char walkable_areas_on[MAX_WALK_AREAS + 1];
short screen_flipped = 0;
int entered_at_x = 0, entered_at_y = 0, entered_edge = 0;
bool voice_avail; // whether voice-over is available
SpeechMode speech_mode; // speech mode (text, voice, or both)
int cant_skip_speech = 0;
int32_t script_timers[MAX_TIMERS];
int sound_volume = 0, speech_volume = 0;
int normal_font = 0, speech_font = 0;
int8 key_skip_wait = 0;
int swap_portrait_lastchar = 0;
int swap_portrait_lastlastchar = 0;
bool separate_music_lib = false;
int in_conversation = 0;
int screen_tint = 0;
int num_parsed_words = 0;
short parsed_words[MAX_PARSED_WORDS];
char bad_parsed_word[100];
int raw_color = 0;
int32_t raw_modified[MAX_ROOM_BGFRAMES];
Shared::PBitmap raw_drawing_surface = 0;
short filenumbers[MAXSAVEGAMES];
int room_changes = 0;
int mouse_cursor_hidden = 0;
int silent_midi = 0;
int silent_midi_channel = 0;
int current_music_repeating = 0; // remember what the loop flag was when this music started
unsigned long shakesc_delay = 0; // unsigned long to match _G(loopcounter)
int shakesc_amount = 0, shakesc_length = 0;
int rtint_red = 0, rtint_green = 0, rtint_blue = 0;
int rtint_level = 0, rtint_light = 0;
bool rtint_enabled = 0;
int end_cutscene_music = 0;
int skip_until_char_stops = 0;
int get_loc_name_last_time = 0;
int get_loc_name_save_cursor = 0;
int restore_cursor_mode_to = 0;
int restore_cursor_image_to = 0;
short music_queue_size = 0;
short music_queue[MAX_QUEUED_MUSIC];
short new_music_queue_size = 0;
short crossfading_out_channel = 0;
short crossfade_step = 0;
short crossfade_out_volume_per_step = 0;
short crossfade_initial_volume_out = 0;
short crossfading_in_channel = 0;
short crossfade_in_volume_per_step = 0;
short crossfade_final_volume_in = 0;
QueuedAudioItem new_music_queue[MAX_QUEUED_MUSIC];
char takeover_from[50];
char playmp3file_name[PLAYMP3FILE_MAX_FILENAME_LEN];
char globalstrings[MAXGLOBALSTRINGS][MAX_MAXSTRLEN];
char lastParserEntry[MAX_MAXSTRLEN];
char game_name[100];
int ground_level_areas_disabled = 0;
int next_screen_transition = 0;
int gamma_adjustment = 0;
short temporarily_turned_off_character = 0; // Hide Player Charactr ticked
short inv_backwards_compatibility = 0;
std::vector<int> gui_draw_order; // used only for hit detection now
std::vector<AGS::Shared::String> do_once_tokens;
int text_min_display_time_ms = 0;
int ignore_user_input_after_text_timeout_ms = 0;
int32_t default_audio_type_volumes[MAX_AUDIO_TYPES];
// Dynamic custom property values for characters and items
std::vector<AGS::Shared::StringIMap> charProps;
AGS::Shared::StringIMap invProps[MAX_INV];
// Dynamic speech state
//
// Tells whether there is a voice-over played during current speech
bool speech_has_voice = false;
// Tells whether the voice was played in blocking mode;
// atm blocking speech handles itself, and we only need to finalize
// non-blocking voice speech during game update; speech refactor would be
// required to get rid of this rule.
bool speech_voice_blocking = false;
// Tells whether character speech stays on screen not animated for additional time
bool speech_in_post_state = false;
// Special overlays
//
// Is there a QFG4-style dialog overlay on screen (contains overlay ID)
int complete_overlay_on = 0;
// Is there a blocking text overlay on screen (contains overlay ID)
int text_overlay_on = 0;
// Script overlay handles, because we must return same script objects
// whenever user script queries for them.
// Blocking speech overlay managed handle
int speech_text_schandle = 0;
// Speech portrait overlay managed handle
int speech_face_schandle = 0;
int shake_screen_yoff = 0; // y offset of the shaking screen
GameState();
// Free game resources
void Free();
//
// Viewport and camera control.
// Viewports are positioned in game screen coordinates, related to the "game size",
// while cameras are positioned in room coordinates.
//
// Tells if the room viewport should be adjusted automatically each time a new room is loaded
bool IsAutoRoomViewport() const;
// Returns main viewport position on screen, this is the overall game view
const Rect &GetMainViewport() const;
// Returns UI viewport position on screen, this is the GUI layer
const Rect &GetUIViewport() const;
// Returns Room viewport object by it's main index
PViewport GetRoomViewport(int index) const;
// Returns Room viewport object by index in z-order
const std::vector<PViewport> &GetRoomViewportsZOrdered() const;
// Finds room viewport at the given screen coordinates; returns nullptr if non found
PViewport GetRoomViewportAt(int x, int y) const;
// Returns UI viewport position in absolute coordinates (with main viewport offset)
Rect GetUIViewportAbs() const;
// Returns Room viewport position in absolute coordinates (with main viewport offset)
Rect GetRoomViewportAbs(int index) const;
// Sets if the room viewport should be adjusted automatically each time a new room is loaded
void SetAutoRoomViewport(bool on);
// Main viewport defines the location of all things drawn and interactable on the game screen.
// Other viewports are defined relative to the main viewports.
void SetMainViewport(const Rect &viewport);
// UI viewport is a formal dummy viewport for GUI and Overlays (like speech).
void SetUIViewport(const Rect &viewport);
// Applies all the pending changes to viewports and cameras;
// NOTE: this function may be slow, thus recommended to be called only once
// and during the main game update.
void UpdateViewports();
// Notifies game state that viewports need z-order resorting upon next update.
void InvalidateViewportZOrder();
// Returns room camera object chosen by index
PCamera GetRoomCamera(int index) const;
// Runs cameras behaviors
void UpdateRoomCameras();
// Converts room coordinates to the game screen coordinates through the room viewport
// This group of functions always tries to pass a point through the **primary** room viewport
// TODO: also support using arbitrary viewport (for multiple viewports).
Point RoomToScreen(int roomx, int roomy);
int RoomToScreenX(int roomx);
int RoomToScreenY(int roomy);
// Converts game screen coordinates to the room coordinates through the room viewport
// This pair of functions tries to find if there is any viewport at the given coords.
// If "clip_viewport" parameter is true, then not finding a viewport results in failure,
// if it is false, proceeds converting through the primary viewport.
// TODO: find out if possible to refactor and get rid of "variadic" variants;
// usually this depends on how the arguments are created (whether they are in "variadic" or true coords)
VpPoint ScreenToRoom(int scrx, int scry, bool clip_viewport = true);
VpPoint ScreenToRoomDivDown(int scrx, int scry); // native "variadic" coords variant
// Makes sure primary viewport and camera are created and linked together
void CreatePrimaryViewportAndCamera();
// Creates new room viewport
PViewport CreateRoomViewport();
// Register camera in the managed system; optionally links to existing handle
ScriptViewport *RegisterRoomViewport(int index, int32_t handle = 0);
// Deletes existing room viewport
void DeleteRoomViewport(int index);
// Get number of room viewports
int GetRoomViewportCount() const;
// Creates new room camera
PCamera CreateRoomCamera();
// Register camera in the managed system; optionally links to existing handle
ScriptCamera *RegisterRoomCamera(int index, int32_t handle = 0);
// Deletes existing room camera
void DeleteRoomCamera(int index);
// Get number of room cameras
int GetRoomCameraCount() const;
// Gets script viewport reference; does NOT increment refcount
// because script interpreter does this when acquiring managed pointer.
ScriptViewport *GetScriptViewport(int index);
// Gets script camera reference; does NOT increment refcount
// because script interpreter does this when acquiring managed pointer.
ScriptCamera *GetScriptCamera(int index);
//
// User input management
//
// Tells if game should ignore user input right now. Note that some of the parent states
// may not ignore it at the same time, such as cutscene state, which may still be skipped
// with a key press or a mouse button.
bool IsIgnoringInput() const;
// Sets ignore input state, for the given time; if there's one already, chooses max timeout
void SetIgnoreInput(int timeout_ms);
// Clears ignore input state
void ClearIgnoreInput();
// Set how the last blocking wait was skipped
void SetWaitSkipResult(int how, int data = 0);
void SetWaitKeySkip(const KeyInput &kp) {
SetWaitSkipResult(SKIP_KEYPRESS, AGSKeyToScriptKey(kp.Key) | kp.Mod);
}
// Returns the information about how the latest blocking wait was skipped.
// The information is packed into int32 value like this:
// | 0xFF | 0xFF | 0xF | 0xFFF |
// | eInputType | eKeyMod | reserved | eKeyCode, MouseButton etc |
int GetWaitSkipResult() const;
//
// Voice speech management
//
// Tells if there's a blocking voice speech playing right now
bool IsBlockingVoiceSpeech() const;
// Tells whether we have to finalize voice speech when stopping or reusing the channel
bool IsNonBlockingVoiceSpeech() const;
// Speech helpers
bool ShouldPlayVoiceSpeech() const;
//
// Serialization
//
void ReadQueuedAudioItems_Aligned(Shared::Stream *in);
void ReadCustomProperties_v340(Shared::Stream *in);
void WriteCustomProperties_v340(Shared::Stream *out) const;
void ReadFromSavegame(Shared::Stream *in, GameStateSvgVersion svg_ver, AGS::Engine::RestoredData &r_data);
void WriteForSavegame(Shared::Stream *out) const;
void FreeProperties();
void FreeViewportsAndCameras();
private:
VpPoint ScreenToRoomImpl(int scrx, int scry, int view_index, bool clip_viewport, bool convert_cam_to_data);
void UpdateRoomCamera(int index);
// Defines if the room viewport should be adjusted to the room size automatically.
bool _isAutoRoomViewport = false;
// Main viewport defines the rectangle of the drawn and interactable area
// in the most basic case it will be equal to the game size.
Viewport _mainViewport;
// UI viewport defines the render and interaction rectangle of game's UI.
Viewport _uiViewport;
// Room viewports define place on screen where the room camera's
// contents are drawn.
std::vector<PViewport> _roomViewports;
// Vector of viewports sorted in z-order.
std::vector<PViewport> _roomViewportsSorted;
// Cameras defines the position of a "looking eye" inside the room.
std::vector<PCamera> _roomCameras;
// We keep handles to the script refs to viewports and cameras, so that we
// could address them and invalidate as the actual object gets destroyed.
std::vector<int32_t> _scViewportHandles;
std::vector<int32_t> _scCameraHandles;
// Tells that the main viewport's position has changed since last game update
bool _mainViewportHasChanged = false;
// Tells that room viewports need z-order resort
bool _roomViewportZOrderChanged = false;
AGS_Clock::time_point _ignoreUserInputUntilTime = 0;
};
// Converts legacy alignment type used in script API
HorAlignment ConvertLegacyScriptAlignment(LegacyScriptAlignment align);
// Reads legacy alignment type from the value set in script depending on the
// current Script API level. This is made to make it possible to change
// Alignment constants in the Script API and still support old version.
HorAlignment ReadScriptAlignment(int32_t align);
} // namespace AGS3
#endif
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