scummvm/engines/sci/sci.h

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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
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* $URL$
* $Id$
*
*/
#ifndef SCI_H
#define SCI_H
#include "engines/engine.h"
#include "common/util.h"
#include "engine/vm_types.h" // for Selector
struct ADGameDescription;
/**
* This is the namespace of the SCI engine.
*
* Status of this engine: ???
*
* Supported games:
* - ???
*/
namespace Sci {
// Uncomment this to use old music functions
//#define USE_OLD_MUSIC_FUNCTIONS
struct EngineState;
class Vocabulary;
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class ResourceManager;
class Kernel;
class GameFeatures;
class Console;
class AudioPlayer;
class EventManager;
class GfxAnimate;
class GfxCache;
class GfxCompare;
class GfxControls;
class GfxCoordAdjuster;
class GfxCursor;
class GfxMenu;
class GfxPaint;
class GfxPaint16;
class GfxPalette;
class GfxPorts;
class GfxScreen;
class SciGui;
class GfxMacIconBar;
#ifdef ENABLE_SCI32
class SciGui32;
class GfxFrameout;
#endif
// our engine debug levels
enum kDebugLevels {
kDebugLevelError = 1 << 0,
kDebugLevelNodes = 1 << 1,
kDebugLevelGraphics = 1 << 2,
kDebugLevelStrings = 1 << 3,
kDebugLevelMemory = 1 << 4,
kDebugLevelFuncCheck = 1 << 5,
kDebugLevelBresen = 1 << 6,
kDebugLevelSound = 1 << 7,
kDebugLevelGfxDriver = 1 << 8,
kDebugLevelBaseSetter = 1 << 9,
kDebugLevelParser = 1 << 10,
kDebugLevelMenu = 1 << 11,
kDebugLevelSaid = 1 << 12,
kDebugLevelFile = 1 << 13,
kDebugLevelTime = 1 << 14,
kDebugLevelRoom = 1 << 15,
kDebugLevelAvoidPath = 1 << 16,
kDebugLevelDclInflate = 1 << 17,
kDebugLevelVM = 1 << 18,
kDebugLevelScripts = 1 << 19,
kDebugLevelGC = 1 << 20,
kDebugLevelSci0Pic = 1 << 21,
kDebugLevelResMan = 1 << 22,
kDebugLevelOnStartup = 1 << 23
};
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/** SCI versions */
enum SciVersion {
SCI_VERSION_NONE,
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SCI_VERSION_0_EARLY, // Early KQ4, 1988 xmas card
SCI_VERSION_0_LATE, // KQ4, LSL2, LSL3, SQ3 etc
SCI_VERSION_01, // KQ1 and multilingual games (S.old.*)
SCI_VERSION_1_EGA, // EGA with parser, QFG2
SCI_VERSION_1_EARLY, // KQ5. (EGA/VGA)
SCI_VERSION_1_MIDDLE, // LSL1, JONESCD. (EGA?/VGA)
SCI_VERSION_1_LATE, // ECO1, LSL5. (EGA/VGA)
SCI_VERSION_1_1, // KQ6, ECO2
SCI_VERSION_2, // GK1, PQ4 (Floppy), QFG4 (Floppy)
SCI_VERSION_2_1, // GK2, KQ7, SQ6, Torin
SCI_VERSION_3 // LSL7, RAMA, Lighthouse
};
/** Supported languages */
enum kLanguage {
K_LANG_NONE = 0,
K_LANG_ENGLISH = 1,
K_LANG_FRENCH = 33,
K_LANG_SPANISH = 34,
K_LANG_ITALIAN = 39,
K_LANG_GERMAN = 49,
K_LANG_JAPANESE = 81,
K_LANG_PORTUGUESE = 351
};
class SciEngine : public Engine {
friend class Console;
public:
SciEngine(OSystem *syst, const ADGameDescription *desc);
~SciEngine();
// Engine APIs
virtual Common::Error run();
bool hasFeature(EngineFeature f) const;
void pauseEngineIntern(bool pause);
virtual GUI::Debugger *getDebugger();
Console *getSciDebugger();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const char *desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
void syncSoundSettings();
const char* getGameID() const;
int getResourceVersion() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint32 getFlags() const;
bool isDemo() const;
inline ResourceManager *getResMan() const { return _resMan; }
inline Kernel *getKernel() const { return _kernel; }
inline EngineState *getEngineState() const { return _gamestate; }
inline Vocabulary *getVocabulary() const { return _vocabulary; }
inline EventManager *getEventManager() const { return _eventMan; }
inline reg_t getGameObject() const { return _gameObj; }
Common::String getSavegameName(int nr) const;
Common::String getSavegamePattern() const;
Common::String getFilePrefix() const;
/** Prepend 'TARGET-' to the given filename. */
Common::String wrapFilename(const Common::String &name) const;
/** Remove the 'TARGET-' prefix of the given filename, if present. */
Common::String unwrapFilename(const Common::String &name) const;
public:
/**
* Processes a multilanguage string based on the current language settings and
* returns a string that is ready to be displayed.
* @param str the multilanguage string
* @param sep optional seperator between main language and subtitle language,
* if NULL is passed no subtitle will be added to the returned string
* @return processed string
*/
Common::String strSplit(const char *str, const char *sep = "\r----------\r");
kLanguage getSciLanguage();
void setSciLanguage(kLanguage lang);
void setSciLanguage();
Common::String getSciLanguageString(const char *str, kLanguage lang, kLanguage *lang2 = NULL) const;
public:
GfxAnimate *_gfxAnimate; // Animate for 16-bit gfx
GfxCache *_gfxCache;
GfxCompare *_gfxCompare;
GfxControls *_gfxControls; // Controls for 16-bit gfx
GfxCoordAdjuster *_gfxCoordAdjuster;
GfxCursor *_gfxCursor;
GfxMenu *_gfxMenu; // Menu for 16-bit gfx
GfxPalette *_gfxPalette;
GfxPaint *_gfxPaint;
GfxPaint16 *_gfxPaint16; // Painting in 16-bit gfx
GfxPorts *_gfxPorts; // Port managment for 16-bit gfx
GfxScreen *_gfxScreen;
SciGui *_gui; /* Currently active Gui */
GfxMacIconBar *_gfxMacIconBar; // Mac Icon Bar manager
#ifdef ENABLE_SCI32
SciGui32 *_gui32; // GUI for SCI32 games
GfxFrameout *_gfxFrameout; // kFrameout and the like for 32-bit gfx
#endif
AudioPlayer *_audio;
GameFeatures *_features;
private:
/**
* Initializes a SCI game
* This function must be run before script_run() is executed. Graphics data
* is initialized iff s->gfx_state != NULL.
* @param[in] s The state to operate on
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* @return true on success, false if an error occurred.
*/
bool initGame();
/**
* Runs a SCI game
* This is the main function for SCI games. It takes a valid state, loads
* script 0 to it, finds the game object, allocates a stack, and runs the
* init method of the game object. In layman's terms, this runs a SCI game.
* @param[in] s Pointer to the pointer of the state to operate on
*/
void runGame();
/**
* Uninitializes an initialized SCI game
* This function should be run after each script_run() call.
* @param[in] s The state to operate on
*/
void exitGame();
#ifdef USE_OLD_MUSIC_FUNCTIONS
/**
* Initializes the sound part of a SCI game
* This function may only be called if game_init() did not initialize
* the sound data.
* @param[in] s The state to initialize the sound in
* @param[in] sound_flags Flags to pass to the sound subsystem
* @param[in] soundVersion sound-version that got detected during game init
*/
void initGameSound(int sound_flags, SciVersion soundVersion);
#endif
void initStackBaseWithSelector(Selector selector);
const ADGameDescription *_gameDescription;
ResourceManager *_resMan; /**< The resource manager */
EngineState *_gamestate;
Kernel *_kernel;
Vocabulary *_vocabulary;
EventManager *_eventMan;
reg_t _gameObj; /**< Pointer to the game object */
Console *_console;
OSystem *_system;
};
/**
* Global instance of the SciEngine class, similar to g_engine.
* This is a hackish way to make all central components available
* everywhere. Ideally, we would get rid of this again in the future,
* but for now it's a pragmatic and simple way to achieve the goal.
*/
extern SciEngine *g_sci;
/**
* Convenience function to obtain the active SCI version.
*/
SciVersion getSciVersion();
/**
* Convenience function converting an SCI version into a human-readable string.
*/
const char *getSciVersionDesc(SciVersion version);
} // End of namespace Sci
#endif // SCI_H