scummvm/engines/gnap/gnap.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 3 of the License, or
* (at your option) any later version.
*
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* 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.
*
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* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
*/
#ifndef GNAP_GNAP_H
#define GNAP_GNAP_H
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#include "common/array.h"
#include "common/events.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
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#include "common/str.h"
#include "common/substream.h"
#include "common/system.h"
#include "engines/engine.h"
#include "graphics/pixelformat.h"
#include "graphics/fontman.h"
#include "graphics/font.h"
#include "graphics/fonts/ttf.h"
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#include "gnap/debugger.h"
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#include "gnap/resource.h"
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#include "gnap/scenes/scenecore.h"
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#include "gnap/character.h"
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#include "gnap/music.h"
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struct ADGameDescription;
namespace Common {
class PEResources;
}
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namespace Gnap {
class DatManager;
class SequenceResource;
class SpriteResource;
class GameSys;
class SoundMan;
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class MusicPlayer;
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#define GNAP_SAVEGAME_VERSION 2
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struct MouseButtonState {
bool _left;
bool _right;
MouseButtonState() : _left(false), _right(false) {
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}
};
struct Hotspot {
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Common::Rect _rect;
uint16 _flags;
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bool isPointInside(Common::Point pos) const {
return _rect.contains(pos);
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}
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bool isFlag(uint16 flag) const {
return (_flags & flag) != 0;
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}
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void clearRect() {
_rect = Common::Rect(0, 0, 0, 0);
}
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};
const int kMaxTimers = 10;
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enum GnapDebugChannels {
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kDebugBasic = 1 << 0,
kDebugMusic = 1 << 1
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};
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enum {
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SF_NONE = 0x0000,
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SF_LOOK_CURSOR = 0x0001,
SF_GRAB_CURSOR = 0x0002,
SF_TALK_CURSOR = 0x0004,
SF_PLAT_CURSOR = 0x0008,
SF_DISABLED = 0x0010,
SF_WALKABLE = 0x0020,
SF_EXIT_L_CURSOR = 0x0040,
SF_EXIT_R_CURSOR = 0x0080,
SF_EXIT_U_CURSOR = 0x0100,
SF_EXIT_D_CURSOR = 0x0200,
SF_EXIT_NW_CURSOR = 0x0400,
SF_EXIT_NE_CURSOR = 0x0800,
SF_EXIT_SW_CURSOR = 0x1000,
SF_EXIT_SE_CURSOR = 0x2000
};
enum {
LOOK_CURSOR = 0,
GRAB_CURSOR = 1,
TALK_CURSOR = 2,
PLAT_CURSOR = 3,
NOLOOK_CURSOR = 4,
NOGRAB_CURSOR = 5,
NOTALK_CURSOR = 6,
NOPLAT_CURSOR = 7,
EXIT_L_CURSOR = 8,
EXIT_R_CURSOR = 9,
EXIT_U_CURSOR = 10,
EXIT_D_CURSOR = 11,
EXIT_NE_CURSOR = 12,
EXIT_NW_CURSOR = 13,
EXIT_SE_CURSOR = 14,
EXIT_SW_CURSOR = 15,
WAIT_CURSOR = 16
};
enum {
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kGSPullOutDevice = 0,
kGSPullOutDeviceNonWorking = 1,
kGSIdle = 2,
kGSBrainPulsating = 3,
kGSImpossible = 4,
kGSScratchingHead = 5,
kGSDeflect = 6,
kGSUseDevice = 7,
kGSMoan1 = 8,
kGSMoan2 = 9
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};
enum {
kItemMagazine = 0,
kItemMud = 1,
kItemGrass = 2,
kItemDisguise = 3,
kItemNeedle = 4,
kItemTwig = 5,
kItemGas = 6,
kItemKeys = 7,
kItemDice = 8,
kItemTongs = 9,
kItemQuarter = 10,
kItemQuarterWithHole = 11,
kItemDiceQuarterHole = 12,
kItemWrench = 13,
kItemCowboyHat = 14,
kItemGroceryStoreHat = 15,
kItemBanana = 16,
kItemTickets = 17,
kItemPicture = 18,
kItemEmptyBucket = 19,
kItemBucketWithBeer = 20,
kItemBucketWithPill = 21,
kItemPill = 22,
kItemHorn = 23,
kItemJoint = 24,
kItemChickenBucket = 25,
kItemGum = 26,
kItemSpring = 27,
kItemLightbulb = 28,
kItemCereals = 29
};
enum {
kGFPlatypus = 0,
kGFMudTaken = 1,
kGFNeedleTaken = 2,
kGFTwigTaken = 3,
kGFUnk04 = 4,
kGFKeysTaken = 5,
kGFGrassTaken = 6,
kGFBarnPadlockOpen = 7,
kGFTruckFilledWithGas = 8,
kGFTruckKeysUsed = 9,
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kGFPlatypusDisguised = 10,
kGFSceneFlag1 = 11,
kGFGnapControlsToyUFO = 12,
kGFUnk13 = 13, // Tongue Fight Won?
kGFUnk14 = 14,
kGFSpringTaken = 15,
kGFUnk16 = 16,
kGFJointTaken = 17,
kGFUnk18 = 18,
kGFGroceryStoreHatTaken = 19,
kGFPictureTaken = 20,
kGFUnk21 = 21,
kGFUnk22 = 22,
kGFUnk23 = 23,
kGFUnk24 = 24,
kGFUnk25 = 25,
kGFPlatypusTalkingToAssistant = 26,
kGFUnk27 = 27,
kGFUnk28 = 28,
kGFGasTaken = 29,
kGFUnk30 = 30,
kGFUnk31 = 31
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};
struct GnapSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
};
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class GnapEngine : public Engine {
protected:
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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public:
GnapEngine(OSystem *syst, const ADGameDescription *gd);
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~GnapEngine() override;
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private:
const ADGameDescription *_gameDescription;
Graphics::PixelFormat _pixelFormat;
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int _loadGameSlot;
public:
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Common::RandomSource *_random;
Common::PEResources *_exe;
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DatManager *_dat;
SpriteCache *_spriteCache;
SoundCache *_soundCache;
SequenceCache *_sequenceCache;
GameSys *_gameSys;
SoundMan *_soundMan;
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Debugger *_debugger;
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Scene *_scene;
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PlayerGnap *_gnap;
PlayerPlat *_plat;
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MusicPlayer *_music;
Graphics::Font *_font;
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Common::MemoryWriteStreamDynamic *_tempThumbnail;
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int _lastUpdateClock;
bool _gameDone;
bool _keyPressState[512];
bool _keyDownState[512];
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bool _isPaused;
Graphics::Surface *_pauseSprite;
int _timers[kMaxTimers], _savedTimers[kMaxTimers];
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MouseButtonState _mouseButtonState;
MouseButtonState _mouseClickState;
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bool _sceneSavegameLoaded, _wasSavegameLoaded;
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Graphics::Surface *_backgroundSurface;
int _prevSceneNum, _currentSceneNum, _newSceneNum;
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bool _sceneDone, _sceneWaiting;
uint32 _inventory, _gameFlags;
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Hotspot _hotspots[20];
Common::Point _hotspotsWalkPos[20];
int _hotspotsCount;
int _sceneClickedHotspot;
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bool _isWaiting;
bool _isLeavingScene;
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bool _isStockDatLoaded;
int _newCursorValue, _cursorValue;
int _verbCursor, _cursorIndex;
Common::Point _mousePos;
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int _leftClickMouseX, _leftClickMouseY;
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Graphics::Surface *_grabCursorSprite;
int _currGrabCursorX, _currGrabCursorY;
int _grabCursorSpriteIndex, _newGrabCursorSpriteIndex;
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Graphics::Surface *_fullScreenSprite;
int _fullScreenSpriteId;
int _deviceX1, _deviceY1;
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int _soundTimerIndexA;
int _soundTimerIndexB;
int _soundTimerIndexC;
int _idleTimerIndex;
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void updateEvents();
void gameUpdateTick();
void saveTimers();
void restoreTimers();
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void pauseGame();
void resumeGame();
void updatePause();
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int getRandom(int max);
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int readSavegameDescription(int savegameNum, Common::String &description);
int loadSavegame(int savegameNum);
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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Common::Error loadGameState(int slot) override;
void synchronize(Common::Serializer &s);
void writeSavegameHeader(Common::OutSaveFile *out, GnapSavegameHeader &header);
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, GnapSavegameHeader &header, bool skipThumbnail = true);
void delayTicks(int val, int idx, bool updateCursor);
void delayTicksA(int val, int idx);
void delayTicksCursor(int val);
void setHotspot(int index, int16 x1, int16 y1, int16 x2, int16 y2, uint16 flags = SF_NONE,
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int16 walkX = -1, int16 walkY = -1);
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int getHotspotIndexAtPos(Common::Point pos);
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void updateCursorByHotspot();
int getClickedHotspotId();
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int getInventoryItemSpriteNum(int index);
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void updateMouseCursor();
void setVerbCursor(int verbCursor);
void setCursor(int cursorIndex);
void showCursor();
void hideCursor();
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void setGrabCursorSprite(int index);
void createGrabCursorSprite(int spriteId);
void freeGrabCursorSprite();
void updateGrabCursorSprite(int x, int y);
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void invClear();
void invAdd(int itemId);
void invRemove(int itemId);
bool invHas(int itemId);
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void clearFlags();
void setFlag(int num);
void clearFlag(int num);
bool isFlag(int num);
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Graphics::Surface *addFullScreenSprite(int resourceId, int id);
void removeFullScreenSprite();
void showFullScreenSprite(int resourceId);
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void queueInsertDeviceIcon();
void insertDeviceIconActive();
void removeDeviceIconActive();
void setDeviceHotspot(int hotspotIndex, int x1, int y1, int x2, int y2);
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int getSequenceTotalDuration(int resourceId);
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bool isSoundPlaying(int resourceId);
void playSound(int resourceId, bool looping);
void stopSound(int resourceId);
void setSoundVolume(int resourceId, int volume);
void updateTimers();
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void initGameFlags(int num);
void loadStockDat();
void mainLoop();
void initScene();
void endSceneInit();
void afterScene();
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int initSceneLogic();
void runSceneLogic();
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void checkGameKeys();
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void startSoundTimerA(int timerIndex);
int playSoundA();
void startSoundTimerB(int timerIndex);
int playSoundB();
void startSoundTimerC(int timerIndex);
int playSoundC();
void startIdleTimer(int timerIndex);
void updateIdleTimer();
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void screenEffect(int dir, byte r, byte g, byte b);
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bool isKeyStatus1(int key);
bool isKeyStatus2(int key);
void clearKeyStatus1(int key);
void clearAllKeyStatus1();
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void deleteSurface(Graphics::Surface **surface);
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// Menu
int _menuStatus;
int _menuSpritesIndex;
bool _menuDone;
Graphics::Surface *_menuBackgroundSurface;
Graphics::Surface *_menuQuitQuerySprite;
Graphics::Surface *_largeSprite;
Graphics::Surface *_menuSaveLoadSprite;
Graphics::Surface *_menuSprite2;
Graphics::Surface *_menuSprite1;
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char _savegameFilenames[7][30];
Graphics::Surface *_savegameSprites[7];
Graphics::Surface *_spriteHandle;
Graphics::Surface *_cursorSprite;
int _menuInventoryIndices[30];
Graphics::Surface *_menuInventorySprites[30];
int _savegameIndex;
void createMenuSprite();
void freeMenuSprite();
void initMenuHotspots1();
void initMenuHotspots2();
void initMenuQuitQueryHotspots();
void initSaveLoadHotspots();
void drawInventoryFrames();
void insertInventorySprites();
void removeInventorySprites();
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void runMenu();
void updateMenuStatusInventory();
void updateMenuStatusMainMenu();
void updateMenuStatusSaveGame();
void updateMenuStatusLoadGame();
void updateMenuStatusQueryQuit();
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// Grid common
int _gridMinX, _gridMinY;
int _gridMaxX, _gridMaxY;
bool isPointBlocked(int gridX, int gridY);
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bool isPointBlocked(Common::Point gridPos);
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void initSceneGrid(int gridMinX, int gridMinY, int gridMaxX, int gridMaxY);
bool testWalk(int animationIndex, int someStatus, int gridX1, int gridY1, int gridX2, int gridY2);
// Gnap
void doCallback(int callback);
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// Scenes
int _toyUfoNextSequenceId, _toyUfoSequenceId;
int _toyUfoId;
int _toyUfoActionStatus;
int _toyUfoX;
int _toyUfoY;
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void initGlobalSceneVars();
void playSequences(int fullScreenSpriteId, int sequenceId1, int sequenceId2, int sequenceId3);
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// Shared by scenes 17 & 18
int _s18GarbageCanPos;
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// Scene 4x
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void toyUfoSetStatus(int flagNum);
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int toyUfoGetSequenceId();
bool toyUfoCheckTimer();
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void toyUfoFlyTo(int destX, int destY, int minX, int maxX, int minY, int maxY, int animationIndex);
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void playMidi(const char *name);
void stopMidi();
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};
} // End of namespace Gnap
#endif // GNAP_GNAP_H