mirror of
https://github.com/libretro/scummvm.git
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358 lines
7.4 KiB
C++
358 lines
7.4 KiB
C++
/* 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef HDB_HDB_H
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#define HDB_HDB_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/error.h"
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#include "common/file.h"
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#include "common/events.h"
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#include "common/str.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/sinetables.h"
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#include "common/cosinetables.h"
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#include "common/config-manager.h"
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#include "graphics/surface.h"
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#include "graphics/thumbnail.h"
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#include "gui/debugger.h"
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#include "engines/engine.h"
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#include "engines/util.h"
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#include "console.h"
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#include "hdb/mpc.h"
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#include "hdb/gfx.h"
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#include "hdb/ai.h"
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#include "hdb/ai-player.h"
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#include "hdb/file-manager.h"
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#include "hdb/input.h"
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#include "hdb/lua-script.h"
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#include "hdb/map.h"
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#include "hdb/sound.h"
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#include "hdb/window.h"
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struct ADGameDescription;
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namespace HDB {
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class Menu;
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enum GameFeatures {
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ADGF_TALKIE = 1 << 0
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};
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enum HDBDebugChannels {
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kDebugExample1 = 1 << 0,
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kDebugExample2 = 1 << 1
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};
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enum GameState {
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GAME_TITLE,
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GAME_MENU,
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GAME_PLAY,
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GAME_LOADING
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};
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enum Flag {
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kFlagOK = 0x0,
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kFlagPlayerBlock = 0x1,
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kFlagMonsterBlock = 0x2,
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kFlagSolid = 0x3,
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kFlagItemDie = 0x4,
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kFlagPlayerDie = 0x8,
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kFlagMonsterDie = 0x10,
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kFlagInvisible = 0x20,
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kFlagMetal = 0x40,
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kFlagForeground = 0x80,
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kFlagMonsterHurt = 0x100,
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kFlagPushUp = 0x200,
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kFlagPushRight = 0x400,
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kFlagPushDown = 0x800,
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kFlagPushLeft = 0x1000,
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kFlagLightSink = 0x2000,
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kFlagSlime = 0x201C,
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kFlagHeavySink = 0x4000,
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kFlagWater = 0x401C,
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kFlagLightMelt = 0x8000,
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kFlagHeavyMelt = 0x10000,
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kFlagSlide = 0x20000,
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kFlagEnergyFloor = 0x40000,
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kFlagPlasmaFloor = 0x6000D,
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kFlagRadFloor = 0x6800D,
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kFlagTeleport = 0x80000,
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kFlagSpecial = 0x100000,
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kFlagIce = 0x120000,
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kFlagStairBot = 0x200000,
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kFlagStairTop = 0x400000,
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kFlagAnimSlow = 0x800000,
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kFlagAnimMedium = 0x1000000,
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kFlagAnimFast = 0x1800000,
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kFlagMasked = 0x2000000,
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kFlagGrating = 0x4000000,
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kFlagPlummet = 0x8000000
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};
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struct Save {
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char saveID[12];
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int fileSlot;
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char mapName[32];
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uint32 seconds;
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Save() : fileSlot(0), seconds(0) {
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saveID[0] = 0;
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mapName[0] = 0;
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}
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};
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class HDBGame : public Engine {
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public:
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HDBGame(OSystem *syst, const ADGameDescription *gameDesc);
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~HDBGame();
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virtual bool hasFeature(Engine::EngineFeature f) const;
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virtual Common::Error run();
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// Detection related members;
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const ADGameDescription *_gameDescription;
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const char *getGameId() const;
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const char *getGameFile() const;
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uint32 getGameFlags() const;
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Common::Platform getPlatform() const;
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bool isDemo() const;
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/*
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Game System Pointers
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*/
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FileMan *_fileMan;
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Gfx *_gfx;
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LuaScript *_lua;
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Map *_map;
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AI *_ai;
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Input *_input;
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Menu *_menu;
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Sound *_sound;
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Window *_window;
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// Random Source
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Common::RandomSource *_rnd;
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// Game related members;
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bool init();
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void save(Common::OutSaveFile *out);
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void loadSaveFile(Common::InSaveFile *in);
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void start();
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bool restartMap();
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bool startMap(const char *name);
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void changeMap(const char *name) {
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strcpy(_changeMapname, name);
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_changeLevel = true;
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}
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Common::Error saveGameState(int slot, const Common::String &desc);
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Common::Error loadGameState(int slot);
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void saveGame(Common::OutSaveFile *out);
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void loadGame(Common::InSaveFile *in);
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Common::String genSaveFileName(uint slot, bool lua);
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void saveWhenReady(int slot) {
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_saveInfo.active = true;
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_saveInfo.slot = slot;
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}
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void loadWhenReady(int slot) {
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_loadInfo.active = true;
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_loadInfo.slot = slot;
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}
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void setGameState(GameState gs) {
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_gameState = gs;
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}
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GameState getGameState() {
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return _gameState;
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}
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void changeGameState();
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void paint();
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void moveMap(int x, int y); // Get Stylus Coords and Scroll
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void startMoveMap(int x, int y); // Start Dragging Map
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void setTargetXY(int x, int y);
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void useEntity(AIEntity *e);
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void setupProgressBar(int maxCount);
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void drawProgressBar();
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void makeProgress() {
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_progressCurrent++;
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drawProgressBar();
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}
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void checkProgress();
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void stopProgress() {
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_progressActive = false;
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}
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void drawLoadingScreen();
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int getActionMode() {
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return _actionMode;
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}
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void setActionMode(int status) {
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_actionMode = status;
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}
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void togglePause() {
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_pauseFlag ^= 1;
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}
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int getPause() {
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return _pauseFlag;
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}
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void resetTimer() {
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_timePlayed = _timeSeconds = 0;
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}
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uint32 getTime() {
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return _timePlayed / 1000;
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}
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uint32 getTimeSlice() {
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return _timeSlice;
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}
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uint32 getTimeSliceDelta() {
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return _timeSlice - _prevTimeSlice;
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}
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const Common::String *getTargetName() {
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return &_targetName;
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}
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int getDebug() { return _debugFlag; }
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void setDebug(int flag) { _debugFlag = flag; }
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bool isVoiceless() {
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/*
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FIXME: Add hyperspace-nv.mpc to gameDescriptions[]
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in detection.cpp, and add a flag check for it.
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Until then, the voiceless version is unsupported.
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*/
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return false;
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}
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char *lastMapName() { return _lastMapname; }
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char *currentMapName() { return _currentMapname; }
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char *getInMapName() { return _inMapName; }
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void setInMapName(const char *name);
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void changeLevel(const char *name) {
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strcpy(_changeMapname, name);
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_changeLevel = true;
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}
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//
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// monkeystone secret stars
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//
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int32 getStarsMonkeystone7() { return _monkeystone7; }
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int32 getStarsMonkeystone14() { return _monkeystone14; }
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int32 getStarsMonkeystone21() { return _monkeystone21; }
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void setStarsMonkeystone7(int32 value) { _monkeystone7 = value; }
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void setStarsMonkeystone14(int32 value) { _monkeystone14 = value; }
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void setStarsMonkeystone21(int32 value) { _monkeystone21 = value; }
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void setCheatingOn() {
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_cheating = true;
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}
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bool getCheatingOn() {
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return _cheating;
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}
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Save _saveHeader;
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bool _gameShutdown;
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Graphics::PixelFormat _format;
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Picture *_progressGfx, *_progressMarkGfx;
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Picture *_loadingScreenGfx, *_logoGfx;
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bool _progressActive;
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int _progressCurrent, _progressXOffset, _progressMax;
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// FPS Variables
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Common::Array<uint32> _frames;
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private:
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uint32 _timePlayed;
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uint32 _timeSlice, _prevTimeSlice;
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uint32 _timeSeconds;
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uint32 _tiempo;
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Console *_console;
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// Game Variables
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bool _systemInit;
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GameState _gameState;
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int _actionMode; // 0 or 1
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// Misc Variables
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int _pauseFlag;
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bool _cheating;
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int _debugFlag;
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Tile *_debugLogo;
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int _dx, _dy; // DEBUG : for dragging map
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char _currentMapname[64];
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char _lastMapname[64];
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char _currentLuaName[64];
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char _lastLuaName[64];
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char _inMapName[32]; // Name Inside Map file
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int32 _monkeystone7;
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int32 _monkeystone14;
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int32 _monkeystone21;
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bool _changeLevel;
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char _changeMapname[64];
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struct {
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bool active;
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int slot;
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} _saveInfo, _loadInfo;
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};
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extern HDBGame *g_hdb;
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}// End of namespace HDB
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#endif
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