mirror of
https://github.com/libretro/scummvm.git
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310 lines
7.4 KiB
C++
310 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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* 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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* 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 MACVENTURE_H
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#define MACVENTURE_H
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#include "engines/engine.h"
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#include "common/debug.h"
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#include "common/random.h"
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#include "common/macresman.h"
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#include "common/huffman.h"
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#include "gui/debugger.h"
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#include "macventure/gui.h"
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#include "macventure/world.h"
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#include "macventure/hufflists.h"
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#include "macventure/stringtable.h"
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#include "macventure/script.h"
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struct ADGameDescription;
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namespace MacVenture {
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class Console;
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class World;
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class ScriptEngine;
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typedef uint32 ObjID;
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enum {
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kScreenWidth = 512,
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kScreenHeight = 342
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};
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enum {
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kMacVentureDebugExample = 1 << 0,
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kMacVentureDebugExample2 = 1 << 1
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// next new level must be 1 << 2 (4)
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// the current limitation is 32 debug levels (1 << 31 is the last one)
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};
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enum {
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kGlobalSettingsID = 0x80,
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kDiplomaGeometryID = 0x81,
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kTextHuffmanTableID = 0x83
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};
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enum {
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kSaveGameStrID = 0x82,
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kDiplomaFilenameID = 0x83,
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kClickToContinueTextID = 0x84,
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kStartGameFilenameID = 0x85
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};
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enum FilePathID {
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kMCVID = 1,
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kTitlePathID = 2,
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kSubdirPathID = 3,
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kObjectPathID = 4,
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kFilterPathID = 5,
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kTextPathID = 6,
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kGraphicPathID = 7,
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kSoundPathID = 8
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};
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struct GlobalSettings {
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uint16 numObjects; // number of game objects defined
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uint16 numGlobals; // number of globals defined
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uint16 numCommands; // number of commands defined
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uint16 numAttributes; // number of attributes
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uint16 numGroups; // number of object groups
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uint16 invTop; // inventory window bounds
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uint16 invLeft;
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uint16 invHeight;
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uint16 invWidth;
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uint16 invOffsetY; // positioning offset for
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uint16 invOffsetX; // new inventory windows
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uint16 defaultFont; // default font
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uint16 defaultSize; // default font size
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uint8 *attrIndices; // attribute indices into attribute table
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uint16 *attrMasks; // attribute masks
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uint8 *attrShifts; // attribute bit shifts
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uint8 *cmdArgCnts; // command argument counts
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uint8 *commands; // command buttons
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};
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enum GameState {
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kGameStateInit,
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kGameStatePlaying,
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kGameStateWinnig,
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kGameStateLosing,
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kGameStateQuitting
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};
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enum ObjectQueueID {
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kFocusWindow = 2,
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kOpenWindow = 3,
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kCloseWindow = 4,
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kUpdateObject = 7,
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kUpdateWindow = 8,
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kSetToPlayerParent = 12,
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kHightlightExits = 13,
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kAnimateBack = 14
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};
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struct QueuedObject {
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ObjectQueueID id;
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ObjID object;
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ObjID parent;
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uint x;
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uint y;
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uint exitx;
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uint exity;
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bool hidden;
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bool offscreen;
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bool invisible;
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ObjID target; // For swapping
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};
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enum TextQueueID {
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kTextNumber = 1,
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kTextNewLine = 2,
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kTextPlain = 3
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};
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struct QueuedText {
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TextQueueID id;
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ObjID source;
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ObjID destination;
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ObjID asset;
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};
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class MacVentureEngine : public Engine {
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public:
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MacVentureEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~MacVentureEngine();
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virtual Common::Error run();
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void requestQuit();
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void requestUnpause();
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void selectControl(ControlReference id);
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void activateCommand(ControlReference id);
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void refreshReady();
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void preparedToRun();
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void gameChanged();
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void winGame();
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void loseGame();
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void clickToContinue();
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bool updateState();
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void revert();
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void enqueueObject(ObjectQueueID type, ObjID objID, ObjID target = 0);
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void enqueueText(TextQueueID type, ObjID target, ObjID source, ObjID text);
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void runObjQueue();
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bool printTexts();
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void handleObjectSelect(ObjID objID, WindowReference win, Common::Event event);
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void updateDelta(Common::Point newPos);
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void focusObjWin(ObjID objID);
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void updateWindow(WindowReference winID);
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// Data retrieval
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bool isPaused();
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bool needsClickToContinue();
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Common::String getCommandsPausedString() const;
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const GlobalSettings& getGlobalSettings() const;
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Common::String getFilePath(FilePathID id) const;
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bool isOldText() const;
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const HuffmanLists *getDecodingHuffman() const;
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uint32 randBetween(uint32 min, uint32 max);
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uint32 getInvolvedObjects();
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int findObjectInArray(ObjID objID, const Common::Array<ObjID> &list);
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uint getPrefixNdx(ObjID obj);
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Common::String getPrefixString(uint flag, ObjID obj);
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Common::String getNoun(ObjID ndx);
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// Attributes consult
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Common::Point getObjPosition(ObjID objID);
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bool isObjVisible(ObjID objID);
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bool isObjClickable(ObjID objID);
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bool isObjSelected(ObjID objID);
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bool isObjExit(ObjID objID);
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bool isHiddenExit(ObjID objID);
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Common::Point getObjExitPosition(ObjID objID);
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ObjID getParent(ObjID objID);
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// Encapsulation HACK
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Common::Rect getObjBounds(ObjID objID);
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uint getOverlapPercent(ObjID one, ObjID other);
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WindowReference getObjWindow(ObjID objID);
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WindowReference findObjWindow(ObjID objID);
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WindowReference findParentWindow(ObjID objID);
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Common::Point getDeltaPoint();
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ObjID getDestObject();
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ControlAction getSelectedControl();
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private:
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void processEvents();
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bool runScriptEngine();
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void endGame();
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void updateControls();
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void resetVars();
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void unselectAll();
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void selectObject(ObjID objID);
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void unselectObject(ObjID objID);
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void highlightExit(ObjID objID);
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void selectPrimaryObject(ObjID objID);
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void updateExits();
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// Object queue methods
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void focusObjectWindow(ObjID objID);
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void openObject(ObjID objID);
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void closeObject(ObjID objID);
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void checkObject(QueuedObject objID);
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void reflectSwap(ObjID fromID, ObjID toID);
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void toggleExits();
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void zoomObject(ObjID objID);
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// Data loading
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bool loadGlobalSettings();
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bool loadTextHuffman();
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// Utils
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ControlAction referenceToAction(ControlReference id);
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const char* getGameFileName() const;
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private: // Attributes
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const ADGameDescription *_gameDescription;
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Common::RandomSource *_rnd;
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Common::MacResManager *_resourceManager;
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Console *_debugger;
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Gui *_gui;
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World *_world;
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ScriptEngine *_scriptEngine;
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// String tables
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StringTable *_filenames;
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StringTable *_decodingDirectArticles;
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StringTable *_decodingNamingArticles;
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StringTable *_decodingIndirectArticles;
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// Engine state
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GameState _gameState;
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GlobalSettings _globalSettings;
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HuffmanLists *_textHuffman;
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bool _oldTextEncoding;
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bool _paused, _halted, _cmdReady, _prepared;
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bool _haltedAtEnd, _haltedInSelection;
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bool _gameChanged;
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bool _clickToContinue;
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Common::Array<QueuedObject> _objQueue;
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Common::Array<QueuedObject> _inQueue;
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Common::Array<QueuedObject> _soundQueue;
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Common::Array<QueuedText> _textQueue;
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// Selections
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ObjID _destObject;
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ControlAction _selectedControl;
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ControlAction _activeControl;
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Common::Array<ObjID> _currentSelection;
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Common::Array<ObjID> _selectedObjs;
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Common::Point _deltaPoint;
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};
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class Console : public GUI::Debugger {
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public:
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Console(MacVentureEngine *vm) {}
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virtual ~Console(void) {}
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};
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} // End of namespace MacVenture
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#endif
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