scummvm/engines/cge2/cge2.h
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00

339 lines
8.5 KiB
C++

/* 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_CGE2_H
#define CGE2_CGE2_H
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "cge2/fileio.h"
#include "cge2/console.h"
#include "audio/mixer.h"
namespace CGE2 {
class Vga;
class Sprite;
class MusicPlayer;
class Fx;
class Sound;
class Text;
struct HeroTab;
class FXP;
class V3D;
class V2D;
struct Dac;
class Spare;
class CommandHandler;
class InfoLine;
class Mouse;
class Keyboard;
class Talk;
class Hero;
class Bitmap;
class System;
class EventManager;
class Font;
class Map;
struct SavegameHeader;
#define kScrWidth 320
#define kScrHeight 240
#define kScrDepth 480
#define kPanHeight 40
#define kWorldHeight (kScrHeight - kPanHeight)
#define kMaxFile 128
#define kPathMax 128
#define kDimMax 8
#define kWayMax 10
#define kPocketMax 4
#define kSceneMax 100
#define kMaxPoint 4
#define kInfoX 160
#define kInfoY -11
#define kInfoW 180
#define kPocketsWidth 59
#define kLineMax 512
#define kIntroExt ".I80"
#define kTabName "CGE.TAB"
#define kPocketFull 170
#define kGameFrameDelay (750 / 50)
#define kGameTickDelay (750 / 62)
#define kMusicRef 122
#define kPowerRef 123
#define kDvolRef 124
#define kMvolRef 125
#define kBusyRef 127
#define kOffUseCount 130
#define kOffUseText 131
#define kSysTimeRate 6 // 12 Hz
#define kBlinkRate 4 // 3 Hz
#define kQuitTitle 200
#define kQuitText 201
#define kNoQuitText 202
#define kSavegameVersion 1
#define kSavegameStrSize 12
#define kSavegameStr "SCUMMVM_CGE2"
#define kColorNum 6
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
};
enum ColorBank { kCBRel, kCBStd, kCBSay, kCBInf, kCBMnu, kCBWar };
enum GamePhase { kPhaseInGame, kPhaseIntro, kPhaseOver };
// our engine debug channels
enum {
kCGE2DebugOpcode = 1 << 0
};
enum CallbackType {
kNullCB = 0, kQGame, kXScene
};
enum Action { kNear, kMTake, kFTake, kActions };
typedef void (CGE2Engine::*NotifyFunctionType)();
class CGE2Engine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
CGE2Console *_console;
void init();
void deinit();
Common::String generateSaveName(int slot);
void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
void saveGame(int slotNumber, const Common::String &desc);
bool loadGame(int slotNumber);
void syncHeader(Common::Serializer &s);
void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream);
void resetGame();
public:
CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription);
virtual bool hasFeature(EngineFeature f) const;
virtual bool canSaveGameStateCurrently();
virtual bool canLoadGameStateCurrently();
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual Common::Error loadGameState(int slot);
virtual Common::Error run();
static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
GUI::Debugger *getDebugger() {
return _console;
}
bool showTitle(const char *name);
void cge2_main();
char *mergeExt(char *buf, const char *name, const char *ext);
void inf(const char *text, ColorBank col = kCBInf);
void movie(const char *ext);
void runGame();
void loadHeroes();
void loadScript(const char *fname, bool onlyToolbar = false);
Sprite *loadSprite(const char *fname, int ref, int scene, V3D &pos);
void badLab(const char *fn);
void sceneUp(int cav);
void sceneDown();
void closePocket();
void switchScene(int scene);
void storeHeroPos();
void showBak(int ref);
void loadTab();
int newRandom(int range);
void openPocket();
void selectPocket(int n);
void busy(bool on);
void feedSnail(Sprite *spr, Action snq, Hero *hero);
int freePockets(int sx);
int findActivePocket(int ref);
void pocFul();
void killText();
void mainLoop();
void handleFrame();
Sprite *locate(int ref);
bool isHero(Sprite *spr);
void loadUser();
void loadPos();
void releasePocket(Sprite *spr);
void switchHero(int sex);
void offUse();
void setAutoColors();
bool cross(const V2D &a, const V2D &b, const V2D &c, const V2D &d);
bool contain(const V2D &a, const V2D &b, const V2D &p);
long det(const V2D &a, const V2D &b, const V2D &c);
int sgn(long n);
int mapCross(const V2D &a, const V2D &b);
Sprite *spriteAt(V2D pos);
void keyClick();
void swapInPocket(Sprite *spr, Sprite *xspr);
void busyStep();
void optionTouch(int opt, uint16 mask);
void switchColorMode();
void switchMusic();
void quit();
void setVolume(int idx, int cnt);
void checkVolumeSwitches();
void switchCap();
void switchVox();
void switchSay();
void initToolbar();
void initVolumeSwitch(Sprite *volSwitch, int val);
void checkMute();
void checkSounds();
void setEye(const V3D &e);
void setEye(const V2D& e2, int z = -kScrWidth);
void setEye(const char *s);
int number(char *s);
char *token(char *s);
char *tail(char *s);
int takeEnum(const char **tab, const char *text);
ID ident(const char *s);
bool testBool(char *s);
void snKill(Sprite *spr);
void snHide(Sprite *spr, int val);
void snMidi(int val);
void snSeq(Sprite *spr, int val);
void snRSeq(Sprite *spr, int val);
void snSend(Sprite *spr, int val);
void snSwap(Sprite *spr, int val);
void snCover(Sprite *spr, int val);
void snUncover(Sprite *spr, Sprite *spr2);
void snKeep(Sprite *spr, int val);
void snGive(Sprite *spr, int val);
void snGoto(Sprite *spr, int val);
void snPort(Sprite *spr, int port);
void snMouse(bool on);
void snNNext(Sprite *spr, Action act, int val);
void snRNNext(Sprite *spr, int val);
void snRMTNext(Sprite *spr, int val);
void snRFTNext(Sprite *spr, int val);
void snRmNear(Sprite *spr);
void snRmMTake(Sprite *spr);
void snRmFTake(Sprite *spr);
void snSetRef(Sprite *spr, int val);
void snFlash(bool on);
void snCycle(int cnt);
void snWalk(Sprite *spr, int val);
void snReach(Sprite *spr, int val);
void snSound(Sprite *spr, int wav, Audio::Mixer::SoundType soundType = Audio::Mixer::kSFXSoundType);
void snRoom(Sprite *spr, bool on);
void snGhost(Bitmap *bmp);
void snSay(Sprite *spr, int val);
void hide1(Sprite *spr);
Sprite *expandSprite(Sprite *spr);
void qGame();
void xScene();
const ADGameDescription *_gameDescription;
Common::RandomSource _randomSource;
bool _quitFlag;
Dac *_bitmapPalette;
GamePhase _gamePhase; // Original name: startupmode
int _now;
int _sex;
int _mouseTop;
bool _dark;
int _waitSeq;
int _waitRef;
struct {
int *_wait;
int _ref[2];
} _soundStat;
bool _taken;
bool _endGame;
int _req;
NotifyFunctionType _midiNotify;
NotifyFunctionType _spriteNotify;
int _startGameSlot;
bool _sayCap;
bool _sayVox;
int _oldMusicVolume;
int _oldSfxVolume;
bool _music;
bool _muteAll;
ResourceManager *_resman;
Vga *_vga;
MusicPlayer *_midiPlayer;
Fx *_fx;
Sound *_sound;
Text *_text;
HeroTab *_heroTab[2];
V3D *_eye;
V3D *_eyeTab[kSceneMax];
Spare *_spare;
CommandHandler *_commandHandler;
CommandHandler *_commandHandlerTurbo;
Font *_font;
InfoLine *_infoLine;
Mouse *_mouse;
Keyboard *_keyboard;
Talk *_talk;
V3D *_point[kMaxPoint];
System *_sys;
Sprite *_busyPtr;
Sprite *_vol[2];
EventManager *_eventManager;
Map *_map;
};
} // End of namespace CGE2
#endif // CGE2_CGE2_H