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33abb6118f
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.
339 lines
8.5 KiB
C++
339 lines
8.5 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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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
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*/
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#ifndef CGE2_CGE2_H
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#define CGE2_CGE2_H
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "engines/engine.h"
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#include "engines/advancedDetector.h"
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#include "common/system.h"
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#include "cge2/fileio.h"
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#include "cge2/console.h"
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#include "audio/mixer.h"
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namespace CGE2 {
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class Vga;
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class Sprite;
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class MusicPlayer;
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class Fx;
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class Sound;
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class Text;
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struct HeroTab;
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class FXP;
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class V3D;
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class V2D;
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struct Dac;
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class Spare;
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class CommandHandler;
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class InfoLine;
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class Mouse;
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class Keyboard;
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class Talk;
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class Hero;
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class Bitmap;
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class System;
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class EventManager;
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class Font;
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class Map;
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struct SavegameHeader;
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#define kScrWidth 320
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#define kScrHeight 240
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#define kScrDepth 480
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#define kPanHeight 40
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#define kWorldHeight (kScrHeight - kPanHeight)
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#define kMaxFile 128
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#define kPathMax 128
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#define kDimMax 8
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#define kWayMax 10
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#define kPocketMax 4
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#define kSceneMax 100
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#define kMaxPoint 4
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#define kInfoX 160
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#define kInfoY -11
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#define kInfoW 180
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#define kPocketsWidth 59
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#define kLineMax 512
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#define kIntroExt ".I80"
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#define kTabName "CGE.TAB"
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#define kPocketFull 170
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#define kGameFrameDelay (750 / 50)
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#define kGameTickDelay (750 / 62)
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#define kMusicRef 122
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#define kPowerRef 123
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#define kDvolRef 124
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#define kMvolRef 125
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#define kBusyRef 127
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#define kOffUseCount 130
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#define kOffUseText 131
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#define kSysTimeRate 6 // 12 Hz
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#define kBlinkRate 4 // 3 Hz
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#define kQuitTitle 200
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#define kQuitText 201
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#define kNoQuitText 202
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#define kSavegameVersion 1
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#define kSavegameStrSize 12
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#define kSavegameStr "SCUMMVM_CGE2"
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#define kColorNum 6
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struct SavegameHeader {
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uint8 version;
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Common::String saveName;
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Graphics::Surface *thumbnail;
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int saveYear, saveMonth, saveDay;
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int saveHour, saveMinutes;
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};
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enum ColorBank { kCBRel, kCBStd, kCBSay, kCBInf, kCBMnu, kCBWar };
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enum GamePhase { kPhaseInGame, kPhaseIntro, kPhaseOver };
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// our engine debug channels
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enum {
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kCGE2DebugOpcode = 1 << 0
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};
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enum CallbackType {
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kNullCB = 0, kQGame, kXScene
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};
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enum Action { kNear, kMTake, kFTake, kActions };
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typedef void (CGE2Engine::*NotifyFunctionType)();
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class CGE2Engine : public Engine {
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private:
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uint32 _lastFrame, _lastTick;
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void tick();
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CGE2Console *_console;
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void init();
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void deinit();
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Common::String generateSaveName(int slot);
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void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
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void saveGame(int slotNumber, const Common::String &desc);
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bool loadGame(int slotNumber);
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void syncHeader(Common::Serializer &s);
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void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream);
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void resetGame();
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public:
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CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription);
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virtual bool hasFeature(EngineFeature f) const;
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virtual bool canSaveGameStateCurrently();
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virtual bool canLoadGameStateCurrently();
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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virtual Common::Error loadGameState(int slot);
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virtual Common::Error run();
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static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
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GUI::Debugger *getDebugger() {
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return _console;
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}
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bool showTitle(const char *name);
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void cge2_main();
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char *mergeExt(char *buf, const char *name, const char *ext);
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void inf(const char *text, ColorBank col = kCBInf);
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void movie(const char *ext);
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void runGame();
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void loadHeroes();
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void loadScript(const char *fname, bool onlyToolbar = false);
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Sprite *loadSprite(const char *fname, int ref, int scene, V3D &pos);
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void badLab(const char *fn);
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void sceneUp(int cav);
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void sceneDown();
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void closePocket();
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void switchScene(int scene);
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void storeHeroPos();
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void showBak(int ref);
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void loadTab();
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int newRandom(int range);
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void openPocket();
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void selectPocket(int n);
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void busy(bool on);
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void feedSnail(Sprite *spr, Action snq, Hero *hero);
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int freePockets(int sx);
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int findActivePocket(int ref);
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void pocFul();
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void killText();
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void mainLoop();
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void handleFrame();
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Sprite *locate(int ref);
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bool isHero(Sprite *spr);
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void loadUser();
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void loadPos();
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void releasePocket(Sprite *spr);
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void switchHero(int sex);
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void offUse();
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void setAutoColors();
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bool cross(const V2D &a, const V2D &b, const V2D &c, const V2D &d);
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bool contain(const V2D &a, const V2D &b, const V2D &p);
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long det(const V2D &a, const V2D &b, const V2D &c);
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int sgn(long n);
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int mapCross(const V2D &a, const V2D &b);
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Sprite *spriteAt(V2D pos);
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void keyClick();
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void swapInPocket(Sprite *spr, Sprite *xspr);
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void busyStep();
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void optionTouch(int opt, uint16 mask);
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void switchColorMode();
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void switchMusic();
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void quit();
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void setVolume(int idx, int cnt);
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void checkVolumeSwitches();
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void switchCap();
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void switchVox();
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void switchSay();
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void initToolbar();
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void initVolumeSwitch(Sprite *volSwitch, int val);
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void checkMute();
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void checkSounds();
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void setEye(const V3D &e);
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void setEye(const V2D& e2, int z = -kScrWidth);
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void setEye(const char *s);
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int number(char *s);
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char *token(char *s);
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char *tail(char *s);
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int takeEnum(const char **tab, const char *text);
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ID ident(const char *s);
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bool testBool(char *s);
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void snKill(Sprite *spr);
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void snHide(Sprite *spr, int val);
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void snMidi(int val);
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void snSeq(Sprite *spr, int val);
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void snRSeq(Sprite *spr, int val);
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void snSend(Sprite *spr, int val);
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void snSwap(Sprite *spr, int val);
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void snCover(Sprite *spr, int val);
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void snUncover(Sprite *spr, Sprite *spr2);
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void snKeep(Sprite *spr, int val);
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void snGive(Sprite *spr, int val);
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void snGoto(Sprite *spr, int val);
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void snPort(Sprite *spr, int port);
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void snMouse(bool on);
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void snNNext(Sprite *spr, Action act, int val);
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void snRNNext(Sprite *spr, int val);
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void snRMTNext(Sprite *spr, int val);
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void snRFTNext(Sprite *spr, int val);
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void snRmNear(Sprite *spr);
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void snRmMTake(Sprite *spr);
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void snRmFTake(Sprite *spr);
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void snSetRef(Sprite *spr, int val);
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void snFlash(bool on);
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void snCycle(int cnt);
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void snWalk(Sprite *spr, int val);
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void snReach(Sprite *spr, int val);
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void snSound(Sprite *spr, int wav, Audio::Mixer::SoundType soundType = Audio::Mixer::kSFXSoundType);
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void snRoom(Sprite *spr, bool on);
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void snGhost(Bitmap *bmp);
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void snSay(Sprite *spr, int val);
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void hide1(Sprite *spr);
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Sprite *expandSprite(Sprite *spr);
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void qGame();
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void xScene();
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const ADGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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bool _quitFlag;
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Dac *_bitmapPalette;
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GamePhase _gamePhase; // Original name: startupmode
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int _now;
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int _sex;
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int _mouseTop;
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bool _dark;
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int _waitSeq;
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int _waitRef;
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struct {
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int *_wait;
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int _ref[2];
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} _soundStat;
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bool _taken;
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bool _endGame;
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int _req;
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NotifyFunctionType _midiNotify;
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NotifyFunctionType _spriteNotify;
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int _startGameSlot;
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bool _sayCap;
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bool _sayVox;
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int _oldMusicVolume;
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int _oldSfxVolume;
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bool _music;
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bool _muteAll;
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ResourceManager *_resman;
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Vga *_vga;
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MusicPlayer *_midiPlayer;
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Fx *_fx;
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Sound *_sound;
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Text *_text;
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HeroTab *_heroTab[2];
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V3D *_eye;
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V3D *_eyeTab[kSceneMax];
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Spare *_spare;
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CommandHandler *_commandHandler;
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CommandHandler *_commandHandlerTurbo;
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Font *_font;
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InfoLine *_infoLine;
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Mouse *_mouse;
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Keyboard *_keyboard;
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Talk *_talk;
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V3D *_point[kMaxPoint];
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System *_sys;
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Sprite *_busyPtr;
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Sprite *_vol[2];
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EventManager *_eventManager;
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Map *_map;
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};
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} // End of namespace CGE2
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#endif // CGE2_CGE2_H
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