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https://github.com/libretro/scummvm.git
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167 lines
5.4 KiB
C++
167 lines
5.4 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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_MISSION
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#define ICB_MISSION
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/session.h"
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#include "engines/icb/string_vest.h"
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namespace ICB {
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#define SR_VERSION 17
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// save_game_max is :
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// 8192 (1 memory card block) - 256 (PSX system data) - 8 (PSX engine data)
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#define SAVE_GAME_MAX_SIZE (8192 - 256 - 8)
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// total number of sessions allowed per mission
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#define MAX_sessions 5
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#define MAX_fvars (MAX_voxel_list * 4)
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#define MAX_lvars 30
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class _micro_object {
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public:
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int32 lvar_value[MAX_lvars];
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uint32 total_lvars; // worth doing to reduce save game size
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_object_status status_flag;
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};
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class _micro_session {
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public:
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char session__name[ENGINE_STRING_LEN]; // eg land_train
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uint32 number_of_micro_objects;
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_micro_object micro_objects[MAX_session_objects];
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int32 fvars[MAX_fvars];
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};
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enum __load_result { __NO_SUCH_FILE, __WRONG_VERSION, __GLOBAL_MISMATCH, __LOAD_OK };
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class _mission {
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public:
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_mission();
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~_mission();
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void ___init_mission(const char *mission, const char *session);
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void ___delete_mission();
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void End_mission();
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inline const char *Fetch_mission_name();
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inline const char *Fetch_h_mission_name();
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inline const char *Fetch_tiny_mission_name();
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inline const char *Fetch_tiny_session_name();
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uint32 Game_cycle();
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void Create_display();
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void Set_new_session_name(const char *ascii);
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void Set_init_nico_name(const char *ascii);
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bool8 Is_there_init_nico();
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const char *Return_init_nico_name();
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void Reset_init_nico();
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void Save_micro_session();
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void Restore_micro_session_coords(bool8 from_disk);
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void Restore_micro_session_vars();
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void Save_game_position(const char *filename, const char *slot_label, uint32 timeplayed);
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void Restore_micro_session_from_save_game(Common::SeekableReadStream *stream);
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void SavePlatformSpecific(Common::WriteStream *stream);
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void LoadPlatformSpecific(Common::SeekableReadStream *stream);
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_game_session *session; // pointer to current game session object
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// camera stuff
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uint32 camera_follow_id_overide; // id of a character to watch - if 0 defaults to player
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// here because we want it to hold across session boundaries
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// This flag keeps track of whether or not the Remora was active when an fn_set_watch()
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// was issued, so it can be put back how it was.
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int32 remora_save_mode;
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uint32 ad_time; // actor draw timer flags used for debugging
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uint32 lt_time; // actor draw timer flags used for debugging
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uint32 set_time; // setdraw timer flags used for debugging
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uint32 flip_time; // back buffer blit timer used for debugging
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uint32 cycle_time; // The length of time the last cycle took
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uint32 logic_time; // Time spent in logic
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uint32 resman_logic_time; // Time spent in logic
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uint32 los_time;
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uint32 event_time;
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uint32 sound_time;
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uint32 xtra_mega_time;
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uint32 nActorsDrawn;
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uint32 nActorsConsidered;
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// points to the name of a new session
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char new_session_name[TINY_NAME_LEN];
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char init_nico_name[TINY_NAME_LEN];
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int32 old_hits_value; // we carry across the lvars from the previous session - this is getting tweeky
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bool8 chi_following; // is a chi object following the player? Used for session changes
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// player requires these to cross sessions
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uint32 num_bullets;
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uint32 num_clips;
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uint32 num_medi;
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bool8 inited_globals; // yes or no - used to init the globals
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private:
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char mission_name[ENGINE_STRING_LEN]; // full path
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char tiny_mission_name[TINY_NAME_LEN]; // eg land_train
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char tiny_session_name[TINY_NAME_LEN]; // eg car_5
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uint32 mission_terminate; //! 0 means the mission will end
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char h_mission_name[8]; // filename of the hash'ed version of mission_name
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uint32 mission_status; // 0 ok
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// 1 terminate the mission - mission has finished
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uint32 number_sessions_saved;
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_micro_session micro_sessions[MAX_sessions];
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bool8 new_session; // yes new session
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bool8 init_nico; // yes new session nico
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};
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bool8 Setup_new_mission(const char *mission_name, const char *session_name);
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bool8 Setup_camtest_mission();
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__load_result Load_game(const char *filename);
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inline const char *_mission::Fetch_mission_name() { return (mission_name); }
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inline const char *_mission::Fetch_tiny_mission_name() { return (tiny_mission_name); }
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inline const char *_mission::Fetch_tiny_session_name() { return (tiny_session_name); }
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inline const char *_mission::Fetch_h_mission_name() { return (h_mission_name); }
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} // End of namespace ICB
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#endif
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