mirror of
https://github.com/libretro/scummvm.git
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161 lines
5.1 KiB
C++
161 lines
5.1 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_P4_H
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#define ICB_P4_H
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// Silly codewarrior doesn't understand relative paths
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/string_vest.h"
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namespace ICB {
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// Handy #define's
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#define MS g_mission->session
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#define MSS g_mission->session->set
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// functions required externally
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void Terminate_ap(); // call this to end the game and return to windows
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// variables
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extern int32 gameCycle; // for head-up display
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extern char gamelanguage[];
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extern bool8 camera_hack;
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extern uint32 font_cluster_hash; // Res_open will compute the hash value and store it
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extern uint32 sys_font_hash; // Res_open will compute the hash value and store it
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#define RESOURCE_IS_COMPRESSED 1
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extern bool gRegainedFocus; // Set when we regain the focus. Cleared by the graphics reloading functions
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} // End of namespace ICB (To avoid including inside the namespace
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#include "engines/icb/common/px_string.h"
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namespace ICB {
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extern char g_characters[];
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#define REMORA_GRAPHICS_PATH "remora\\pc\\"
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#define FONT_PATH "fonts\\pc\\%s"
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#define REMORA_CLUSTER_PATH "A\\2DART"
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// Using psx style cluster paths
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#define ICON_CLUSTER_PATH "A\\2DART" // icon cluster path
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#define FONT_CLUSTER_PATH "A\\2DART" // font cluster path
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#define GLOBAL_CLUSTER_PATH "G\\G" // global cluster path
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#define SESSION_TEST_PATH "m\\%s\\%s.sex" // File to test for a sessions existence
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#define SESSION_CLUSTER_PATH "M\\%s\\%s.SEX" // Path to the session cluster
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#define CHR_PATH "C\\%s\\%s.OFT"
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#define SET_PATH "M\\%s\\%s.CAM" // path to the set
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#define SYS_FONT "fonts\\font.tdw" // default font name
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#define ICON_PATH "inventory_icon\\pc\\" // path for inventory objects
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#define GAMESCRIPT_PATH "gamescript"
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#define GLOBAL_VAR_PATH "globals" // globals file name
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#define GLOBAL_TEXT_FILE "%s.ttpc", gamelanguage
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// These are for the Remora's text system (and any other voice-over text we might need).
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// This defines the name of the resource files that are searched for Remora text.
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#define FILENAME_VOTEXT "remora.ctf"
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#define GLOBAL_VOTEXT_NAME "remora.ctf"
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#define ICON_LABELS_FILENAME "iconlabels.ctf"
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#define CONFIG_INI_FILENAME "engine\\icb.ini"
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// Resource Manager Sizes -- Initalize in Memory_stats
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extern uint32 BACKGROUND_BUFFER_SIZE;
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extern uint32 ANIMATION_BUFFER_SIZE;
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extern uint32 BITMAP_BUFFER_SIZE;
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extern uint32 SONICS_BUFFER_SIZE;
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#define ANIM_CHECK(a) \
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if (!I->IsAnimTable(a)) \
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Fatal_error("engine finds anim [%s] '%s' %X missing for object [%s]", (const char *)master_anim_name_table[a].name, I->get_info_name(a), I->info_name_hash[a], \
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CGameObject::GetName(object));
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enum __stub_modes {
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__mission_and_console,
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__game_script,
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__floors,
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__shift_mode,
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__troute,
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__vox_view,
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__set_test,
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__console_prompt,
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__stage_view,
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__sequence,
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__options_menu,
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__font_test,
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__toe_on_door,
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__pause_menu,
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__load_save_menu,
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__credits,
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__scrolling_text,
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__gameover_menu,
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__no_stub_mode
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};
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#define TOTAL_STUBS 8
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#define TARGET_TIME 70
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class _stub {
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public:
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_stub();
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~_stub();
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void Reset(__stub_modes new_mode);
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void Set_current_stub_mode(__stub_modes new_mode);
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void Push_stub_mode(__stub_modes new_mode);
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void Pop_stub_mode();
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void Process_stub();
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__stub_modes Return_current_stub();
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void Reset_timer();
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void Fix_time();
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void Timer_off();
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void Timer_on();
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bool8 Return_timer_status();
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void Update_screen();
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__stub_modes mode[TOTAL_STUBS];
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int32 stub; // stub level number
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int32 cycle_speed;
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private:
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uint32 stub_timer_time;
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bool8 timer; // on off
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uint8 padding1;
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uint8 padding2;
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uint8 padding3;
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};
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// this is one of the stub modes
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void Mission_and_console();
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// returns the CD number for the specified mission
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int32 WhichCD(const char *mission);
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} // End of namespace ICB
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#endif
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