mirror of
https://github.com/libretro/scummvm.git
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235 lines
5.9 KiB
C++
235 lines
5.9 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 CINE_H
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#define CINE_H
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#include "common/scummsys.h"
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#include "common/file.h"
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#include "common/util.h"
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#include "common/str.h"
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#include "common/hashmap.h"
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#include "common/hash-str.h"
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#include "common/random.h"
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#include "engines/engine.h"
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#include "cine/texte.h"
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#include "cine/rel.h"
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#include "cine/script.h"
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#include "cine/part.h"
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#include "cine/prc.h"
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#include "cine/msg.h"
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#include "cine/bg.h"
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#include "cine/pal.h"
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#include "cine/gfx.h"
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#include "cine/anim.h"
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#include "cine/bg_list.h"
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#include "cine/various.h"
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#include "cine/console.h"
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//#define DUMP_SCRIPTS
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/**
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* This is the namespace of the Cine engine.
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*
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* Status of this engine:
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*
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* This enigne has 2 generations Cinematique evo.1 and Cinematique evo.2
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* first generation is fairly complete, and second one is under development
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*
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* Cinematique evo.1 status:
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* The engine supports Future Wars and is basically complete with support of
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* all known game variants. Based on Yaz0r's engine.
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*
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* Cinematique evo.2 status:
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* This generation supports Operation Stealth, originally developed by Yaz0r for
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* French variant of the game which heared to be completable.
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* Later the work was renewed as part of GSoC'08, by Kari Salminen, but it has not
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* yet been finished. The game is not completable.
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*
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*
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* Games using this engine:
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*
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* Cinematique evo.1
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* - Future Wars
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*
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* Cinematique evo.2
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* - Operation Stealth
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*
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*/
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namespace Cine {
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enum CineGameType {
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GType_FW = 1,
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GType_OS
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};
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enum CineGameFeatures {
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GF_CD = 1 << 0,
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GF_DEMO = 1 << 1,
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GF_ALT_FONT = 1 << 2,
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GF_CRYPTED_BOOT_PRC = 1 << 3
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};
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struct CINEGameDescription;
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struct SeqListElement;
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typedef Common::HashMap<Common::String, const char *> StringPtrHashMap;
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class CineConsole;
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class CineEngine : public Engine {
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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void shutdown();
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bool initGame();
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public:
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CineEngine(OSystem *syst, const CINEGameDescription *gameDesc);
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virtual ~CineEngine();
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virtual void syncSoundSettings();
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int getGameType() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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bool loadSaveDirectory();
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void makeSystemMenu();
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int modifyGameSpeed(int speedChange);
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int getTimerDelay() const;
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Common::Error loadGameState(int slot);
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Common::Error saveGameState(int slot, const char *desc);
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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const CINEGameDescription *_gameDescription;
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Common::File _partFileHandle;
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Common::RandomSource _rnd;
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Common::StringArray _volumeResourceFiles;
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StringPtrHashMap _volumeEntriesMap;
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TextHandler _textHandler;
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GUI::Debugger *getDebugger() { return _console; }
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bool _restartRequested;
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private:
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void initialize();
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void resetEngine();
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bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat);
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bool loadTempSaveOS(Common::SeekableReadStream &in);
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bool makeLoad(char *saveName);
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void makeSaveFW(Common::OutSaveFile &out);
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void makeSaveOS(Common::OutSaveFile &out);
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void makeSave(char *saveFileName);
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void mainLoop(int bootScriptIdx);
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void readVolCnf();
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CineConsole *_console;
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bool _preLoad;
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int _timerDelayMultiplier;
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public:
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// TODO: These are pseudo-global vars
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// They better belong to appropriate classes
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Common::Array<AnimData> _animDataTable;
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Common::List<BGIncrust> _bgIncrustList;
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Common::StringArray _messageTable;
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Common::Array<ObjectStruct> _objectTable;
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Common::List<overlay> _overlayList;
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Common::Array<PalEntry> _palArray;
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Common::Array<PartBuffer> _partBuffer;
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ScriptList _globalScripts;
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ScriptList _objectScripts;
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RawObjectScriptArray _relTable; ///< Object script bytecode table
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/**
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* Global variables.
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* 255 of these are saved, but there's one more that's used for bypassing the copy protection.
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* In CineEngine::mainLoop(int bootScriptIdx) there's this code: globalVars[VAR_BYPASS_PROTECTION] = 0;
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* And as VAR_BYPASS_PROTECTION is 255 that's why we're allocating one more than we otherwise would.
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*/
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ScriptVars _globalVars;
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RawScriptArray _scriptTable; ///< Table of script bytecode
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Common::Array<uint16> _zoneData;
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Common::Array<uint16> _zoneQuery; ///< Only exists in Operation Stealth
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Common::List<SeqListElement> _seqList;
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Common::String _commandBuffer;
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};
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extern CineEngine *g_cine;
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#define BOOT_PRC_NAME "AUTO00.PRC"
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#define COPY_PROT_FAIL_PRC_NAME "L201.ANI"
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enum {
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// Both FW and OS
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VAR_MOUSE_X_POS = 249,
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VAR_MOUSE_Y_POS = 250,
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// FW only
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VAR_MOUSE_X_MODE = 253,
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VAR_MOUSE_Y_MODE = 251,
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// OS only
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VAR_MOUSE_X_POS_2ND = 251, // Many times used in conjunction with VAR_MOUSE_X_POS
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VAR_MOUSE_Y_POS_2ND = 252, // Many times used in conjunction with VAR_MOUSE_Y_POS
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VAR_BYPASS_PROTECTION = 255,
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VAR_LOW_MEMORY = 0
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};
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enum {
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MOUSE_CURSOR_NORMAL = 0,
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MOUSE_CURSOR_DISK,
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MOUSE_CURSOR_CROSS
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};
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enum {
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kCineDebugScript = 1 << 0,
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kCineDebugPart = 1 << 1,
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kCineDebugSound = 1 << 2,
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kCineDebugCollision = 1 << 3
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};
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enum {
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kCmpEQ = (1 << 0),
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kCmpGT = (1 << 1),
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kCmpLT = (1 << 2)
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};
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} // End of namespace Cine
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#endif
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