scummvm/engine.h
Pawel Kolodziejski 82ddc18868 - allow reset lua global tables,
- allow access to some static funcs,
- clearing CallInfo structure after alloc and realloc,
- add base_ci_size of base_ci to task and state structure and handle it,
- add PAUSE tag to task,
- store funcs libs into lists,
- added few lua funcs used by engine
- added dummy save/restore callbacks/funcs
- changed restore engine key F5 to F7
2004-12-25 18:23:07 +00:00

176 lines
4.2 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef ENGINE_H
#define ENGINE_H
#include "scene.h"
#include "textobject.h"
#include "lua.h"
#include <cstdlib>
#include <list>
#include <SDL_keysym.h>
#include <zlib.h>
class Actor;
#define ENGINE_MODE_IDLE 0
#define ENGINE_MODE_PAUSE 1
#define ENGINE_MODE_NORMAL 2
#define ENGINE_MODE_SMUSH 3
#define ENGINE_MODE_DRAW 4
// Fake SDLK_* values for joystick and mouse events
enum {
SDLK_JOY1_B1 = SDLK_LAST,
SDLK_JOY1_B2,
SDLK_JOY1_B3,
SDLK_JOY1_B4,
SDLK_JOY1_B5,
SDLK_JOY1_B6,
SDLK_JOY1_B7,
SDLK_JOY1_B8,
SDLK_JOY1_B9,
SDLK_JOY1_B10,
SDLK_JOY1_HLEFT,
SDLK_JOY1_HUP,
SDLK_JOY1_HRIGHT,
SDLK_JOY1_HDOWN,
SDLK_JOY2_B1,
SDLK_JOY2_B2,
SDLK_JOY2_B3,
SDLK_JOY2_B4,
SDLK_JOY2_B5,
SDLK_JOY2_B6,
SDLK_JOY2_B7,
SDLK_JOY2_B8,
SDLK_JOY2_B9,
SDLK_JOY2_B10,
SDLK_JOY2_HLEFT,
SDLK_JOY2_HUP,
SDLK_JOY2_HRIGHT,
SDLK_JOY2_HDOWN,
SDLK_MOUSE_B1,
SDLK_MOUSE_B2,
SDLK_MOUSE_B3,
SDLK_MOUSE_B4,
SDLK_AXIS_JOY1_X,
SDLK_AXIS_JOY1_Y,
SDLK_AXIS_JOY1_Z,
SDLK_AXIS_JOY1_R,
SDLK_AXIS_JOY1_U,
SDLK_AXIS_JOY1_V,
SDLK_AXIS_JOY2_X,
SDLK_AXIS_JOY2_Y,
SDLK_AXIS_JOY2_Z,
SDLK_AXIS_JOY2_R,
SDLK_AXIS_JOY2_U,
SDLK_AXIS_JOY2_V,
SDLK_AXIS_MOUSE_X,
SDLK_AXIS_MOUSE_Y,
SDLK_AXIS_MOUSE_Z,
SDLK_EXTRA_LAST
};
class Engine {
public:
static Engine *instance() {
if (_instance == NULL)
_instance = new Engine;
return _instance;
}
void setMode(int mode) { _mode = mode; }
void setSpeechMode(int mode) { _speechMode = mode; }
int getSpeechMode() { return _speechMode; }
void mainLoop();
unsigned frameStart() const { return _frameStart; }
unsigned frameTime() const { return _frameTime; }
float perSecond(float rate) const { return rate * _frameTime / 1000; }
void enableControl(int num) { _controlsEnabled[num] = true; }
void disableControl(int num) { _controlsEnabled[num] = false; }
void registerActor(Actor *a) { _actors.push_back(a); }
void setScene(const char *name);
Scene *currScene() { return _currScene; }
const char *sceneName() const { return _currScene->name(); }
typedef std::list<Actor *> ActorListType;
ActorListType::const_iterator actorsBegin() const {
return _actors.begin();
}
ActorListType::const_iterator actorsEnd() const {
return _actors.end();
}
void setSelectedActor(Actor *a) { _selectedActor = a; }
Actor *selectedActor() { return _selectedActor; }
typedef std::list<TextObject *> TextListType;
TextListType::const_iterator textsBegin() const {
return _textObjects.begin();
}
TextListType::const_iterator textsEnd() const {
return _textObjects.end();
}
void registerTextObject(TextObject *a) { _textObjects.push_back(a); }
void killTextObject(TextObject *a) {
_textObjects.remove(a);
}
void killTextObjects() {
while (!_textObjects.empty()) {
delete _textObjects.back();
_textObjects.pop_back();
}
}
void savegameSave();
void savegameRestore();
static void savegameGzread(void *data, int size);
static void savegameGzwrite(void *data, int size);
void savegameCallback(SaveRestoreFunc func);
bool _savegameLoadRequest;
bool _savegameSaveRequest;
char *_savegameFileName;
gzFile _savegameFileHandle;
private:
static Engine *_instance;
Engine();
~Engine() { }
Scene *_currScene;
int _mode;
int _speechMode;
unsigned _frameStart, _frameTime, _movieTime;
bool _controlsEnabled[SDLK_EXTRA_LAST];
ActorListType _actors;
Actor *_selectedActor;
TextListType _textObjects;
};
#endif