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https://github.com/libretro/scummvm.git
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2f7ae1109b
- Cheat the Diving minigame to a win - Get the mastermind solution
251 lines
6.4 KiB
C++
251 lines
6.4 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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* 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 GOB_GOB_H
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#define GOB_GOB_H
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#include "common/random.h"
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#include "common/system.h"
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#include "common/savefile.h"
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#include "graphics/pixelformat.h"
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#include "engines/engine.h"
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#include "gob/console.h"
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namespace GUI {
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class StaticTextWidget;
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}
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/**
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* This is the namespace of the Gob engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Gobliiins
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* - Gobliins 2
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* - Goblins 3
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* - Ween: The Prophecy
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* - Bargon Attack
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* - Lost in Time
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* - The Bizarre Adventures of Woodruff and the Schnibble
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*/
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namespace Gob {
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class Game;
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class Sound;
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class Video;
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class Global;
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class Draw;
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class DataIO;
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class Goblin;
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class VideoPlayer;
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class Init;
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class Inter;
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class Map;
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class Mult;
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class PalAnim;
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class Scenery;
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class Util;
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class SaveLoad;
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class GobConsole;
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#define WRITE_VAR_UINT32(var, val) _vm->_inter->_variables->writeVar32(var, val)
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#define WRITE_VAR_UINT16(var, val) _vm->_inter->_variables->writeVar16(var, val)
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#define WRITE_VAR_UINT8(var, val) _vm->_inter->_variables->writeVar8(var, val)
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#define WRITE_VAR_STR(var, str) _vm->_inter->_variables->writeVarString(var, str)
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#define WRITE_VARO_UINT32(off, val) _vm->_inter->_variables->writeOff32(off, val)
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#define WRITE_VARO_UINT16(off, val) _vm->_inter->_variables->writeOff16(off, val)
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#define WRITE_VARO_UINT8(off, val) _vm->_inter->_variables->writeOff8(off, val)
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#define WRITE_VARO_STR(off, str) _vm->_inter->_variables->writeOffString(off, str)
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#define READ_VAR_UINT32(var) _vm->_inter->_variables->readVar32(var)
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#define READ_VAR_UINT16(var) _vm->_inter->_variables->readVar16(var)
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#define READ_VAR_UINT8(var) _vm->_inter->_variables->readVar8(var)
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#define READ_VARO_UINT32(off) _vm->_inter->_variables->readOff32(off)
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#define READ_VARO_UINT16(off) _vm->_inter->_variables->readOff16(off)
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#define READ_VARO_UINT8(off) _vm->_inter->_variables->readOff8(off)
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#define GET_VAR_STR(var) _vm->_inter->_variables->getAddressVarString(var)
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#define GET_VARO_STR(off) _vm->_inter->_variables->getAddressOffString(off)
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#define GET_VAR_FSTR(var) _vm->_inter->_variables->getAddressVarString(var)
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#define GET_VARO_FSTR(off) _vm->_inter->_variables->getAddressOffString(off)
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#define WRITE_VAR_OFFSET(off, val) WRITE_VARO_UINT32((off), (val))
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#define WRITE_VAR(var, val) WRITE_VAR_UINT32((var), (val))
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#define VAR_OFFSET(off) READ_VARO_UINT32(off)
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#define VAR(var) READ_VAR_UINT32(var)
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// WARNING: Reordering these will invalidate save games!
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enum Endianness {
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kEndiannessLE,
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kEndiannessBE
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};
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// WARNING: Reordering these will invalidate save games!
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// Add new games to the bottom of the list.
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeGob1,
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kGameTypeGob2,
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kGameTypeGob3,
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kGameTypeWoodruff,
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kGameTypeBargon,
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kGameTypeWeen,
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kGameTypeLostInTime,
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kGameTypeInca2,
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kGameTypeDynasty,
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kGameTypeUrban,
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kGameTypePlaytoons,
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kGameTypeBambou,
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kGameTypeFascination,
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kGameTypeGeisha,
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kGameTypeAdi2,
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kGameTypeAdi4,
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kGameTypeAdibou2,
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kGameTypeAdibou1
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};
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enum Features {
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kFeaturesNone = 0,
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kFeaturesCD = 1 << 0,
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kFeaturesEGA = 1 << 1,
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kFeaturesAdLib = 1 << 2,
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kFeaturesSCNDemo = 1 << 3,
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kFeaturesBATDemo = 1 << 4,
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kFeatures640x480 = 1 << 5,
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kFeatures800x600 = 1 << 6,
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kFeaturesTrueColor = 1 << 7
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};
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enum {
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kDebugFuncOp = 1 << 0,
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kDebugDrawOp = 1 << 1,
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kDebugGobOp = 1 << 2,
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kDebugSound = 1 << 3,
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kDebugExpression = 1 << 4,
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kDebugGameFlow = 1 << 5,
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kDebugFileIO = 1 << 6,
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kDebugSaveLoad = 1 << 7,
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kDebugGraphics = 1 << 8,
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kDebugVideo = 1 << 9,
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kDebugHotspots = 1 << 10,
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kDebugDemo = 1 << 11
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};
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struct GOBGameDescription;
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class GobEngine : public Engine {
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private:
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GameType _gameType;
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int32 _features;
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Common::Platform _platform;
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uint32 _pauseStart;
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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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virtual void pauseEngineIntern(bool pause);
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virtual void syncSoundSettings();
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bool initGameParts();
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void deinitGameParts();
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bool initGraphics();
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public:
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static const Common::Language _gobToScummVMLang[];
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Common::RandomSource _rnd;
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Common::Language _language;
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uint16 _width;
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uint16 _height;
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uint8 _mode;
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Graphics::PixelFormat _pixelFormat;
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Common::String _startStk;
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Common::String _startTot;
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uint32 _demoIndex;
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bool _copyProtection;
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bool _noMusic;
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GobConsole *_console;
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Global *_global;
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Util *_util;
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DataIO *_dataIO;
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Game *_game;
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Sound *_sound;
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Video *_video;
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Draw *_draw;
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Goblin *_goblin;
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Init *_init;
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Map *_map;
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Mult *_mult;
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PalAnim *_palAnim;
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Scenery *_scenery;
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Inter *_inter;
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SaveLoad *_saveLoad;
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VideoPlayer *_vidPlayer;
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const char *getLangDesc(int16 language) const;
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void validateLanguage();
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void validateVideoMode(int16 videoMode);
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void pauseGame();
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Endianness getEndianness() const;
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Common::Platform getPlatform() const;
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GameType getGameType() const;
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bool isCD() const;
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bool isEGA() const;
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bool hasAdLib() const;
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bool isSCNDemo() const;
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bool isBATDemo() const;
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bool is640x480() const;
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bool is800x600() const;
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bool isTrueColor() const;
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bool isDemo() const;
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bool isCurrentTot(const Common::String &tot) const;
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void setTrueColor(bool trueColor);
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GUI::Debugger *getDebugger() { return _console; }
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const Graphics::PixelFormat &getPixelFormat() const;
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GobEngine(OSystem *syst);
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virtual ~GobEngine();
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void initGame(const GOBGameDescription *gd);
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};
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} // End of namespace Gob
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#endif // GOB_GOB_H
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