Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

341 lines
11 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef HUGO_HUGO_H
#define HUGO_HUGO_H
#include "engines/engine.h"
// This include is here temporarily while the engine is being refactored.
#include "hugo/game.h"
#define HUGO_DAT_VER_MAJ 0 // 1 byte
#define HUGO_DAT_VER_MIN 42 // 1 byte
#define DATAALIGNMENT 4
namespace Common {
class SeekableReadStream;
class RandomSource;
}
/**
* This is the namespace of the Hugo engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Hugo's House of Horror
* - Whodunit?
* - Jungle of Doom
* - Hugo's Horrific Adventure
* - Hugo's Mystery Adventure
* - Hugo's Amazon Adventure
*/
namespace Hugo {
static const int kSavegameVersion = 6;
static const int kInvDx = 32; // Width of an inventory icon
static const int kInvDy = 32; // Height of inventory icon
static const int kMaxTunes = 16; // Max number of tunes
static const int kStepDx = 5; // Num pixels moved in x by HERO per step
static const int kStepDy = 4; // Num pixels moved in y by HERO per step
static const int kXPix = 320; // Width of pcx background file
static const int kYPix = 200; // Height of pcx background file
static const int kViewSizeX = kXPix; // Width of window view
static const int kViewSizeY = 192; // Height of window view. In original game: 184
static const int kDibOffY = 0; // Offset into dib SrcY (old status line area). In original game: 8
static const int kCompLineSize = 40; // number of bytes in a compressed line
static const int kMaxLineSize = kCompLineSize - 2; // Max length of user input line
static const int kMaxTextRows = 25; // Number of text lines in display
static const int kMaxBoxChar = kMaxLineSize * kMaxTextRows; // Max chars on screen
static const int kOvlSize = kCompLineSize * kYPix; // Size of an overlay file
static const int kStateDontCare = 0xFF; // Any state allowed in command verb
static const int kHeroIndex = 0; // In all enums, HERO is the first element
static const int kArrowNumb = 2; // Number of arrows (left/right)
static const int kLeftArrow = -2; // Cursor over Left arrow in inventory icon bar
static const int kRightArrow = -3; // Cursor over Right arrow in inventory icon bar
static const int kMaxPath = 256; // Max length of a full path name
static const int kHeroMaxWidth = 24; // Maximum width of hero
static const int kHeroMinWidth = 16; // Minimum width of hero
typedef char Command[kMaxLineSize + 8]; // Command line (+spare for prompt,cursor)
struct Config { // User's config (saved)
bool _musicFl; // State of Music button/menu item
bool _soundFl; // State of Sound button/menu item
bool _turboFl; // State of Turbo button/menu item
bool _playlist[kMaxTunes]; // Tune playlist
};
typedef byte Icondib[kXPix * kInvDy]; // Icon bar dib
typedef byte Viewdib[(long)kXPix * kYPix]; // Viewport dib
typedef byte Overlay[kOvlSize]; // Overlay file
enum GameType {
kGameTypeNone = 0,
kGameTypeHugo1,
kGameTypeHugo2,
kGameTypeHugo3
};
enum GameVariant {
kGameVariantH1Win = 0,
kGameVariantH2Win,
kGameVariantH3Win,
kGameVariantH1Dos,
kGameVariantH2Dos,
kGameVariantH3Dos,
kGameVariantNone
};
enum HugoDebugChannels {
kDebugSchedule = 1 << 0,
kDebugEngine = 1 << 1,
kDebugDisplay = 1 << 2,
kDebugMouse = 1 << 3,
kDebugParser = 1 << 4,
kDebugFile = 1 << 5,
kDebugRoute = 1 << 6,
kDebugInventory = 1 << 7,
kDebugObject = 1 << 8,
kDebugMusic = 1 << 9
};
enum HugoRegistered {
kRegShareware = 0,
kRegRegistered,
kRegFreeware
};
/**
* Inventory icon bar states
*/
enum Istate {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive};
/**
* Game view state machine
*/
enum Vstate {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit};
/**
* Enumerate whether object is foreground, background or 'floating'
* If floating, HERO can collide with it and fore/back ground is determined
* by relative y-coord of object base. This is the general case.
* If fore or background, no collisions can take place and object is either
* behind or in front of all others, although can still be hidden by the
* the overlay plane. OVEROVL means the object is FLOATING (to other
* objects) but is never hidden by the overlay plane
*/
enum {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay};
/**
* Display list functions
*/
enum Dupdate {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore};
/**
* Priority for sound effect
*/
enum Priority {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh};
enum HugoGameFeatures {
GF_PACKED = (1 << 0) // Database
};
// Strings used by the engine
enum seqTextEngine {
kEsAdvertise = 0
};
struct HugoGameDescription;
struct Status { // Game status (not saved)
bool _storyModeFl; // Game is telling story - no commands
bool _gameOverFl; // Game is over - hero knobbled
bool _lookFl; // Toolbar "look" button pressed
bool _recallFl; // Toolbar "recall" button pressed
bool _newScreenFl; // New screen just loaded in dib_a
bool _godModeFl; // Allow DEBUG features in live version
bool _showBoundariesFl; // Flag used to show and hide boundaries,
// used by the console
bool _doQuitFl;
bool _skipIntroFl;
bool _helpFl;
uint32 _tick; // Current time in ticks
Vstate _viewState; // View state machine
int16 _song; // Current song
};
/**
* Structure to define an EXIT or other collision-activated hotspot
*/
struct Hotspot {
int _screenIndex; // Screen in which hotspot appears
int _x1, _y1, _x2, _y2; // Bounding box of hotspot
uint16 _actIndex; // Actions to carry out if a 'hit'
int16 _viewx, _viewy, _direction; // Used in auto-route mode
};
class FileManager;
class Scheduler;
class Screen;
class MouseHandler;
class InventoryHandler;
class Parser;
class Route;
class SoundHandler;
class IntroHandler;
class ObjectHandler;
class TextHandler;
class TopMenu;
class HugoConsole;
class HugoEngine : public Engine {
public:
HugoEngine(OSystem *syst, const HugoGameDescription *gd);
~HugoEngine() override;
OSystem *_system;
byte _numVariant;
byte _gameVariant;
int8 _soundSilence;
int8 _soundTest;
int8 _tunesNbr;
uint16 _numScreens;
uint16 _numStates;
int8 _normalTPS; // Number of ticks (frames) per second.
// 8 for Win versions, 9 for DOS versions
Object *_hero;
byte *_screenPtr;
byte _heroImage;
byte *_screenStates;
Command _line; // Line of user text input
Config _config; // User's config
int16 *_defltTunes;
uint16 _look;
uint16 _take;
uint16 _drop;
Maze _maze; // Maze control structure
hugoBoot _boot; // Boot info structure
Common::RandomSource *_rnd;
const char *_episode;
Common::String _picDir;
Command _statusLine;
Command _scoreLine;
const HugoGameDescription *_gameDescription;
uint32 getFeatures() const;
const char *getGameId() const;
GameType getGameType() const;
Common::Platform getPlatform() const;
bool isPacked() const;
// Used by the qsort function
static HugoEngine &get() {
assert(s_Engine != nullptr);
return *s_Engine;
}
bool canLoadGameStateCurrently() override;
bool canSaveGameStateCurrently() override;
bool loadHugoDat();
int8 getTPS() const;
void initGame(const HugoGameDescription *gd);
void initGamePart(const HugoGameDescription *gd);
void endGame();
void gameOverMsg();
void initStatus();
void readScreenFiles(const int screen);
void setNewScreen(const int screen);
void shutdown();
void syncSoundSettings() override;
Status &getGameStatus();
int getScore() const;
void setScore(const int newScore);
void adjustScore(const int adjustment);
int getMaxScore() const;
void setMaxScore(const int newScore);
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
Common::Error loadGameState(int slot) override;
bool hasFeature(EngineFeature f) const override;
const char *getCopyrightString() const;
virtual Common::String getSaveStateName(int slot) const override;
uint16 **loadLongArray(Common::SeekableReadStream &in);
FileManager *_file;
Scheduler *_scheduler;
Screen *_screen;
MouseHandler *_mouse;
InventoryHandler *_inventory;
Parser *_parser;
Route *_route;
SoundHandler *_sound;
IntroHandler *_intro;
ObjectHandler *_object;
TextHandler *_text;
TopMenu *_topMenu;
protected:
// Engine APIs
Common::Error run() override;
private:
static const int kTurboTps = 16; // This many in turbo mode
Status _status; // Game status structure
uint32 _lastTime;
uint32 _curTime;
static HugoEngine *s_Engine;
GameType _gameType;
Common::Platform _platform;
bool _packedFl;
int _score; // Holds current score
int _maxscore; // Holds maximum score
void initPlaylist(bool playlist[kMaxTunes]);
void initConfig();
void initialize();
void initMachine();
void calcMaxScore();
void resetConfig();
void runMachine();
};
} // End of namespace Hugo
#endif // HUGO_HUGO_H