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https://github.com/libretro/scummvm.git
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146 lines
3.6 KiB
C++
146 lines
3.6 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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*
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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, 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 SAGA2_H
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#define SAGA2_H
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#include "common/debug.h"
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#include "common/random.h"
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#include "common/serializer.h"
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#include "common/system.h"
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#include "engines/engine.h"
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#include "saga2/idtypes.h"
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#include "saga2/weapons.h"
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#include "saga2/vdraw.h"
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namespace Video {
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class SmackerDecoder;
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}
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namespace Common {
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class MemoryWriteStreamDynamic;
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}
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namespace Saga2 {
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class ContainerList;
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class Timer;
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class TimerList;
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class BandList;
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class ActorAppearance;
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class PathRequest;
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class MotionTask;
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class MotionTaskList;
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class GrabInfo;
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class CImageCache;
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class SensorList;
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class Sensor;
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class EffectDisplayPrototypeList;
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class SpellDisplayPrototypeList;
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enum {
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kDebugResources = 1 << 0,
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kDebugActors = 1 << 1,
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kDebugScripts = 1 << 2,
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kDebugEventLoop = 1 << 3,
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kDebugInit = 1 << 4,
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kDebugTiles = 1 << 5,
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kDebugPalettes = 1 << 6,
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kDebugLoading = 1 << 7,
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kDebugTimers = 1 << 8,
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kDebugPath = 1 << 9,
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kDebugTasks = 1 << 10,
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kDebugSound = 1 << 11,
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kDebugSaveload = 1 << 12,
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kDebugSensors = 1 << 13
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};
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#define TICKSPERSECOND (728L/10L)
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class Saga2Engine : public Engine {
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public:
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Saga2Engine(OSystem *syst);
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~Saga2Engine();
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently() override { return true; }
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bool canSaveGameStateCurrently() override { return true; }
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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void syncGameStream(Common::Serializer &s);
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void loadExeResources();
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void freeExeResources();
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// itevideo.cpp
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void startVideo(const char *fileName, int x, int y);
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bool checkVideo(void);
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void endVideo(void);
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void abortVideo(void);
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void readConfig();
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void saveConfig();
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public:
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// We need random numbers
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Common::RandomSource *_rnd;
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WeaponStuff _weaponRack[kMaxWeapons];
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weaponID _loadedWeapons;
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Common::Array<char *> _nameList;
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Common::List<TimerList *> _timerLists;
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Common::List<Timer *> _timers;
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Common::List<ActorAppearance *> _appearanceLRU;
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Common::List<PathRequest *> _pathQueue;
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Common::List<SensorList *> _sensorListList;
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Common::List<Sensor *> _sensorList;
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Common::List<MotionTask *>::iterator _nextMT;
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Common::List<int> _platformLRU;
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BandList *_bandList;
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MotionTaskList *_mTaskList;
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CImageCache *_imageCache;
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GrabInfo *_mouseInfo;
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EffectDisplayPrototypeList *_edpList;
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SpellDisplayPrototypeList *_sdpList;
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ContainerList *_containerList;
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gDisplayPort _mainPort;
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bool _autoAggression;
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bool _autoWeapon;
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bool _showNight;
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bool _speechText;
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private:
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Video::SmackerDecoder *_smkDecoder;
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int _videoX, _videoY;
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};
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extern Saga2Engine *g_vm;
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} // End of namespace Saga2
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#endif
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