2011-10-13 20:25:50 +02:00

288 lines
7.1 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#ifndef GRIM_ENGINE_H
#define GRIM_ENGINE_H
#include "engines/engine.h"
#include "common/str-array.h"
#include "common/hashmap.h"
#include "engines/advancedDetector.h"
#include "engines/grim/textobject.h"
#include "engines/grim/iris.h"
namespace Grim {
class Actor;
class SaveGame;
class Bitmap;
class Font;
class Color;
class ObjectState;
class Set;
class TextObject;
class PrimitiveObject;
enum GrimGameType {
GType_GRIM,
GType_MONKEY4
};
struct GrimGameDescription;
typedef Common::HashMap<Common::String, const char *>StringPtrHashMap;
struct ControlDescriptor {
const char *name;
int key;
};
class GrimEngine : public Engine {
protected:
// Engine APIs
virtual Common::Error run();
public:
enum EngineMode {
PauseMode = 1,
NormalMode = 2,
SmushMode = 3,
DrawMode = 4
};
enum SpeechMode {
TextOnly = 1,
VoiceOnly = 2,
TextAndVoice = 3
};
GrimEngine(OSystem *syst, uint32 gameFlags, GrimGameType gameType, Common::Platform platform, Common::Language language);
virtual ~GrimEngine();
int getGameFlags() { return _gameFlags; }
GrimGameType getGameType() { return _gameType; }
Common::Language getGameLanguage() { return _gameLanguage; }
bool loadSaveDirectory(void);
void makeSystemMenu(void);
int modifyGameSpeed(int speedChange);
int getTimerDelay() const;
void setMode(EngineMode mode) { _mode = mode; }
EngineMode getMode() { return _mode; }
void setPreviousMode(EngineMode mode) { _previousMode = mode; }
EngineMode getPreviousMode() { return _previousMode; }
void setSpeechMode(SpeechMode mode) { _speechMode = mode; }
SpeechMode getSpeechMode() { return _speechMode; }
SaveGame *savedState() { return _savedState; }
void handleDebugLoadResource();
void luaUpdate();
void updateDisplayScene();
void doFlip();
void setFlipEnable(bool state) { _flipEnable = state; }
bool getFlipEnable() { return _flipEnable; }
void refreshDrawMode() { _refreshDrawNeeded = true; }
void drawPrimitives();
void playIrisAnimation(Iris::Direction dir, int x, int y, int time);
void mainLoop();
unsigned getFrameStart() const { return _frameStart; }
unsigned getFrameTime() const { return _frameTime; }
// perSecond should allow rates of zero, some actors will accelerate
// up to their normal speed (such as the bone wagon) so handling
// a walking rate of zero should happen in the default actor creation
float getPerSecond(float rate) const;
int getTextSpeed() { return _textSpeed; }
void setTextSpeed(int speed);
void enableControl(int num) { _controlsEnabled[num] = true; }
void disableControl(int num) { _controlsEnabled[num] = false; }
float getControlAxis(int num);
bool getControlState(int num);
void clearEventQueue();
Set *findSet(const Common::String &name);
void setSetLock(const char *name, bool lockStatus);
Set *loadSet(const Common::String &name);
void setSet(const char *name);
void setSet(Set *scene);
Set *getCurrSet() { return _currSet; }
const Common::String &getSetName() const;
void makeCurrentSetup(int num);
void flagRefreshShadowMask(bool flag) { _refreshShadowMask = flag; }
bool getFlagRefreshShadowMask() { return _refreshShadowMask; }
Actor *getTalkingActor() const;
void setTalkingActor(Actor *actor);
void setSelectedActor(Actor *a) { _selectedActor = a; }
Actor *getSelectedActor() { return _selectedActor; }
void saveGame(const Common::String &file);
void loadGame(const Common::String &file);
Common::StringArray _listFiles;
Common::StringArray::const_iterator _listFilesIter;
TextObjectDefaults _sayLineDefaults, _printLineDefaults, _blastTextDefaults;
private:
void handleControls(int operation, int key, int keyModifier, uint16 ascii);
void handleChars(int operation, int key, int keyModifier, uint16 ascii);
void handleExit();
void handlePause();
void handleUserPaint();
void cameraChangeHandle(int prev, int next);
void cameraPostChangeHandle(int num);
void savegameCallback();
void savegameSave();
void saveGRIM();
void savegameRestore();
void restoreGRIM();
void storeSaveGameImage(SaveGame *savedState);
bool _savegameLoadRequest;
bool _savegameSaveRequest;
Common::String _savegameFileName;
SaveGame *_savedState;
Set *_currSet;
EngineMode _mode, _previousMode;
SpeechMode _speechMode;
int _textSpeed;
bool _flipEnable;
bool _refreshDrawNeeded;
char _fps[8];
bool _doFlip;
bool _refreshShadowMask;
bool _shortFrame;
unsigned _frameStart, _frameTime, _movieTime;
int _prevSmushFrame;
unsigned int _frameCounter;
unsigned int _lastFrameTime;
unsigned _speedLimitMs;
bool _showFps;
bool _softRenderer;
bool *_controlsEnabled;
bool *_controlsState;
Actor *_selectedActor;
Actor *_talkingActor;
Iris *_iris;
uint32 _gameFlags;
GrimGameType _gameType;
Common::Platform _gamePlatform;
Common::Language _gameLanguage;
};
extern GrimEngine *g_grim;
extern int g_imuseState;
// Fake KEYCODE_* values for joystick and mouse events
enum {
KEYCODE_JOY1_B1 = 512,
KEYCODE_JOY1_B2,
KEYCODE_JOY1_B3,
KEYCODE_JOY1_B4,
KEYCODE_JOY1_B5,
KEYCODE_JOY1_B6,
KEYCODE_JOY1_B7,
KEYCODE_JOY1_B8,
KEYCODE_JOY1_B9,
KEYCODE_JOY1_B10,
KEYCODE_JOY1_B11,
KEYCODE_JOY1_B12,
KEYCODE_JOY1_B13,
KEYCODE_JOY1_B14,
KEYCODE_JOY1_B15,
KEYCODE_JOY1_B16,
KEYCODE_JOY1_B17,
KEYCODE_JOY1_B18,
KEYCODE_JOY1_B19,
KEYCODE_JOY1_B20,
KEYCODE_JOY1_HLEFT,
KEYCODE_JOY1_HUP,
KEYCODE_JOY1_HRIGHT,
KEYCODE_JOY1_HDOWN,
KEYCODE_JOY2_B1,
KEYCODE_JOY2_B2,
KEYCODE_JOY2_B3,
KEYCODE_JOY2_B4,
KEYCODE_JOY2_B5,
KEYCODE_JOY2_B6,
KEYCODE_JOY2_B7,
KEYCODE_JOY2_B8,
KEYCODE_JOY2_B9,
KEYCODE_JOY2_B10,
KEYCODE_JOY2_B11,
KEYCODE_JOY2_B12,
KEYCODE_JOY2_B13,
KEYCODE_JOY2_B14,
KEYCODE_JOY2_B15,
KEYCODE_JOY2_B16,
KEYCODE_JOY2_HLEFT,
KEYCODE_JOY2_HUP,
KEYCODE_JOY2_HRIGHT,
KEYCODE_JOY2_HDOWN,
KEYCODE_MOUSE_B1,
KEYCODE_MOUSE_B2,
KEYCODE_MOUSE_B3,
KEYCODE_MOUSE_B4,
KEYCODE_AXIS_JOY1_X,
KEYCODE_AXIS_JOY1_Y,
KEYCODE_AXIS_JOY1_Z,
KEYCODE_AXIS_JOY1_R,
KEYCODE_AXIS_JOY1_U,
KEYCODE_AXIS_JOY1_V,
KEYCODE_AXIS_JOY2_X,
KEYCODE_AXIS_JOY2_Y,
KEYCODE_AXIS_JOY2_Z,
KEYCODE_AXIS_JOY2_R,
KEYCODE_AXIS_JOY2_U,
KEYCODE_AXIS_JOY2_V,
KEYCODE_AXIS_MOUSE_X,
KEYCODE_AXIS_MOUSE_Y,
KEYCODE_AXIS_MOUSE_Z,
KEYCODE_EXTRA_LAST
};
extern const ControlDescriptor controls[];
} // end of namespace Grim
#endif