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436a6f3ef2
git-svn-id: http://asylumengine.googlecode.com/svn/trunk@665 0bfb4aae-4ea4-11de-8d8d-752d95cf3e3c
273 lines
6.6 KiB
C++
273 lines
6.6 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef ASYLUM_ENGINE_H
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#define ASYLUM_ENGINE_H
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#include "asylum/resources/data.h"
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#include "asylum/console.h"
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#include "asylum/eventhandler.h"
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#include "asylum/shared.h"
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#include "common/random.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "engines/advancedDetector.h"
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#include "engines/engine.h"
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/**
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* This is the namespace of the Asylum engine.
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*
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* Status of this engine:
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* - Code for scrolling and showing up objects and actors (properly clipped) is present
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* - A preliminary script interpreter is implemented, and game scripts are read and partially parsed,
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* actors are now drawn in the scene, and there is some interaction with the environment (e.g. "examine" actions).
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* - Movie code is almost complete
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* - Scene information is partially read, and the scene hotspots are created correctly.
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* - Mouse cursor is initialized and animated properly
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* - Game texts and game fonts are read correctly
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* - Preliminary code for walking around with the mouse.
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* - Some of the menu screens are working (like, for example, the credits screen)
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*
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* Maintainers:
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* alexbevi, alexandrefontoura, bluegr
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*
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* Supported games:
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* - Sanitarium
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*/
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namespace Asylum {
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// If defined, will show the scene update times on the debugger output
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//#define DEBUG_SCENE_TIMES
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class Puzzle;
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class Cursor;
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class Encounter;
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class MainMenu;
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class ResourceManager;
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class Savegame;
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class Scene;
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class Screen;
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class ScriptManager;
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class Special;
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class Speech;
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class Sound;
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class Text;
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class Video;
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class AsylumEngine: public Engine {
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
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virtual bool hasFeature(EngineFeature f) const;
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virtual GUI::Debugger *getDebugger() { return _console; }
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public:
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enum StartGameType {
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kStartGamePlayIntro,
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kStartGameLoad,
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kStartGameScene
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};
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AsylumEngine(OSystem *system, const ADGameDescription *gd);
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virtual ~AsylumEngine();
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/**
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* Start a new the game
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*/
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void startGame(ResourcePackId sceneId, StartGameType type);
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/**
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* Restarts the game
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*/
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void restart();
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/**
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* Switch to a new scene
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*
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* @param sceneId ResourcePack for the scene
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*/
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void switchScene(ResourcePackId sceneId) { startGame(sceneId, kStartGameScene); }
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/**
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* Wrapper function to the OSystem getMillis() method
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*/
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uint32 getTick() { return _system->getMillis(); }
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/**
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* Gets the shared data.
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*
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* @return a pointer to the shared data.
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*/
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SharedData *getData() { return &_data; }
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/**
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* Resets the game
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*/
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void reset();
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/**
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* This is the global tick counter.
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*/
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uint32 screenUpdateCount;
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uint32 lastScreenUpdate;
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// Game
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Cursor *cursor() { return _cursor; }
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Encounter *encounter() { return _encounter; }
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MainMenu *menu() { return _mainMenu; }
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ResourceManager *resource() { return _resource; }
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Savegame *savegame() { return _savegame; }
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Scene *scene() { return _scene; }
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Screen *screen() { return _screen; }
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ScriptManager *script() { return _script; }
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Special *special() { return _special; }
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Speech *speech() { return _speech; }
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Sound *sound() { return _sound; }
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Text *text() { return _text; }
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Video *video() { return _video; }
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// Flags
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void setGameFlagByIndex(int32 index);
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int32 getGameFlagByIndex(int32 index);
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void setGameFlag(GameFlag flag);
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void clearGameFlag(GameFlag flag);
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void toggleGameFlag(GameFlag flag);
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bool isGameFlagSet(GameFlag flag) const;
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bool isGameFlagNotSet(GameFlag flag) const;
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void resetFlags();
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// Misc
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uint getRandom(uint max) { return _rnd.getRandomNumber(max); }
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uint getRandomBit() { return _rnd.getRandomBit(); }
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/**
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* Switch message handler.
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*
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* @param handler If non-null, a pointer to an EventHandler class.
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*/
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void switchEventHandler(EventHandler *handler);
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/**
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* Notifies the current event handler of an event
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*
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* @param type The event type.
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*/
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void notify(AsylumEventType type);
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/**
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* Gets a message handler.
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*
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* @param index Zero-based index of the message handler
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*
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* @return The message handler.
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*/
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EventHandler* getPuzzle(uint32 index);
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/**
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* Updates the reverse stereo scene status from the config
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*/
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void updateReverseStereo();
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/**
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* Gets a sine cosine pair.
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*
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* @param index1 The first index.
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* @param index2 The second index.
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*
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* @return The sine cosine values.
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*/
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Common::Point getSinCosValues(int32 index1, int32 index2);
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private:
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const ADGameDescription *_gameDescription;
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// Misc
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Console *_console;
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Common::RandomSource _rnd;
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// Game
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Cursor *_cursor;
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Encounter *_encounter;
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MainMenu *_mainMenu;
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ResourceManager *_resource;
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Savegame *_savegame;
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Scene *_scene;
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Screen *_screen;
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ScriptManager *_script;
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Special *_special;
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Speech *_speech;
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Sound *_sound;
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Text *_text;
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Video *_video;
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// Current EventHandler class instance
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EventHandler *_handler;
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Puzzle *_puzzles[16];
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// Game data
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SharedData _data;
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int _gameFlags[145];
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bool _introPlayed;
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int32 _sinCosTables[72];
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void handleEvents();
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void updateMouseCursor();
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void processDelayedEvents();
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/**
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* Play the intro
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*/
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void playIntro();
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/**
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* Initializes the puzzles
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*/
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void initPuzzles();
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/**
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* Initializes the sine/cosine tables.
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*/
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void initSinCosTables(double a2, int32 a3, int32 a4);
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/**
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* Calculate the offset into the sine/cosine tables.
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*
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* @param val The value.
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*
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* @return The calculated offset.
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*/
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int32 computeSinCosOffset(int32 val);
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friend class Console;
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};
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} // namespace Asylum
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#endif
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