mirror of
https://github.com/libretro/scummvm.git
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216 lines
5.2 KiB
C++
216 lines
5.2 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 CGE_H
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#define CGE_H
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#include "cge/general.h"
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#include "common/random.h"
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#include "common/serializer.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "graphics/surface.h"
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#include "engines/advancedDetector.h"
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#include "cge/console.h"
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#include "cge/bitmap.h"
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#define CGE_SAVEGAME_VERSION 1
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namespace CGE {
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class Console;
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class Sprite;
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// our engine debug channels
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enum {
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kCGEDebug = 1 << 0
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};
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enum SnList {
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kNear, kTake
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};
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enum CallbackType {
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kNullCB = 0, kQGame, kMiniStep, kXCave, kSelectSound,
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kSnSelect, kSndSetVolume
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};
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#define POCKET_NX 8
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class CGEEngine : public Engine {
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private:
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uint32 _lastFrame;
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void tick();
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void syncHeader(Common::Serializer &s);
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public:
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CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
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~CGEEngine();
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const ADGameDescription *_gameDescription;
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bool _isDemo;
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int _startupMode;
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int _demoText;
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int _oldLev;
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bool _jbw;
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int _pocPtr;
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bool _music;
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int _pocref[POCKET_NX];
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uint8 _volume[2];
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int _maxCaveArr[5];
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int _maxCave;
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bool _flag[4];
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bool _dark;
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bool _game;
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int _now;
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int _lev;
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Common::RandomSource _randomSource;
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byte * _mini;
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virtual Common::Error run();
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GUI::Debugger *getDebugger() {
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return _console;
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}
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void cge_main();
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void switchCave(int cav);
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void startCountDown();
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void quit();
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void resetQSwitch();
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void optionTouch(int opt, uint16 mask);
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void loadGame(XFile &file, bool tiny);
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void setMapBrick(int x, int z);
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void switchMapping();
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void loadSprite(const char *fname, int ref, int cav, int col, int row, int pos);
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void loadScript(const char *fname);
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void loadUser();
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void runGame();
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bool showTitle(const char *name);
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void movie(const char *ext);
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void takeName();
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void inf(const char *txt);
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void selectSound();
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void dummy() {}
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void NONE();
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void SB();
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void caveDown();
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void caveUp();
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void xCave();
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void qGame();
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void SBM();
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void GUS();
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void GUSM();
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void MIDI();
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void AUTO();
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void setPortD();
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void setPortM();
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void setIRQ();
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void setDMA();
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void mainLoop();
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void saveGame(Common::WriteStream *file);
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void switchMusic();
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void selectPocket(int n);
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void expandSprite(Sprite *spr);
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void contractSprite(Sprite *spr);
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int findPocket(Sprite *spr);
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void feedSnail(Sprite *spr, SnList snq);
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void pocFul();
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void hide1(Sprite *spr);
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void loadMapping();
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void saveMapping();
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void saveSound();
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void heroCover(int cvr);
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void trouble(int seq, int txt);
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void offUse();
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void tooFar();
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void loadHeroXY();
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void keyClick();
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void switchColorMode();
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void killSprite();
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void pushSprite();
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void pullSprite();
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void sayDebug();
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void nextStep();
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void switchDebug();
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void miniStep(int stp);
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void snBackPt(Sprite *spr, int stp);
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void snBarrier(int cav, int bar, bool horz);
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void snCover(Sprite *spr, int xref);
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void snFlag(int fn, bool v);
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void snFlash(bool on);
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void snGame(Sprite *spr, int num);
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void snGhost(Bitmap *bmp);
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void snGive(Sprite *spr, int stp);
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void snHide(Sprite *spr, int val);
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void snKeep(Sprite *spr, int stp);
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void snKill(Sprite *spr);
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void snLevel(Sprite *spr, int lev);
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void snLight(bool in);
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void snMouse(bool on);
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void snNNext(Sprite *sprel, int p);
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void snPort(Sprite *spr, int port);
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void snReach(Sprite *spr, int mode);
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void snRelZ(Sprite *spr, int z);
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void snRNNext(Sprite *sprel, int p);
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void snRTNext(Sprite *sprel, int p);
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void snSelect();
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void snSend(Sprite *spr, int val);
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void snRelX(Sprite *spr, int x);
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void snRelY(Sprite *spr, int y);
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void snRmNear(Sprite *spr);
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void snRmTake(Sprite *spr);
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void snRSeq(Sprite *spr, int val);
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void snSeq(Sprite *spr, int val);
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void snSetRef(Sprite *spr, int nr);
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void snSetX(Sprite *spr, int x);
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void snSetX0(int cav, int x0);
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void snSetXY(Sprite *spr, uint16 xy);
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void snSetY(Sprite *spr, int y);
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void snSetY0(int cav, int y0);
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void snSetZ(Sprite *spr, int z);
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void snSlave(Sprite *spr, int ref);
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void snSound(Sprite *spr, int wav, int cnt);
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void snSwap(Sprite *spr, int xref);
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void snTNext(Sprite *sprel, int p);
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void snTrans(Sprite *spr, int trans);
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void snUncover(Sprite *spr, Sprite *xspr);
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void snWalk(Sprite *spr, int x, int y);
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void snZTrim(Sprite *spr);
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private:
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CGEConsole *_console;
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void setup();
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};
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// Example console class
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class Console : public GUI::Debugger {
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public:
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Console(CGEEngine *vm) {}
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virtual ~Console() {}
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};
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} // End of namespace CGE
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#endif
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