mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-13 12:39:56 +00:00
224 lines
7.5 KiB
C++
224 lines
7.5 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 3 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, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*
|
|
* Based on the original sources
|
|
* Faery Tale II -- The Halls of the Dead
|
|
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
|
|
*/
|
|
|
|
#ifndef SAGA2_FTA_H
|
|
#define SAGA2_FTA_H
|
|
|
|
#include "saga2/gpointer.h"
|
|
|
|
namespace Saga2 {
|
|
|
|
class hResContext;
|
|
class hResource;
|
|
|
|
/* ===================================================================== *
|
|
Constants
|
|
* ===================================================================== */
|
|
|
|
// For GameMode Stack
|
|
const int kMax_Modes = 8, //Max Game Mode Objects
|
|
kEnd_List = 0; //Variable To Indicate End Of Arg List
|
|
|
|
// Width and height of full screen
|
|
const int kScreenWidth = 640,
|
|
kScreenHeight = 480;
|
|
|
|
// Number of ticks per second
|
|
const int kTicksPerSecond = 72; // 72 ticks per second
|
|
|
|
// Desired frame rate of game (fps)
|
|
const int kFrameRate = 10,
|
|
kFramePeriod = kTicksPerSecond / kFrameRate;
|
|
|
|
/* ====================================================================== *
|
|
Overall game modes
|
|
* ====================================================================== */
|
|
|
|
/* There are basically 5 different 'modes' in the game. Three of those modes
|
|
are exclusive, while the other two "nest" on top of the others.
|
|
|
|
The exclusive modes are:
|
|
1. Intro The animated slideshow of the introduction.
|
|
2. Finale The animated slideshow of the finale.
|
|
3. Main Play The scrolling tilemap view.
|
|
|
|
The modes which can nest on top of the others are:
|
|
4. Modal Dialog A popup window that blocks all other input.
|
|
5. Cut Scene A non-interactive animated interlude.
|
|
|
|
The GameMode class represents these modes as an explicit object.
|
|
*/
|
|
|
|
struct gMouseState;
|
|
|
|
class GameMode {
|
|
public:
|
|
GameMode *_prev; // previous nested mode
|
|
int16 _nestable; // true if mode nests
|
|
|
|
static GameMode *_modeStackPtr[kMax_Modes]; // Array Of Current Mode Stack Pointers to Game Objects
|
|
static int _modeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
|
|
static GameMode *_newmodeStackPtr[kMax_Modes]; // Array Of New Mode Stack Pointers to Game Objects
|
|
static int _newmodeStackCtr; // Counter For Array Of Mode Stack Pointers to Game Objects
|
|
static int _newmodeFlag; // Flag Telling EventLoop Theres A New Mode So Update
|
|
static GameMode *_currentMode, // pointer to current mode.
|
|
*_newMode; // next mode to run
|
|
|
|
void (*_setup)(); // initialize this mode
|
|
void (*_cleanup)(); // deallocate mode resources
|
|
void (*_handleTask)(); // "application task" for mode
|
|
void (*_handleKey)(int16 key, int16 qual); // handle keystroke from window
|
|
void (*_draw)(); // handle draw functions for window
|
|
|
|
static void modeUnStack();
|
|
static void modeUnStack(int StopHere);
|
|
static int getStack(GameMode **saveStackPtr);
|
|
static void SetStack(GameMode *modeFirst, ...);
|
|
static void SetStack(GameMode **newStack, int newStackSize);
|
|
static bool update();
|
|
static void modeStack(GameMode *AddThisMode);
|
|
void begin(); // launch this mode
|
|
void end(); // quit this mode
|
|
static void modeSwitch(); // quit this mode
|
|
};
|
|
|
|
extern GameMode IntroMode,
|
|
FinaleMode,
|
|
PlayMode,
|
|
TileMode,
|
|
StageMode,
|
|
ModalDialogMode,
|
|
CutSceneMode,
|
|
VideoMode; //stageprob
|
|
|
|
/* ====================================================================== *
|
|
Game Clock routines
|
|
* ====================================================================== */
|
|
|
|
// Initialize the timer
|
|
void initTimer();
|
|
|
|
void saveTimer(Common::OutSaveFile *out);
|
|
void loadTimer(Common::InSaveFile *in);
|
|
|
|
void pauseTimer(); // pause game clock
|
|
void resumeTimer(); // resume game clock
|
|
|
|
// Alarm is a useful class for specifying time delays. It will
|
|
// work correctly even if the game counter wraps around.
|
|
|
|
class Alarm {
|
|
public:
|
|
uint32 _basetime; // timer alarm was set
|
|
uint32 _duration; // duration of alarm
|
|
|
|
void set(uint32 duration);
|
|
bool check();
|
|
uint32 elapsed(); // time elapsed since alarm set
|
|
|
|
void write(Common::MemoryWriteStreamDynamic *out);
|
|
void read(Common::InSaveFile *in);
|
|
};
|
|
|
|
/* ===================================================================== *
|
|
Misc Prototypes
|
|
* ===================================================================== */
|
|
|
|
// Debugging status
|
|
|
|
void WriteStatusF(int16 lin, const char *msg, ...);
|
|
|
|
// File loading
|
|
|
|
void *LoadFile(char *filename); // load file into buffer
|
|
|
|
// Resource loading
|
|
|
|
void *LoadResource(hResContext *con, uint32 id, const char desc[]);
|
|
void dumpResource(hResContext *con, uint32 id);
|
|
Common::SeekableReadStream *loadResourceToStream(hResContext *con, uint32 id, const char desc[]);
|
|
|
|
// Directory control
|
|
|
|
void restoreProgramDir(); // chdir() to program directory
|
|
|
|
// Returns Random Number
|
|
|
|
int16 GetRandomBetween(int start, int end);
|
|
|
|
// Distance calculation
|
|
|
|
int16 quickDistance(const Point16 &p);
|
|
int32 quickDistance(const Point32 &p);
|
|
|
|
void initPathFinder();
|
|
void cleanupPathFinder();
|
|
|
|
/* ===================================================================== *
|
|
Miscellaneous globals management functions
|
|
* ===================================================================== */
|
|
|
|
void initGlobals();
|
|
void saveGlobals(Common::OutSaveFile *outS);
|
|
void loadGlobals(Common::InSaveFile *in);
|
|
inline void cleanupGlobals() {} // do nothing
|
|
|
|
/* ===================================================================== *
|
|
Script-related
|
|
* ===================================================================== */
|
|
|
|
typedef int16 ThreadID;
|
|
const ThreadID NoThread = -1;
|
|
|
|
// Wake up a thread unconditionally
|
|
void wakeUpThread(ThreadID thread);
|
|
|
|
// Wake up a thread and set return value from SAGA function
|
|
void wakeUpThread(ThreadID thread, int16 returnVal);
|
|
|
|
// Script system initialization and cleanup
|
|
void initScripts();
|
|
void cleanupScripts();
|
|
void dispatchScripts();
|
|
|
|
// An extended script is running -- suspend all background processing.
|
|
extern int16 extendedThreadLevel;
|
|
|
|
/* ===================================================================== *
|
|
Misc Globals
|
|
* ===================================================================== */
|
|
|
|
extern volatile int32 gameTime; // current timer
|
|
|
|
// Resource files
|
|
|
|
extern hResource *resFile, // our main resource file
|
|
*objResFile,
|
|
*auxResFile;
|
|
|
|
} // end of namespace Saga2
|
|
|
|
#endif
|