mirror of
https://github.com/libretro/scummvm.git
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3f6496d5b5
Suppress almost all defines, rename constants svn-id: r55451
477 lines
15 KiB
C++
477 lines
15 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 HUGO_H
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#define HUGO_H
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#include "engines/engine.h"
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#include "common/file.h"
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#include "hugo/console.h"
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#include "hugo/menu.h"
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// This include is here temporarily while the engine is being refactored.
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#include "hugo/game.h"
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#include "hugo/file.h"
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#define HUGO_DAT_VER_MAJ 0 // 1 byte
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#define HUGO_DAT_VER_MIN 40 // 1 byte
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#define DATAALIGNMENT 4
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namespace Common {
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class RandomSource;
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}
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/**
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* This is the namespace of the Hugo engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Hugo's House of Horror
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* - Whodunit?
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* - Jungle of Doom
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* - Hugo's Horrific Adventure
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* - Hugo's Mystery Adventure
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* - Hugo's Amazon Adventure
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*/
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namespace Hugo {
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static const int kSavegameVersion = 2;
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static const int kInvDx = 32; // Width of an inventory icon
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static const int kInvDy = 32; // Height of inventory icon
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static const int kMaxTunes = 16; // Max number of tunes
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static const int kStepDx = 5; // Num pixels moved in x by HERO per step
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static const int kStepDy = 4; // Num pixels moved in y by HERO per step
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static const int kXPix = 320; // Width of pcx background file
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static const int kYPix = 200; // Height of pcx background file
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static const int kViewSizeX = kXPix; // Width of window view
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static const int kViewSizeY = 184; // Height of window view
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static const int kDibOffY = 0; // Offset into dib SrcY (old status line area). In original game: 8
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static const int kCompLineSize = 40; // number of bytes in a compressed line
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static const int kMaxLineSize = kCompLineSize - 2; // Max length of user input line
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static const int kMaxTextRows = 25; // Number of text lines in display
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static const int kMaxBoxChar = kMaxLineSize * kMaxTextRows; // Max chars on screen
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static const int kOvlSize = kCompLineSize * kYPix; // Size of an overlay file
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static const int kStateDontCare = 0xFF; // Any state allowed in command verb
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static const int kHeroIndex = 0; // In all enums, HERO is the first element
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static const int kArrowNumb = 2; // Number of arrows (left/right)
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static const int kLeftArrow = -2; // Cursor over Left arrow in inventory icon bar
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static const int kRightArrow = -3; // Cursor over Right arrow in inventory icon bar
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static const int kMaxPath = 256; // Max length of a full path name
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static const int kHeroMaxWidth = 24; // Maximum width of hero
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static const int kHeroMinWidth = 16; // Minimum width of hero
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static const int kNumColors = 16; // Num colors to save in palette
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typedef char fpath_t[kMaxPath]; // File path
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typedef char command_t[kMaxLineSize + 8]; // Command line (+spare for prompt,cursor)
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struct PCC_header_t { // Structure of PCX file header
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byte mfctr, vers, enc, bpx;
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uint16 x1, y1, x2, y2; // bounding box
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uint16 xres, yres;
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byte palette[3 * kNumColors]; // EGA color palette
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byte vmode, planes;
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uint16 bytesPerLine; // Bytes per line
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byte fill2[60];
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}; // Header of a PCC file
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struct config_t { // User's config (saved)
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bool musicFl; // State of Music button/menu item
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bool soundFl; // State of Sound button/menu item
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bool turboFl; // State of Turbo button/menu item
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bool playlist[kMaxTunes]; // Tune playlist
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};
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typedef byte icondib_t[kXPix * kInvDy]; // Icon bar dib
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typedef byte viewdib_t[(long)kXPix * kYPix]; // Viewport dib
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typedef byte overlay_t[kOvlSize]; // Overlay file
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeHugo1,
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kGameTypeHugo2,
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kGameTypeHugo3
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};
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enum GameVariant {
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kGameVariantH1Win = 0,
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kGameVariantH2Win,
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kGameVariantH3Win,
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kGameVariantH1Dos,
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kGameVariantH2Dos,
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kGameVariantH3Dos
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};
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enum HugoDebugChannels {
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kDebugSchedule = 1 << 0,
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kDebugEngine = 1 << 1,
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kDebugDisplay = 1 << 2,
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kDebugMouse = 1 << 3,
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kDebugParser = 1 << 4,
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kDebugFile = 1 << 5,
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kDebugRoute = 1 << 6,
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kDebugInventory = 1 << 7,
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kDebugObject = 1 << 8,
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kDebugMusic = 1 << 9
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};
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/**
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* Ways to dismiss a text/prompt box
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*/
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enum box_t {kBoxAny, kBoxOk, kBoxPrompt, kBoxYesNo};
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/**
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* Inventory icon bar states
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*/
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enum istate_t {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive};
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/**
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* Game view state machine
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*/
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enum vstate_t {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit};
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/**
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* Purpose of an automatic route
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*/
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enum go_t {kRouteSpace, kRouteExit, kRouteLook, kRouteGet};
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/**
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* Enumerate whether object is foreground, background or 'floating'
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* If floating, HERO can collide with it and fore/back ground is determined
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* by relative y-coord of object base. This is the general case.
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* If fore or background, no collisions can take place and object is either
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* behind or in front of all others, although can still be hidden by the
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* the overlay plane. OVEROVL means the object is FLOATING (to other
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* objects) but is never hidden by the overlay plane
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*/
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enum {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay};
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/**
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* Display list functions
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*/
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enum dupdate_t {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore};
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/**
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* Priority for sound effect
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*/
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enum priority_t {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh};
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enum HugoGameFeatures {
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GF_PACKED = (1 << 0) // Database
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};
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// Strings used by the engine
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enum seqTextEngine {
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kEsAdvertise = 0
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};
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struct HugoGameDescription;
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struct status_t { // Game status (not saved)
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bool storyModeFl; // Game is telling story - no commands
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bool gameOverFl; // Game is over - hero knobbled
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bool demoFl; // Game is in demo mode
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bool textBoxFl; // Game is (halted) in text box
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bool lookFl; // Toolbar "look" button pressed
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bool recallFl; // Toolbar "recall" button pressed
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bool leftButtonFl; // Left mouse button pressed
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bool rightButtonFl; // Right button pressed
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bool newScreenFl; // New screen just loaded in dib_a
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bool jumpExitFl; // Allowed to jump to a screen exit
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bool godModeFl; // Allow DEBUG features in live version
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bool helpFl; // Calling WinHelp (don't disable music)
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bool doQuitFl;
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bool skipIntroFl;
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uint32 tick; // Current time in ticks
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vstate_t viewState; // View state machine
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istate_t inventoryState; // Inventory icon bar state
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int16 inventoryHeight; // Inventory icon bar height
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int16 inventoryObjId; // Inventory object selected, or -1
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int16 routeIndex; // Index into route list, or -1
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go_t go_for; // Purpose of an automatic route
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int16 go_id; // Index of exit of object walking to
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fpath_t path; // Alternate path for saved files
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int16 song; // Current song
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int16 cx, cy; // Cursor position (dib coords)
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// Strangerke - Suppress as related to playback
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// bool playbackFl; // Game is in playback mode
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// bool recordFl; // Game is in record mode
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// Strangerke - Not used ?
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// bool mmtimeFl; // Multimedia timer supported
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// int16 screenWidth; // Desktop screen width
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// uint32 saveTick; // Time of last save in ticks
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// int16 saveSlot; // Current slot to save/restore game
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};
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/**
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* Structure to define an EXIT or other collision-activated hotspot
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*/
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struct hotspot_t {
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int screenIndex; // Screen in which hotspot appears
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int x1, y1, x2, y2; // Bounding box of hotspot
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uint16 actIndex; // Actions to carry out if a 'hit'
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int16 viewx, viewy, direction; // Used in auto-route mode
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};
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class FileManager;
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class Scheduler;
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class Screen;
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class MouseHandler;
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class InventoryHandler;
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class Parser;
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class Route;
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class SoundHandler;
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class IntroHandler;
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class ObjectHandler;
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class HugoEngine : public Engine {
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public:
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HugoEngine(OSystem *syst, const HugoGameDescription *gd);
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~HugoEngine();
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OSystem *_system;
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byte _numVariant;
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byte _gameVariant;
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byte _maxInvent;
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byte _numBonuses;
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int8 _soundSilence;
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int8 _soundTest;
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int8 _tunesNbr;
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uint16 _numScreens;
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int8 _normalTPS; // Number of ticks (frames) per second.
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// 8 for Win versions, 9 for DOS versions
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object_t *_hero;
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byte *_screen_p;
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byte _heroImage;
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byte *_introX;
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byte *_introY;
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byte *_screenStates;
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char **_textData;
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char **_stringtData;
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char **_screenNames;
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char **_textEngine;
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char **_textIntro;
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char **_textMouse;
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char **_textParser;
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char **_textUtil;
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char ***_arrayNouns;
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char ***_arrayVerbs;
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command_t _line; // Line of user text input
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config_t _config; // User's config
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uint16 **_arrayReqs;
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hotspot_t *_hotspots;
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int16 *_invent;
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uses_t *_uses;
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uint16 _usesSize;
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background_t *_catchallList;
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background_t **_backgroundObjects;
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uint16 _backgroundObjectsSize;
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point_t *_points;
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cmd **_cmdList;
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uint16 _cmdListSize;
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uint16 **_screenActs;
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uint16 _screenActsSize;
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int16 *_defltTunes;
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uint16 _look;
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uint16 _take;
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uint16 _drop;
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GUI::Debugger *getDebugger() { return _console; }
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Common::RandomSource *_rnd;
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const char *_episode;
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const char *_picDir;
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Common::String _saveFilename;
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command_t _statusLine;
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command_t _scoreLine;
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const HugoGameDescription *_gameDescription;
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uint32 getFeatures() const;
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const char *getGameId() const;
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GameType getGameType() const;
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Common::Platform getPlatform() const;
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bool isPacked() const;
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// Temporary, until the engine is fully objectified.
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static HugoEngine &get() {
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assert(s_Engine != 0);
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return *s_Engine;
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}
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bool canLoadGameStateCurrently();
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bool canSaveGameStateCurrently();
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bool loadHugoDat();
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char *useBG(char *name);
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int deltaX(int x1, int x2, int vx, int y);
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int deltaY(int x1, int x2, int vy, int y);
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int8 getTPS();
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void initGame(const HugoGameDescription *gd);
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void initGamePart(const HugoGameDescription *gd);
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void boundaryCollision(object_t *obj);
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void clearBoundary(int x1, int x2, int y);
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void clearScreenBoundary(int x1, int x2, int y);
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void endGame();
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void initStatus();
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void readScreenFiles(int screen);
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void screenActions(int screen);
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void setNewScreen(int screen);
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void shutdown();
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void storeBoundary(int x1, int x2, int y);
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void syncSoundSettings();
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int getMouseX() const {
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return _mouseX;
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}
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int getMouseY() const {
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return _mouseY;
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}
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overlay_t &getBoundaryOverlay() {
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return _boundary;
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}
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overlay_t &getObjectBoundaryOverlay() {
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return _objBound;
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}
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overlay_t &getBaseBoundaryOverlay() {
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return _ovlBase;
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}
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overlay_t &getFirstOverlay() {
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return _overlay;
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}
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status_t &getGameStatus() {
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return _status;
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}
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int getScore() const {
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return _score;
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}
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void setScore(int newScore) {
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_score = newScore;
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}
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void adjustScore(int adjustment) {
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_score += adjustment;
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}
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int getMaxScore() const {
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return _maxscore;
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}
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void setMaxScore(int newScore) {
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_maxscore = newScore;
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}
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byte getIntroSize() {
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return _introXSize;
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}
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Common::Error saveGameState(int slot, const char *desc) {
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return (_file->saveGame(slot, desc) ? Common::kWritingFailed : Common::kNoError);
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}
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Common::Error loadGameState(int slot) {
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return (_file->restoreGame(slot) ? Common::kReadingFailed : Common::kNoError);
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}
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bool hasFeature(EngineFeature f) const {
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return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime);
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}
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FileManager *_file;
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Scheduler *_scheduler;
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Screen *_screen;
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MouseHandler *_mouse;
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InventoryHandler *_inventory;
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Parser *_parser;
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Route *_route;
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SoundHandler *_sound;
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IntroHandler *_intro;
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ObjectHandler *_object;
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TopMenu *_topMenu;
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protected:
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// Engine APIs
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Common::Error run();
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private:
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static const int kTurboTps = 16; // This many in turbo mode
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int _mouseX;
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int _mouseY;
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byte _introXSize;
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status_t _status; // Game status structure
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static HugoEngine *s_Engine;
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HugoConsole *_console;
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// The following are bit plane display overlays which mark travel boundaries,
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// foreground stationary objects and baselines for those objects (used to
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// determine foreground/background wrt moving objects)
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// Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without.
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// Needs more investigation. Alignment issues?
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static overlay_t _boundary; // Boundary overlay file
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static overlay_t _overlay; // First overlay file
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static overlay_t _ovlBase; // First overlay base file
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static overlay_t _objBound; // Boundary file marks object baselines
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GameType _gameType;
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Common::Platform _platform;
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bool _packedFl;
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int _score; // Holds current score
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int _maxscore; // Holds maximum score
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char **loadTextsVariante(Common::File &in, uint16 *arraySize);
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char ***loadTextsArray(Common::File &in);
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char **loadTexts(Common::File &in);
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uint16 **loadLongArray(Common::File &in);
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void freeTexts(char **ptr);
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void initPlaylist(bool playlist[kMaxTunes]);
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void initConfig();
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void initialize();
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void initMachine();
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void calcMaxScore();
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void resetConfig();
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void runMachine();
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};
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} // End of namespace Hugo
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#endif // Hugo_H
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