scummvm/engines/hdb/hdb.h

394 lines
8.5 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/>.
*
*/
#ifndef HDB_HDB_H
#define HDB_HDB_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/savefile.h"
#include "common/fs.h"
#include "engines/engine.h"
namespace Common {
class RandomSource;
}
namespace HDB {
class AI;
struct AIEntity;
class FileMan;
class Gfx;
class Input;
class LuaScript;
class Map;
class Menu;
class Tile;
class Picture;
class Sound;
class Window;
#define CONFIG_MUSICVOL "music_volume"
#define CONFIG_SFXVOL "sfx_volume"
#define CONFIG_SPEECHVOL "speech_volume"
#define CONFIG_MSTONE7 "hdb_memory_heap"
#define CONFIG_MSTONE14 "lua_stack_offset"
#define CONFIG_MSTONE21 "fmod_mix_timer"
#define CONFIG_SOUNDCACHE "sound_cache_max" // Unused
#define CONFIG_GFXCACHE "gfx_cache_max" // Unused
#define CONFIG_CHEAT "hypercheat"
#define CONFIG_NOSPEECH "speech_mute"
#define CONFIG_MUTEALL "mute"
enum {
kTileWidth = 32,
kTileHeight = 32,
kMaxSkies = 10,
kNum3DStars = 300,
kFontSpace = 5,
kFontIncrement = 1,
kGameFPS = 60,
kAnimFrameDelay = kGameFPS / 30,
kAnimSlowFrames = kAnimFrameDelay * 10,
kAnimMediumFrames = kAnimFrameDelay * 6,
kAnimFastFrames = kAnimFrameDelay * 2
};
}
struct ADGameDescription;
namespace HDB {
enum GameFeatures {
ADGF_TALKIE = 1 << 0
};
enum HDBDebugChannels {
kDebugExample1 = 1 << 0,
kDebugExample2 = 1 << 1
};
enum GameState {
GAME_TITLE,
GAME_MENU,
GAME_PLAY,
GAME_LOADING
};
enum Flag {
kFlagOK = 0x0,
kFlagPlayerBlock = 0x1,
kFlagMonsterBlock = 0x2,
kFlagSolid = 0x3,
kFlagItemDie = 0x4,
kFlagPlayerDie = 0x8,
kFlagMonsterDie = 0x10,
kFlagInvisible = 0x20,
kFlagMetal = 0x40,
kFlagForeground = 0x80,
kFlagMonsterHurt = 0x100,
kFlagPushUp = 0x200,
kFlagPushRight = 0x400,
kFlagPushDown = 0x800,
kFlagPushLeft = 0x1000,
kFlagLightSink = 0x2000,
kFlagSlime = 0x201C,
kFlagHeavySink = 0x4000,
kFlagWater = 0x401C,
kFlagLightMelt = 0x8000,
kFlagHeavyMelt = 0x10000,
kFlagSlide = 0x20000,
kFlagEnergyFloor = 0x40000,
kFlagPlasmaFloor = 0x6000D,
kFlagRadFloor = 0x6800D,
kFlagTeleport = 0x80000,
kFlagSpecial = 0x100000,
kFlagIce = 0x120000,
kFlagStairBot = 0x200000,
kFlagStairTop = 0x400000,
kFlagAnimSlow = 0x800000,
kFlagAnimMedium = 0x1000000,
kFlagAnimFast = 0x1800000,
kFlagMasked = 0x2000000,
kFlagGrating = 0x4000000,
kFlagPlummet = 0x8000000
};
struct Save {
char saveID[12];
int fileSlot;
char mapName[32];
uint32 seconds;
Save() : fileSlot(0), seconds(0) {
saveID[0] = 0;
mapName[0] = 0;
}
};
class HDBGame : public Engine {
public:
HDBGame(OSystem *syst, const ADGameDescription *gameDesc);
~HDBGame() override;
bool hasFeature(Engine::EngineFeature f) const override;
void initializePath(const Common::FSNode &gamePath) override;
Common::Error run() override;
void syncSoundSettings() override;
// Detection related members;
const ADGameDescription *_gameDescription;
const char *getGameId() const;
const char *getGameFile() const;
uint32 getGameFlags() const;
Common::Platform getPlatform() const;
bool isDemo() const;
bool isPPC() const;
bool isHandango() const;
// Platform-Specific Constants
int _screenWidth;
int _screenHeight;
int _screenDrawWidth; // visible pixels wide
int _screenDrawHeight;
int _progressY;
/*
Game System Pointers
*/
FileMan *_fileMan;
Gfx *_gfx;
LuaScript *_lua;
Map *_map;
AI *_ai;
Input *_input;
Menu *_menu;
Sound *_sound;
Window *_window;
// Random Source
Common::RandomSource *_rnd;
// Game related members;
bool init();
void save(Common::OutSaveFile *out);
void loadSaveFile(Common::InSaveFile *in);
void start();
bool restartMap();
bool startMap(const char *name);
void changeMap(const char *name) {
Common::strlcpy(_changeMapname, name, 64);
_changeLevel = true;
}
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
Common::Error loadGameState(int slot) override;
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
void saveGame(Common::OutSaveFile *out);
void loadGame(Common::InSaveFile *in);
Common::String genSaveFileName(uint slot, bool lua);
void saveWhenReady(int slot) {
_saveInfo.active = true;
_saveInfo.slot = slot;
}
void loadWhenReady(int slot) {
_loadInfo.active = true;
_loadInfo.slot = slot;
}
void setGameState(GameState gs) {
_gameState = gs;
}
GameState getGameState() {
return _gameState;
}
void changeGameState();
void paint();
void moveMap(int x, int y); // Get Stylus Coords and Scroll
void startMoveMap(int x, int y); // Start Dragging Map
void setTargetXY(int x, int y);
void useEntity(AIEntity *e);
void setupProgressBar(int maxCount);
void drawProgressBar();
void makeProgress() {
_progressCurrent++;
drawProgressBar();
}
void checkProgress();
void stopProgress() {
_progressActive = false;
}
void drawLoadingScreen();
int getActionMode() {
return _actionMode;
}
void setActionMode(int status) {
_actionMode = status;
}
void togglePause() {
_pauseFlag ^= true;
}
bool getPause() {
return _pauseFlag;
}
void resetTimer() {
_timePlayed = _timeSeconds = 0;
}
uint32 getTime() {
return _timePlayed / 1000;
}
uint32 getTimeSlice() {
return _timeSlice;
}
uint32 getTimeSliceDelta() {
return _timeSlice - _prevTimeSlice;
}
const Common::String *getTargetName() {
return &_targetName;
}
int getDebug() { return _debugFlag; }
void setDebug(int flag) { _debugFlag = flag; }
bool isVoiceless() {
/*
FIXME: Add hyperspace-nv.mpc to gameDescriptions[]
in detection.cpp, and add a flag check for it.
Until then, the voiceless version is unsupported.
*/
return false;
}
char *lastMapName() { return _lastMapname; }
char *currentMapName() { return _currentMapname; }
char *getInMapName() { return _inMapName; }
void setInMapName(const char *name);
void changeLevel(const char *name) {
Common::strlcpy(_changeMapname, name, 64);
_changeLevel = true;
}
//
// monkeystone secret stars
//
int32 getStarsMonkeystone7() { return _monkeystone7; }
int32 getStarsMonkeystone14() { return _monkeystone14; }
int32 getStarsMonkeystone21() { return _monkeystone21; }
void setStarsMonkeystone7(int32 value) { _monkeystone7 = value; }
void setStarsMonkeystone14(int32 value) { _monkeystone14 = value; }
void setStarsMonkeystone21(int32 value) { _monkeystone21 = value; }
void setCheatingOn() {
_cheating = true;
}
bool getCheatingOn() {
return _cheating;
}
Save _saveHeader;
bool _gameShutdown;
Graphics::PixelFormat _format;
Picture *_progressGfx, *_progressMarkGfx;
Picture *_loadingScreenGfx, *_logoGfx;
bool _progressActive;
int _progressCurrent, _progressXOffset, _progressMax;
// FPS Variables
Common::Array<uint32> _frames;
Common::OutSaveFile *_currentOutSaveFile;
Common::InSaveFile *_currentInSaveFile;
private:
uint32 _timePlayed;
uint32 _timeSlice, _prevTimeSlice;
uint32 _timeSeconds;
uint32 _tiempo;
// Game Variables
bool _systemInit;
GameState _gameState;
int _actionMode; // 0 or 1
// Misc Variables
bool _pauseFlag;
bool _cheating;
int _debugFlag;
Tile *_debugLogo;
int _dx, _dy; // DEBUG : for dragging map
char _currentMapname[64];
char _lastMapname[64];
char _currentLuaName[64];
char _lastLuaName[64];
char _inMapName[32]; // Name Inside Map file
int32 _monkeystone7;
int32 _monkeystone14;
int32 _monkeystone21;
bool _changeLevel;
char _changeMapname[64];
struct {
bool active;
int slot;
} _saveInfo, _loadInfo;
bool _noMusicDriver; // If "Music Device" is set to "No Music" from Audio tab
};
extern HDBGame *g_hdb;
}// End of namespace HDB
#endif