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![Einar Johan Trøan Sømåen](/assets/img/avatar_default.png)
This needs to be separate from the other videos, since the logo is encoded as QuickTime. This solution replicates logic from mainLoop to avoid adding any further special cases in engine code.
344 lines
8.8 KiB
C++
344 lines
8.8 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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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*
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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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*
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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 GRIM_ENGINE_H
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#define GRIM_ENGINE_H
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#include "engines/engine.h"
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#include "common/str-array.h"
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#include "common/hashmap.h"
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#include "common/events.h"
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#include "engines/advancedDetector.h"
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#include "engines/grim/textobject.h"
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#include "engines/grim/iris.h"
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namespace Grim {
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class Actor;
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class SaveGame;
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class Bitmap;
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class Font;
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class Color;
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class ObjectState;
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class Set;
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class TextObject;
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class PrimitiveObject;
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class Debugger;
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class LuaBase;
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enum GrimGameType {
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GType_GRIM,
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GType_MONKEY4
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};
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struct GrimGameDescription;
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typedef Common::HashMap<Common::String, const char *>StringPtrHashMap;
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struct ControlDescriptor {
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const char *name;
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int key;
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};
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class GrimEngine : public Engine {
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protected:
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// Engine APIs
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virtual Common::Error run() override;
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virtual GUI::Debugger *getDebugger() { return (GUI::Debugger *)_debugger; }
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public:
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enum EngineMode {
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PauseMode = 1,
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NormalMode = 2,
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SmushMode = 3,
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DrawMode = 4,
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OverworldMode = 5
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};
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enum SpeechMode {
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TextOnly = 1,
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VoiceOnly = 2,
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TextAndVoice = 3
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};
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GrimEngine(OSystem *syst, uint32 gameFlags, GrimGameType gameType, Common::Platform platform, Common::Language language);
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virtual ~GrimEngine();
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void clearPools();
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int getGameFlags() { return _gameFlags; }
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GrimGameType getGameType() { return _gameType; }
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Common::Language getGameLanguage() { return _gameLanguage; }
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Common::Platform getGamePlatform() { return _gamePlatform; }
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virtual const char *getUpdateFilename();
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bool canLoadGameStateCurrently() override { return true; }
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Common::Error loadGameState(int slot) override;
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bool loadSaveDirectory(void);
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void makeSystemMenu(void);
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int modifyGameSpeed(int speedChange);
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int getTimerDelay() const;
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void setMode(EngineMode mode);
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EngineMode getMode() { return _mode; }
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void setPreviousMode(EngineMode mode) { _previousMode = mode; }
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EngineMode getPreviousMode() { return _previousMode; }
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void setSpeechMode(SpeechMode mode) { _speechMode = mode; }
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SpeechMode getSpeechMode() { return _speechMode; }
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SaveGame *savedState() { return _savedState; }
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void handleDebugLoadResource();
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void luaUpdate();
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void updateDisplayScene();
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void doFlip();
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void setFlipEnable(bool state) { _flipEnable = state; }
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bool getFlipEnable() { return _flipEnable; }
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virtual void drawTextObjects();
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void playIrisAnimation(Iris::Direction dir, int x, int y, int time);
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void mainLoop();
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unsigned getFrameStart() const { return _frameStart; }
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unsigned getFrameTime() const { return _frameTime; }
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// perSecond should allow rates of zero, some actors will accelerate
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// up to their normal speed (such as the bone wagon) so handling
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// a walking rate of zero should happen in the default actor creation
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float getPerSecond(float rate) const;
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int getTextSpeed() { return _textSpeed; }
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void setTextSpeed(int speed);
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void enableControl(int num) { _controlsEnabled[num] = true; }
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void disableControl(int num) { _controlsEnabled[num] = false; }
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float getControlAxis(int num);
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bool getControlState(int num);
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void clearEventQueue();
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Set *findSet(const Common::String &name);
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void setSetLock(const char *name, bool lockStatus);
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Set *loadSet(const Common::String &name);
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void setSet(const char *name);
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void setSet(Set *scene);
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Set *getCurrSet() { return _currSet; }
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void makeCurrentSetup(int num);
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void flagRefreshShadowMask(bool flag) { _refreshShadowMask = flag; }
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bool getFlagRefreshShadowMask() { return _refreshShadowMask; }
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void setSelectedActor(Actor *a) { _selectedActor = a; }
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Actor *getSelectedActor() { return _selectedActor; }
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/**
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* Tell the engine that an actor has been moved into/outside a set,
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* and so that it should rebuild the list of active ones.
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*/
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virtual void invalidateActiveActorsList();
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virtual void invalidateTextObjectsSortOrder() {};
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/**
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* Return a list of the currently active actors, i. e. the actors in the current set.
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*/
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const Common::List<Actor *> &getActiveActors() const { return _activeActors; }
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/**
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* Add an actor to the list of actors that are talking
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*/
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void addTalkingActor(Actor *actor);
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inline const Common::List<Actor *> &getTalkingActors() const { return _talkingActors; }
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bool areActorsTalking() const;
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void immediatelyRemoveActor(Actor *actor);
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void setMovieSubtitle(TextObject *to);
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void setMovieSetup();
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void saveGame(const Common::String &file);
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void loadGame(const Common::String &file);
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void changeHardwareState();
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// Engine APIs
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bool hasFeature(EngineFeature f) const override;
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Common::StringArray _listFiles;
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Common::StringArray::const_iterator _listFilesIter;
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TextObjectDefaults _sayLineDefaults, _printLineDefaults, _blastTextDefaults;
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virtual void openMainMenuDialog() override;
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void debugLua(const Common::String &str);
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protected:
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virtual void pauseEngineIntern(bool pause) override;
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void handleControls(Common::EventType type, const Common::KeyState &key);
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void handleChars(Common::EventType type, const Common::KeyState &key);
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void handleExit();
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void handlePause();
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void handleUserPaint();
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void cameraChangeHandle(int prev, int next);
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void cameraPostChangeHandle(int num);
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void buildActiveActorsList();
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void savegameCallback();
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void createRenderer();
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void playAspyrLogo();
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virtual LuaBase *createLua();
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virtual void updateNormalMode();
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virtual void updateDrawMode();
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virtual void drawNormalMode();
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void savegameSave();
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void saveGRIM();
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void savegameRestore();
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void restoreGRIM();
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virtual void storeSaveGameImage(SaveGame *savedState);
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bool _savegameLoadRequest;
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bool _savegameSaveRequest;
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Common::String _savegameFileName;
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SaveGame *_savedState;
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Set *_currSet;
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EngineMode _mode, _previousMode;
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SpeechMode _speechMode;
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int _textSpeed;
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bool _flipEnable;
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char _fps[8];
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bool _doFlip;
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bool _refreshShadowMask;
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bool _shortFrame;
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bool _setupChanged;
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// This holds the name of the setup in which the movie must be drawed
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Common::String _movieSetup;
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unsigned _frameStart, _frameTime, _movieTime;
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int _prevSmushFrame;
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unsigned int _frameCounter;
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unsigned int _lastFrameTime;
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unsigned _speedLimitMs;
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bool _showFps;
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bool _softRenderer;
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bool *_controlsEnabled;
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bool *_controlsState;
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bool _changeHardwareState;
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bool _changeFullscreenState;
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Actor *_selectedActor;
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Iris *_iris;
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TextObject::Ptr _movieSubtitle;
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bool _buildActiveActorsList;
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Common::List<Actor *> _activeActors;
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Common::List<Actor *> _talkingActors;
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uint32 _gameFlags;
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GrimGameType _gameType;
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Common::Platform _gamePlatform;
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Common::Language _gameLanguage;
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Debugger *_debugger;
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uint32 _pauseStartTime;
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};
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extern GrimEngine *g_grim;
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extern int g_imuseState;
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// Fake KEYCODE_* values for joystick and mouse events
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enum {
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KEYCODE_JOY1_B1 = 512,
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KEYCODE_JOY1_B2,
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KEYCODE_JOY1_B3,
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KEYCODE_JOY1_B4,
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KEYCODE_JOY1_B5,
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KEYCODE_JOY1_B6,
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KEYCODE_JOY1_B7,
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KEYCODE_JOY1_B8,
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KEYCODE_JOY1_B9,
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KEYCODE_JOY1_B10,
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KEYCODE_JOY1_B11,
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KEYCODE_JOY1_B12,
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KEYCODE_JOY1_B13,
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KEYCODE_JOY1_B14,
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KEYCODE_JOY1_B15,
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KEYCODE_JOY1_B16,
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KEYCODE_JOY1_B17,
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KEYCODE_JOY1_B18,
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KEYCODE_JOY1_B19,
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KEYCODE_JOY1_B20,
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KEYCODE_JOY1_HLEFT,
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KEYCODE_JOY1_HUP,
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KEYCODE_JOY1_HRIGHT,
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KEYCODE_JOY1_HDOWN,
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KEYCODE_JOY2_B1,
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KEYCODE_JOY2_B2,
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KEYCODE_JOY2_B3,
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KEYCODE_JOY2_B4,
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KEYCODE_JOY2_B5,
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KEYCODE_JOY2_B6,
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KEYCODE_JOY2_B7,
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KEYCODE_JOY2_B8,
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KEYCODE_JOY2_B9,
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KEYCODE_JOY2_B10,
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KEYCODE_JOY2_B11,
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KEYCODE_JOY2_B12,
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KEYCODE_JOY2_B13,
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KEYCODE_JOY2_B14,
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KEYCODE_JOY2_B15,
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KEYCODE_JOY2_B16,
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KEYCODE_JOY2_HLEFT,
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KEYCODE_JOY2_HUP,
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KEYCODE_JOY2_HRIGHT,
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KEYCODE_JOY2_HDOWN,
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KEYCODE_MOUSE_B1,
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KEYCODE_MOUSE_B2,
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KEYCODE_MOUSE_B3,
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KEYCODE_MOUSE_B4,
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KEYCODE_AXIS_JOY1_X,
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KEYCODE_AXIS_JOY1_Y,
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KEYCODE_AXIS_JOY1_Z,
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KEYCODE_AXIS_JOY1_R,
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KEYCODE_AXIS_JOY1_U,
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KEYCODE_AXIS_JOY1_V,
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KEYCODE_AXIS_JOY2_X,
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KEYCODE_AXIS_JOY2_Y,
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KEYCODE_AXIS_JOY2_Z,
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KEYCODE_AXIS_JOY2_R,
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KEYCODE_AXIS_JOY2_U,
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KEYCODE_AXIS_JOY2_V,
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KEYCODE_AXIS_MOUSE_X,
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KEYCODE_AXIS_MOUSE_Y,
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KEYCODE_AXIS_MOUSE_Z,
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KEYCODE_EXTRA_LAST
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};
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extern const ControlDescriptor controls[];
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} // end of namespace Grim
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#endif
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