scummvm/engines/cge/cge.h

265 lines
6.7 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef CGE_H
#define CGE_H
#include "cge/general.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/str.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "graphics/surface.h"
#include "engines/advancedDetector.h"
#include "cge/console.h"
#include "cge/bitmap.h"
namespace CGE {
class Console;
class Sprite;
#define CGE_SAVEGAME_VERSION 1
#define kPocketX 174
#define kPocketY 176
#define kPocketDX 18
#define kPocketDY 22
#define kPocketNX 8
#define kPocketNY 1
#define kPocketSX 8
#define kPocketSY 3
// our engine debug channels
enum {
kCGEDebugBitmap = 1 << 0,
kCGEDebugFile = 1 << 1,
kCGEDebugEngine = 1 << 2
};
enum SnList {
kNear, kTake
};
enum CallbackType {
kNullCB = 0, kQGame, kMiniStep, kXCave, kSelectSound,
kSnSelect, kSndSetVolume
};
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
int totalFrames;
};
extern const char *SAVEGAME_STR;
#define SAVEGAME_STR_SIZE 11
class CGEEngine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
void syncHeader(Common::Serializer &s);
static void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny = false);
bool savegameExists(int slotNumber);
Common::String generateSaveName(int slot);
public:
CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
~CGEEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
const ADGameDescription *_gameDescription;
bool _isDemo;
int _startupMode;
int _demoText;
int _oldLev;
bool _jbw;
int _pocPtr;
bool _music;
int _pocref[kPocketNX];
uint8 _volume[2];
int _maxCaveArr[5];
int _maxCave;
bool _flag[4];
bool _dark;
bool _game;
int _now;
int _lev;
char _usrFnam[15];
int _mode;
int _soundOk;
int _gameCase2Cpt;
Sprite *_sprTv;
Sprite *_sprK1;
Sprite *_sprK2;
Sprite *_sprK3;
Common::RandomSource _randomSource;
byte * _mini;
BMP_PTR * _miniShp;
BMP_PTR * _miniShpList;
int _startGameSlot;
virtual Common::Error run();
GUI::Debugger *getDebugger() {
return _console;
}
void cge_main();
void switchCave(int cav);
void startCountDown();
void quit();
void resetQSwitch();
void optionTouch(int opt, uint16 mask);
bool loadGame(int slotNumber, SavegameHeader *header = NULL, bool tiny = false);
void setMapBrick(int x, int z);
void switchMapping();
void loadSprite(const char *fname, int ref, int cav, int col, int row, int pos);
void loadScript(const char *fname);
void loadUser();
void runGame();
bool showTitle(const char *name);
void movie(const char *ext);
void takeName();
void inf(const char *txt);
void selectSound();
void dummy() {}
void NONE();
void SB();
void caveDown();
void caveUp();
void xCave();
void qGame();
void SBM();
void GUS();
void GUSM();
void MIDI();
void AUTO();
void setPortD();
void setPortM();
void setIRQ();
void setDMA();
void mainLoop();
void handleFrame();
void saveGame(int slotNumber, const Common::String &desc);
static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
void switchMusic();
void selectPocket(int n);
void expandSprite(Sprite *spr);
void contractSprite(Sprite *spr);
int findPocket(Sprite *spr);
void feedSnail(Sprite *spr, SnList snq);
void pocFul();
void hide1(Sprite *spr);
void loadMapping();
void saveMapping();
void saveSound();
void heroCover(int cvr);
void trouble(int seq, int txt);
void offUse();
void tooFar();
void loadHeroXY();
void keyClick();
void switchColorMode();
void killSprite();
void pushSprite();
void pullSprite();
void sayDebug();
void nextStep();
void switchDebug();
void miniStep(int stp);
void AltCtrlDel();
void postMiniStep(int stp);
void showBak(int ref);
void snBackPt(Sprite *spr, int stp);
void snBarrier(int cav, int bar, bool horz);
void snCover(Sprite *spr, int xref);
void snFlag(int indx, bool v);
void snFlash(bool on);
void snGame(Sprite *spr, int num);
void snGhost(Bitmap *bmp);
void snGive(Sprite *spr, int stp);
void snHide(Sprite *spr, int val);
void snKeep(Sprite *spr, int stp);
void snKill(Sprite *spr);
void snLevel(Sprite *spr, int lev);
void snLight(bool in);
void snMouse(bool on);
void snNNext(Sprite *spr, int p);
void snPort(Sprite *spr, int port);
void snReach(Sprite *spr, int mode);
void snRelZ(Sprite *spr, int z);
void snRNNext(Sprite *spr, int p);
void snRTNext(Sprite *spr, int p);
void snSelect();
void snSend(Sprite *spr, int val);
void snRelX(Sprite *spr, int x);
void snRelY(Sprite *spr, int y);
void snRmNear(Sprite *spr);
void snRmTake(Sprite *spr);
void snRSeq(Sprite *spr, int val);
void snSeq(Sprite *spr, int val);
void snSetRef(Sprite *spr, int nr);
void snSetX(Sprite *spr, int x);
void snSetX0(int cav, int x0);
void snSetXY(Sprite *spr, uint16 xy);
void snSetY(Sprite *spr, int y);
void snSetY0(int cav, int y0);
void snSetZ(Sprite *spr, int z);
void snSlave(Sprite *spr, int ref);
void snSound(Sprite *spr, int wav, int cnt);
void snSwap(Sprite *spr, int xref);
void snTNext(Sprite *spr, int p);
void snTrans(Sprite *spr, int trans);
void snUncover(Sprite *spr, Sprite *xspr);
void snWalk(Sprite *spr, int x, int y);
void snZTrim(Sprite *spr);
protected:
int _recentStep;
private:
CGEConsole *_console;
void setup();
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(CGEEngine *vm) {}
virtual ~Console() {}
};
} // End of namespace CGE
#endif