scummvm/engines/icb/p4.h
2020-06-28 08:54:42 +02:00

181 lines
5.5 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 __P4_H
#define __P4_H
// check the machine version
#if ((_PSX != 1) && (_PC != 1))
#error " p4.h : unknown machine version : _PSX !=1 && _PC !=1"
#endif
// Silly codewarrior doesn't understand relative paths
#include "engines/icb/common/px_common.h"
#include "string_vest.h"
namespace ICB {
// Handy #define's
#define MS g_mission->session
#define MSS g_mission->session->set
// functions required externally
void Terminate_ap(); // call this to end the game and return to windows
// variables
extern int gameCycle; // for head-up display
extern char root[];
extern char croot[];
extern char gamelanguage[];
extern bool8 camera_hack;
extern uint32 font_cluster_hash; // Res_open will compute the hash value and store it
extern uint32 sys_font_hash; // Res_open will compute the hash value and store it
#if _PSX
#include "p4_psx.h"
#else
#endif
#define RESOURCE_IS_COMPRESSED 1
#if _PC
extern BOOL gRegainedFocus; // Set when we regain the focus. Cleared by the graphics reloading functions
} // End of namespace ICB (To avoid including inside the namespace
#include "engines/icb/common/px_string.h"
namespace ICB {
extern char g_characters[];
#define REMORA_GRAPHICS_PATH "remora\\pc\\"
#define FONT_PATH "fonts\\pc\\%s"
#define REMORA_CLUSTER_PATH "\\A\\2DART"
// Using psx style cluster paths
#define ICON_CLUSTER_PATH "\\A\\2DART" // icon cluster path
#define FONT_CLUSTER_PATH "\\A\\2DART" // font cluster path
#define GLOBAL_CLUSTER_PATH "\\G\\G" // global cluster path
#define SESSION_TEST_PATH "%sm\\%s\\%s.sex", (cstr)root // File to test for a sessions existence
#define SESSION_CLUSTER_PATH "\\M\\%s\\%s.SEX" // Path to the session cluster
#define CHR_PATH "\\C\\%s\\%s.OFT"
#define SET_PATH "\\M\\%s\\%s.CAM" // path to the set
#define SYS_FONT "fonts\\font.tdw" // default font name
#define ICON_PATH "inventory_icon\\pc\\" // path for inventory objects
#define GAMESCRIPT_PATH "gamescript"
#define GLOBAL_VAR_PATH "globals" // globals file name
#define GLOBAL_TEXT_FILE "%s.ttpc", gamelanguage
// These are for the Remora's text system (and any other voice-over text we might need).
// This defines the name of the resource files that are searched for Remora text.
#define FILENAME_VOTEXT "remora.ctf"
#define GLOBAL_VOTEXT_NAME "remora.ctf"
#define ICON_LABELS_FILENAME "iconlabels.ctf"
#define CONFIG_INI_FILENAME "%sengine\\icb.ini", (const char *)root
// Resource Manager Sizes -- Initalize in Memory_stats
extern uint32 BACKGROUND_BUFFER_SIZE;
extern uint32 ANIMATION_BUFFER_SIZE;
extern uint32 BITMAP_BUFFER_SIZE;
extern uint32 SONICS_BUFFER_SIZE;
// globals for the font cluster name and hash value
extern pxString font_cluster;
#endif
#define ANIM_CHECK(a) \
if (!I->IsAnimTable(a)) \
Fatal_error("engine finds anim [%s] '%s' %X missing for object [%s]", (const char *)master_anim_name_table[a].name, I->get_info_name(a), I->info_name_hash[a], \
object->GetName());
enum __stub_modes {
__mission_and_console,
__game_script,
__floors,
__shift_mode,
__troute,
__vox_view,
__set_test,
__console_prompt,
__stage_view,
__sequence,
__options_menu,
__font_test,
__toe_on_door,
__pause_menu,
__load_save_menu,
__credits,
__scrolling_text,
__gameover_menu,
__no_stub_mode
};
#define TOTAL_STUBS 8
#define TARGET_TIME 70
class _stub {
public:
_stub();
~_stub();
void Reset(__stub_modes new_mode);
void Set_current_stub_mode(__stub_modes new_mode);
void Push_stub_mode(__stub_modes new_mode);
void Pop_stub_mode();
void Process_stub();
__stub_modes Return_current_stub();
void Reset_timer();
void Fix_time();
void Timer_off();
void Timer_on();
bool8 Return_timer_status();
void Update_screen();
__stub_modes mode[TOTAL_STUBS];
int32 stub; // stub level number
#ifdef _PC
int cycle_speed;
#endif
private:
uint32 stub_timer_time;
bool8 timer; // on off
uint8 padding1;
uint8 padding2;
uint8 padding3;
};
// this is one of the stub modes
void Mission_and_console();
// returns the CD number for the specified mission
int WhichCD(const char *mission);
} // End of namespace ICB
#endif