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https://github.com/libretro/scummvm.git
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377 lines
9.1 KiB
C++
377 lines
9.1 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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*
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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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/*
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* Based on
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* WebVenture (c) 2010, Sean Kasun
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* https://github.com/mrkite/webventure, http://seancode.com/webventure/
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*
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* Used with explicit permission from the author
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*/
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#ifndef MACVENTURE_MACVENTURE_H
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#define MACVENTURE_MACVENTURE_H
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#include "engines/engine.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/debug.h"
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#include "common/random.h"
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#include "common/macresman.h"
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#include "common/huffman.h"
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#include "common/savefile.h"
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#include "gui/debugger.h"
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#include "macventure/debug.h"
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#include "macventure/gui.h"
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#include "macventure/world.h"
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#include "macventure/hufflists.h"
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#include "macventure/stringtable.h"
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#include "macventure/script.h"
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#include "macventure/controls.h"
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#include "macventure/windows.h"
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#include "macventure/sound.h"
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struct ADGameDescription;
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namespace MacVenture {
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class SaveFileManager;
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class Console;
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class World;
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class ScriptEngine;
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class SoundManager;
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typedef uint32 ObjID;
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// HACK, until I find a way to translate correctly
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extern void toASCII(Common::String &str);
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enum {
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kScreenWidth = 512,
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kScreenHeight = 342
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};
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enum {
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kGlobalSettingsID = 0x80,
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kDiplomaGeometryID = 0x81,
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kTextHuffmanTableID = 0x83
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};
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enum {
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kSaveGameStrID = 0x82,
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kDiplomaFilenameID = 0x83,
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kClickToContinueTextID = 0x84,
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kStartGameFilenameID = 0x85
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};
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enum FilePathID {
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kMCVID = 1,
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kTitlePathID = 2,
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kSubdirPathID = 3,
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kObjectPathID = 4,
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kFilterPathID = 5,
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kTextPathID = 6,
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kGraphicPathID = 7,
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kSoundPathID = 8
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};
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class GlobalSettings {
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public:
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GlobalSettings();
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~GlobalSettings();
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void loadSettings(Common::SeekableReadStream *dataStream);
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// HACK MAybe this should be private, but the class is only here to handle
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// memory allocation/deallocation
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public:
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uint16 _numObjects; // number of game objects defined
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uint16 _numGlobals; // number of globals defined
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uint16 _numCommands; // number of commands defined
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uint16 _numAttributes; // number of attributes
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uint16 _numGroups; // number of object groups
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uint16 _invTop; // inventory window bounds
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uint16 _invLeft;
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uint16 _invHeight;
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uint16 _invWidth;
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uint16 _invOffsetY; // positioning offset for
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uint16 _invOffsetX; // new inventory windows
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uint16 _defaultFont; // default font
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uint16 _defaultSize; // default font size
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Common::Array<uint8> _attrIndices; // attribute indices into attribute table
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Common::Array<uint16> _attrMasks; // attribute masks
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Common::Array<uint8> _attrShifts; // attribute bit shifts
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Common::Array<uint8> _cmdArgCnts; // command argument counts
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Common::Array<uint8> _commands; // command buttons
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};
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enum GameState {
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kGameStateInit,
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kGameStatePlaying,
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kGameStateWinnig,
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kGameStateLosing,
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kGameStateQuitting
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};
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enum ObjectQueueID {
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kFocusWindow = 2,
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kOpenWindow = 3,
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kCloseWindow = 4,
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kUpdateObject = 7,
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kUpdateWindow = 8,
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kSetToPlayerParent = 12,
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kHightlightExits = 13,
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kAnimateBack = 14
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};
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struct QueuedObject {
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ObjectQueueID id;
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ObjID object;
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ObjID parent;
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uint x;
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uint y;
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uint exitx;
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uint exity;
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bool hidden;
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bool offscreen;
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bool invisible;
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ObjID target; // For swapping
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};
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enum TextQueueID {
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kTextNumber = 1,
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kTextNewLine = 2,
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kTextPlain = 3
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};
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struct QueuedText {
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TextQueueID id;
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ObjID source;
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ObjID destination;
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ObjID asset;
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};
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enum SoundQueueID {
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kSoundPlay = 1,
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kSoundPlayAndWait = 2,
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kSoundWait = 3
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};
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struct QueuedSound {
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SoundQueueID id;
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ObjID reference;
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};
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class MacVentureEngine : public Engine {
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public:
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MacVentureEngine(OSystem *syst, const ADGameDescription *gameDesc);
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~MacVentureEngine() override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error run() override;
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bool scummVMSaveLoadDialog(bool isSave);
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bool canLoadGameStateCurrently() override;
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bool canSaveGameStateCurrently() override;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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void newGame();
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void setInitialFlags();
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void setNewGameState();
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void initDebugChannels();
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void reset();
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void resetInternals();
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void resetGui();
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void refreshScreen();
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// datafiles.cpp
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void loadDataBundle();
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Common::SeekableReadStream *getBorderFile(MVWindowType windowType, bool isActive);
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void requestQuit();
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void requestUnpause();
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void selectControl(ControlAction action);
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void refreshReady();
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void preparedToRun();
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void gameChanged();
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void winGame();
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void loseGame();
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void clickToContinue();
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void updateState(bool pause);
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void revert();
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void enqueueObject(ObjectQueueID type, ObjID objID, ObjID target = 0);
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void enqueueText(TextQueueID type, ObjID target, ObjID source, ObjID text);
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void enqueueSound(SoundQueueID type, ObjID target);
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void runObjQueue();
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void printTexts();
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void playSounds(bool pause);
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void handleObjectSelect(ObjID objID, WindowReference win, bool shiftPressed, bool isDoubleClick);
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void handleObjectDrop(ObjID objID, Common::Point delta, ObjID newParent);
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void setDeltaPoint(Common::Point newPos);
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void focusObjWin(ObjID objID);
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void updateWindow(WindowReference winID);
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bool showTextEntry(ObjID text, ObjID srcObj, ObjID destObj);
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void setTextInput(Common::String content);
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Common::String getUserInput();
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// Data retrieval
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Common::String getStartGameFileName();
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bool isPaused();
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bool needsClickToContinue();
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Common::String getCommandsPausedString() const;
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const GlobalSettings &getGlobalSettings() const;
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Common::String getFilePath(FilePathID id) const;
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bool isOldText() const;
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const HuffmanLists *getDecodingHuffman() const;
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uint32 randBetween(uint32 min, uint32 max);
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uint32 getInvolvedObjects();
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int findObjectInArray(ObjID objID, const Common::Array<ObjID> &list);
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uint getPrefixNdx(ObjID obj);
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Common::String getPrefixString(uint flag, ObjID obj);
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Common::String getNoun(ObjID ndx);
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// Attributes consult
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Common::Point getObjPosition(ObjID objID);
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bool isObjVisible(ObjID objID);
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bool isObjClickable(ObjID objID);
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bool isObjSelected(ObjID objID);
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bool isObjExit(ObjID objID);
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bool isHiddenExit(ObjID objID);
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Common::Point getObjExitPosition(ObjID objID);
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ObjID getParent(ObjID objID);
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// Utils
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ControlAction referenceToAction(ControlType id);
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// Encapsulation HACK
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Common::Rect getObjBounds(ObjID objID);
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uint getOverlapPercent(ObjID one, ObjID other);
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WindowReference getObjWindow(ObjID objID);
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WindowReference findParentWindow(ObjID objID);
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Common::Point getDeltaPoint();
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ObjID getDestObject();
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ControlAction getSelectedControl();
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private:
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void processEvents();
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bool runScriptEngine();
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void endGame();
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void updateControls();
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void resetVars();
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void unselectAll();
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void selectObject(ObjID objID);
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void unselectObject(ObjID objID);
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void highlightExit(ObjID objID);
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void selectPrimaryObject(ObjID objID);
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void updateExits();
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// Object queue methods
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void focusObjectWindow(ObjID objID);
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void openObject(ObjID objID);
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void closeObject(ObjID objID);
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void checkObject(QueuedObject objID);
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void reflectSwap(ObjID fromID, ObjID toID);
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void toggleExits();
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void zoomObject(ObjID objID);
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bool isObjEnqueued(ObjID obj);
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bool isGameRunning();
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// Data loading
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bool loadGlobalSettings();
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bool loadTextHuffman();
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const char *getGameFileName() const;
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private: // Attributes
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const ADGameDescription *_gameDescription;
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Common::RandomSource *_rnd;
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Common::MacResManager *_resourceManager;
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Gui *_gui;
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World *_world;
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ScriptEngine *_scriptEngine;
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// String tables
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StringTable *_filenames;
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StringTable *_decodingDirectArticles;
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StringTable *_decodingNamingArticles;
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StringTable *_decodingIndirectArticles;
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SoundManager *_soundManager;
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Common::Archive *_dataBundle;
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// Engine state
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GameState _gameState;
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GlobalSettings *_globalSettings;
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HuffmanLists *_textHuffman;
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bool _oldTextEncoding;
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bool _paused, _halted, _cmdReady, _prepared;
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bool _haltedAtEnd, _haltedInSelection;
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bool _gameChanged;
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bool _clickToContinue;
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Common::Array<QueuedObject> _objQueue;
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Common::Array<QueuedObject> _inQueue;
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Common::Array<QueuedSound> _soundQueue;
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Common::Array<QueuedText> _textQueue;
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// Selections
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ObjID _destObject;
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ControlAction _selectedControl;
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Common::Array<ObjID> _currentSelection;
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Common::Point _deltaPoint;
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Common::String _userInput;
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};
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class Console : public GUI::Debugger {
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public:
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Console(MacVentureEngine *vm) {}
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~Console(void) override {}
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};
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} // End of namespace MacVenture
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#endif
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