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https://github.com/libretro/scummvm.git
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468274a83a
The mouse cursor warping code via the keyboard allows the cursor to go outside the screen. We now limit the cursor's position to always stay within the screen
251 lines
7.5 KiB
C++
251 lines
7.5 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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* 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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* 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 TINSEL_H
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#define TINSEL_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/events.h"
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#include "common/keyboard.h"
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#include "common/random.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "tinsel/debugger.h"
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#include "tinsel/graphics.h"
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#include "tinsel/sound.h"
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#include "tinsel/dw.h"
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/**
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* This is the namespace of the Tinsel engine.
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*
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* Status of this engine: Complete
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*
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* Games using this engine:
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* - Discworld
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* - Discworld 2: Missing Presumed ...!?
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*/
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namespace Tinsel {
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class BMVPlayer;
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class Config;
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class MidiDriver;
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class MidiMusicPlayer;
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class PCMMusicPlayer;
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class SoundManager;
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typedef Common::List<Common::Rect> RectList;
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enum TinselGameID {
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GID_DW1 = 0,
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GID_DW2 = 1
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};
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enum TinselGameFeatures {
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GF_SCNFILES = 1 << 0,
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GF_ENHANCED_AUDIO_SUPPORT = 1 << 1,
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GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file
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// The GF_USE_?FLAGS values specify how many country flags are displayed
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// in the subtitles options dialog.
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// None of these defined -> 1 language, in ENGLISH.TXT
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GF_USE_3FLAGS = 1 << 3, // French, German, Spanish
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GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian
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GF_USE_5FLAGS = 1 << 5 // All 5 flags
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};
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/**
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* The following is the ScummVM definitions of the various Tinsel versions:
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* TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
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* demo.
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* TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
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* major releases: an earlier version that used *.gra files, and a later one that
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* used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
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* we treat both releases as 'Tinsel 1', since the engine fixes from the later
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* version work equally well the earlier version data.
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* TINSEL_V2 - This is the engine used for the Discworld 2 game.
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*/
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enum TinselEngineVersion {
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TINSEL_V0 = 0,
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TINSEL_V1 = 1,
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TINSEL_V2 = 2
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};
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enum {
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kTinselDebugAnimations = 1 << 0,
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kTinselDebugActions = 1 << 1,
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kTinselDebugSound = 1 << 2,
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kTinselDebugMusic = 2 << 3
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};
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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struct TinselGameDescription;
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enum TinselKeyDirection {
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MSK_LEFT = 1, MSK_RIGHT = 2, MSK_UP = 4, MSK_DOWN = 8,
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MSK_DIRECTION = MSK_LEFT | MSK_RIGHT | MSK_UP | MSK_DOWN
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};
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typedef bool (*KEYFPTR)(const Common::KeyState &);
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#define SCREEN_WIDTH (_vm->screen().w) // PC screen dimensions
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#define SCREEN_HEIGHT (_vm->screen().h)
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#define SCRN_CENTER_X ((SCREEN_WIDTH - 1) / 2) // screen center x
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#define SCRN_CENTER_Y ((SCREEN_HEIGHT - 1) / 2) // screen center y
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#define UNUSED_LINES 48
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#define EXTRA_UNUSED_LINES 3
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//#define SCREEN_BOX_HEIGHT1 (SCREEN_HEIGHT - UNUSED_LINES)
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//#define SCREEN_BOX_HEIGHT2 (SCREEN_BOX_HEIGHT1 - EXTRA_UNUSED_LINES)
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#define SCREEN_BOX_HEIGHT1 SCREEN_HEIGHT
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#define SCREEN_BOX_HEIGHT2 SCREEN_HEIGHT
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#define GAME_FRAME_DELAY (1000 / ONE_SECOND)
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#define TinselVersion (_vm->getVersion())
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#define TinselV0 (TinselVersion == TINSEL_V0)
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#define TinselV1 (TinselVersion == TINSEL_V1)
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#define TinselV2 (TinselVersion == TINSEL_V2)
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#define TinselV2Demo (TinselVersion == TINSEL_V2 && _vm->getIsADGFDemo())
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#define TinselV1PSX (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformPSX)
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#define TinselV1Mac (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformMacintosh)
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#define READ_16(v) (TinselV1Mac ? READ_BE_UINT16(v) : READ_LE_UINT16(v))
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#define READ_32(v) (TinselV1Mac ? READ_BE_UINT32(v) : READ_LE_UINT32(v))
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#define FROM_16(v) (TinselV1Mac ? FROM_BE_16(v) : FROM_LE_16(v))
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#define FROM_32(v) (TinselV1Mac ? FROM_BE_32(v) : FROM_LE_32(v))
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#define TO_32(v) (TinselV1Mac ? TO_BE_32(v) : TO_LE_32(v))
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// Global reference to the TinselEngine object
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extern TinselEngine *_vm;
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class TinselEngine : public Engine {
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int _gameId;
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Common::KeyState _keyPressed;
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Common::RandomSource _random;
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Graphics::Surface _screenSurface;
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Common::Point _mousePos;
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uint8 _dosPlayerDir;
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Console *_console;
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static const char *const _sampleIndices[][3];
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static const char *const _sampleFiles[][3];
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static const char *const _textFiles[][3];
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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Common::Error loadGameState(int slot);
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#if 0
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Common::Error saveGameState(int slot, const Common::String &desc);
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#endif
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bool canLoadGameStateCurrently();
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#if 0
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bool canSaveGameStateCurrently();
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#endif
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public:
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TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc);
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virtual ~TinselEngine();
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int getGameId() {
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return _gameId;
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}
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const TinselGameDescription *_gameDescription;
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uint32 getGameID() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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uint16 getVersion() const;
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uint32 getFlags() const;
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Common::Platform getPlatform() const;
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bool getIsADGFDemo() const;
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bool isV1CD() const;
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const char *getSampleIndex(LANGUAGE lang);
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const char *getSampleFile(LANGUAGE lang);
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const char *getTextFile(LANGUAGE lang);
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MidiDriver *_driver;
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SoundManager *_sound;
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MidiMusicPlayer *_midiMusic;
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PCMMusicPlayer *_pcmMusic;
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BMVPlayer *_bmv;
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Config *_config;
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KEYFPTR _keyHandler;
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/** Stack of pending mouse button events. */
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Common::List<Common::EventType> _mouseButtons;
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/** Stack of pending keypresses. */
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Common::List<Common::Event> _keypresses;
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/** List of all clip rectangles. */
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RectList _clipRects;
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private:
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void NextGameCycle();
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void CreateConstProcesses();
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void RestartGame();
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void RestartDrivers();
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void ChopDrivers();
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void ProcessKeyEvent(const Common::Event &event);
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bool pollEvent();
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public:
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const Common::String getTargetName() const { return _targetName; }
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Common::String getSavegameFilename(int16 saveNum) const;
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Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
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Graphics::Surface &screen() { return _screenSurface; }
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Common::Point getMousePosition() const { return _mousePos; }
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void setMousePosition(Common::Point pt) {
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// Clip mouse position to be within the screen coordinates
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pt.x = CLIP<int16>(pt.x, 0, SCREEN_WIDTH - 1);
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pt.y = CLIP<int16>(pt.y, 0, SCREEN_HEIGHT - 1);
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int yOffset = TinselV2 ? (g_system->getHeight() - _screenSurface.h) / 2 : 0;
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g_system->warpMouse(pt.x, pt.y + yOffset);
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_mousePos = pt;
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}
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void divertKeyInput(KEYFPTR fptr) { _keyHandler = fptr; }
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int getRandomNumber(int maxNumber) { return _random.getRandomNumber(maxNumber); }
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uint8 getKeyDirection() const { return _dosPlayerDir; }
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};
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// Externally available methods
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void CuttingScene(bool bCutting);
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void CDChangeForRestore(int cdNumber);
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void CdHasChanged();
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} // End of namespace Tinsel
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#endif /* TINSEL_H */
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