scummvm/engines/tony/tony.h
Paul Gilbert bcaeacf124 TONY: Implemented support for loading savegames directly from the launcher.
It's not perfect.. the startup screen briefly flashes, and Tony briefly disappears when you do a first action afterwards.
2012-05-18 22:57:25 +10:00

227 lines
5.3 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 TONY_H
#define TONY_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/array.h"
#include "common/coroutines.h"
#include "common/error.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "tony/mpal/mpal.h"
#include "tony/mpal/memory.h"
#include "tony/gfxengine.h"
#include "tony/loc.h"
#include "tony/utils.h"
#include "tony/window.h"
#include "tony/globals.h"
/**
* This is the namespace of the Tony engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Tony Tough
*/
namespace Tony {
using namespace MPAL;
class Globals;
enum {
kTonyDebugAnimations = 1 << 0,
kTonyDebugActions = 1 << 1,
kTonyDebugSound = 1 << 2,
kTonyDebugMusic = 2 << 3
};
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
struct TonyGameDescription;
#define MAX_SFX_CHANNELS 32
struct VoiceHeader {
int offset;
int code;
int parts;
};
#define VOICE_HEADER_SIZE 12
class TonyEngine : public Engine {
private:
Common::ErrorCode Init();
void InitMusic();
void CloseMusic();
bool OpenVoiceDatabase();
void CloseVoiceDatabase();
void InitCustomFunctionMap();
static void PlayProcess(CORO_PARAM, const void *param);
protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
LPCUSTOMFUNCTION FuncList[300];
Common::String FuncListStrings[300];
Common::RandomSource _randomSource;
MPAL::MemoryManager _memoryManager;
RMResUpdate _resUpdate;
uint32 m_hEndOfFrame;
Common::File _vdbFP;
Common::Array<VoiceHeader> _voices;
FPSOUND _theSound;
Globals _globals;
enum DATADIR {
DD_BASE = 1,
DD_SAVE,
DD_SHOTS,
DD_MUSIC,
DD_LAYER,
DD_UTILSFX,
DD_VOICES,
DD_BASE2
};
FPSTREAM *m_stream[6];
FPSFX *m_sfx[MAX_SFX_CHANNELS];
FPSFX *m_utilSfx[MAX_SFX_CHANNELS];
RMFont *fonts[2];
bool m_bPaused;
bool m_bDrawLocation;
int m_startTime;
uint16 *m_curThumbnail;
int _initialLoadSlotNumber;
int _loadSlotNumber;
// Bounding box list manager
RMGameBoxes _theBoxes;
RMWindow _window;
RMGfxEngine _theEngine;
bool m_bQuitNow;
bool m_bTimeFreezed;
int m_nTimeFreezed;
public:
TonyEngine(OSystem *syst, const TonyGameDescription *gameDesc);
virtual ~TonyEngine();
const TonyGameDescription *_gameDescription;
uint32 getFeatures() const;
Common::Language getLanguage() const;
uint16 getVersion() const;
bool getIsDemo() const;
RMGfxEngine *GetEngine() { return &_theEngine; }
void GUIError(const Common::String &msg);
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
// Avverte che siamo guidati dal GDI
void GDIControl(bool bCon);
// Loop che gestisce i messaggi quando siamo in pausa
void PauseLoop(void);
void Play();
void Close();
void Abort();
void GetDataDirectory(DATADIR dir, char *path);
void SwitchFullscreen(bool bFull);
void OptionScreen(void);
void ShowLocation(void) { m_bDrawLocation = true; }
void HideLocation(void) { m_bDrawLocation = false; }
// Mette o leva la pausa
void Pause(bool bPause);
bool IsPaused() { return m_bPaused; }
// Reads the time
uint32 GetTime(void);
void FreezeTime(void);
void UnfreezeTime(void);
// Music
// ******
void PlayMusic(int nChannel, const char *fn, int nFX, bool bLoop, int nSync);
void StopMusic(int nChannel);
void PlaySFX(int nSfx, int nFX = 0);
void StopSFX(int nSfx);
void PlayUtilSFX(int nSfx, int nFX = 0);
void StopUtilSFX(int nSfx);
FPSFX *CreateSFX(byte *buf);
void PreloadSFX(int nSfx, const char *fn);
void UnloadAllSFX(void);
void PreloadUtilSFX(int nSfx, const char *fn);
void UnloadAllUtilSFX(void);
// Ferma tutta la parte audio
void PauseSound(bool bPause);
void SetMusicVolume(int nChannel, int volume);
int GetMusicVolume(int nChannel);
// Salvataggio
void AutoSave(CORO_PARAM);
void SaveState(int n, const char *name);
void LoadState(CORO_PARAM, int n);
static Common::String GetSaveStateFileName(int n);
// Prende il thumbnail
void GrabThumbnail(void);
uint16 *GetThumbnail(void) { return m_curThumbnail; }
void Quit(void) { m_bQuitNow = true; }
void OpenInitLoadMenu(CORO_PARAM);
void OpenInitOptions(CORO_PARAM);
};
// Global reference to the TonyEngine object
extern TonyEngine *_vm;
#define GLOBALS _vm->_globals
} // End of namespace Tony
#endif /* TONY_H */