scummvm/engines/gob/gob.h
Sven Hesse 4fc3a88c5f GOB: Add support for different methods of handling Endianness
The Once Upon A Time games handle endianness different in ANI, DEC
and RXY files than Geisha does. We need to support both approaches.
2012-07-30 01:44:42 +02:00

277 lines
7.1 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 GOB_GOB_H
#define GOB_GOB_H
#include "common/random.h"
#include "common/system.h"
#include "common/savefile.h"
#include "graphics/pixelformat.h"
#include "engines/engine.h"
#include "gob/console.h"
namespace GUI {
class StaticTextWidget;
}
/**
* This is the namespace of the Gob engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Gobliiins
* - Gobliins 2
* - Goblins 3
* - Ween: The Prophecy
* - Bargon Attack
* - Lost in Time
* - The Bizarre Adventures of Woodruff and the Schnibble
* - Fascination
* - Urban Runner
* - Bambou le sauveur de la jungle
* - Geisha
* - Once Upon A Time: Little Red Riding Hood
*/
namespace Gob {
class Game;
class Sound;
class Video;
class Global;
class Draw;
class DataIO;
class Goblin;
class VideoPlayer;
class Init;
class Inter;
class Map;
class Mult;
class PalAnim;
class Scenery;
class Util;
class SaveLoad;
class GobConsole;
class PreGob;
#define WRITE_VAR_UINT32(var, val) _vm->_inter->_variables->writeVar32(var, val)
#define WRITE_VAR_UINT16(var, val) _vm->_inter->_variables->writeVar16(var, val)
#define WRITE_VAR_UINT8(var, val) _vm->_inter->_variables->writeVar8(var, val)
#define WRITE_VAR_STR(var, str) _vm->_inter->_variables->writeVarString(var, str)
#define WRITE_VARO_UINT32(off, val) _vm->_inter->_variables->writeOff32(off, val)
#define WRITE_VARO_UINT16(off, val) _vm->_inter->_variables->writeOff16(off, val)
#define WRITE_VARO_UINT8(off, val) _vm->_inter->_variables->writeOff8(off, val)
#define WRITE_VARO_STR(off, str) _vm->_inter->_variables->writeOffString(off, str)
#define READ_VAR_UINT32(var) _vm->_inter->_variables->readVar32(var)
#define READ_VAR_UINT16(var) _vm->_inter->_variables->readVar16(var)
#define READ_VAR_UINT8(var) _vm->_inter->_variables->readVar8(var)
#define READ_VARO_UINT32(off) _vm->_inter->_variables->readOff32(off)
#define READ_VARO_UINT16(off) _vm->_inter->_variables->readOff16(off)
#define READ_VARO_UINT8(off) _vm->_inter->_variables->readOff8(off)
#define GET_VAR_STR(var) _vm->_inter->_variables->getAddressVarString(var)
#define GET_VARO_STR(off) _vm->_inter->_variables->getAddressOffString(off)
#define GET_VAR_FSTR(var) _vm->_inter->_variables->getAddressVarString(var)
#define GET_VARO_FSTR(off) _vm->_inter->_variables->getAddressOffString(off)
#define WRITE_VAR_OFFSET(off, val) WRITE_VARO_UINT32((off), (val))
#define WRITE_VAR(var, val) WRITE_VAR_UINT32((var), (val))
#define VAR_OFFSET(off) READ_VARO_UINT32(off)
#define VAR(var) READ_VAR_UINT32(var)
// WARNING: Reordering these will invalidate save games!
enum Endianness {
kEndiannessLE,
kEndiannessBE
};
// WARNING: Reordering these will invalidate save games!
// Add new games to the bottom of the list.
enum GameType {
kGameTypeNone = 0,
kGameTypeGob1,
kGameTypeGob2,
kGameTypeGob3,
kGameTypeWoodruff,
kGameTypeBargon,
kGameTypeWeen,
kGameTypeLostInTime,
kGameTypeInca2,
kGameTypeDynasty,
kGameTypeUrban,
kGameTypePlaytoons,
kGameTypeBambou,
kGameTypeFascination,
kGameTypeGeisha,
kGameTypeAdi2,
kGameTypeAdi4,
kGameTypeAdibou2,
kGameTypeAdibou1,
kGameTypeAbracadabra,
kGameTypeBabaYaga,
kGameTypeLittleRed,
kGameTypeOnceUponATime, // Need more inspection to see if Baba Yaga or Abracadabra
kGameTypeAJWorld
};
enum Features {
kFeaturesNone = 0,
kFeaturesCD = 1 << 0,
kFeaturesEGA = 1 << 1,
kFeaturesAdLib = 1 << 2,
kFeaturesSCNDemo = 1 << 3,
kFeaturesBATDemo = 1 << 4,
kFeatures640x480 = 1 << 5,
kFeatures800x600 = 1 << 6,
kFeaturesTrueColor = 1 << 7
};
enum EndiannessMethod {
kEndiannessMethodLE, ///< Always little endian.
kEndiannessMethodBE, ///< Always big endian.
kEndiannessMethodSystem, ///< Follows system endianness.
kEndiannessMethodAltFile ///< Different endianness in alternate file.
};
enum {
kDebugFuncOp = 1 << 0,
kDebugDrawOp = 1 << 1,
kDebugGobOp = 1 << 2,
kDebugSound = 1 << 3,
kDebugExpression = 1 << 4,
kDebugGameFlow = 1 << 5,
kDebugFileIO = 1 << 6,
kDebugSaveLoad = 1 << 7,
kDebugGraphics = 1 << 8,
kDebugVideo = 1 << 9,
kDebugHotspots = 1 << 10,
kDebugDemo = 1 << 11
};
struct GOBGameDescription;
class GobEngine : public Engine {
private:
GameType _gameType;
int32 _features;
Common::Platform _platform;
EndiannessMethod _endiannessMethod;
uint32 _pauseStart;
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
virtual void pauseEngineIntern(bool pause);
virtual void syncSoundSettings();
Common::Error initGameParts();
Common::Error initGraphics();
void deinitGameParts();
public:
static const Common::Language _gobToScummVMLang[];
Common::RandomSource _rnd;
Common::Language _language;
uint16 _width;
uint16 _height;
uint8 _mode;
Graphics::PixelFormat _pixelFormat;
Common::String _startStk;
Common::String _startTot;
uint32 _demoIndex;
bool _copyProtection;
bool _noMusic;
GobConsole *_console;
bool _resourceSizeWorkaround;
Global *_global;
Util *_util;
DataIO *_dataIO;
Game *_game;
Sound *_sound;
Video *_video;
Draw *_draw;
Goblin *_goblin;
Init *_init;
Map *_map;
Mult *_mult;
PalAnim *_palAnim;
Scenery *_scenery;
Inter *_inter;
SaveLoad *_saveLoad;
VideoPlayer *_vidPlayer;
PreGob *_preGob;
const char *getLangDesc(int16 language) const;
void validateLanguage();
void validateVideoMode(int16 videoMode);
void pauseGame();
EndiannessMethod getEndiannessMethod() const;
Endianness getEndianness() const;
Common::Platform getPlatform() const;
GameType getGameType() const;
bool isCD() const;
bool isEGA() const;
bool hasAdLib() const;
bool isSCNDemo() const;
bool isBATDemo() const;
bool is640x480() const;
bool is800x600() const;
bool isTrueColor() const;
bool isDemo() const;
bool hasResourceSizeWorkaround() const;
bool isCurrentTot(const Common::String &tot) const;
void setTrueColor(bool trueColor);
GUI::Debugger *getDebugger() { return _console; }
const Graphics::PixelFormat &getPixelFormat() const;
GobEngine(OSystem *syst);
virtual ~GobEngine();
void initGame(const GOBGameDescription *gd);
};
} // End of namespace Gob
#endif // GOB_GOB_H