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https://github.com/libretro/scummvm.git
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5e0e672283
Thanks clone2727 for reporting it
351 lines
8.4 KiB
C++
351 lines
8.4 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 CGE_H
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#define CGE_H
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/str.h"
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#include "common/rect.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "graphics/surface.h"
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#include "cge/console.h"
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#include "cge/bitmap.h"
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#include "cge/sound.h"
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struct ADGameDescription;
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namespace CGE {
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class Console;
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class Sprite;
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class Cluster;
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class Vga;
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class System;
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class Keyboard;
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class Mouse;
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class HorizLine;
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class InfoLine;
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class SceneLight;
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class CommandHandler;
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class EventManager;
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class ResourceManager;
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class Walk;
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class Text;
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class Talk;
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#define kSavegameVersion 2
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#define kSavegameStrSize 11
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#define kPocketX 174
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#define kPocketY 176
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#define kPocketDX 18
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#define kPocketDY 22
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#define kPocketNX 8
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#define kPocketNY 1
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#define kPocketSX 8
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#define kPocketSY 3
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#define kSceneDx 9
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#define kSceneDy 10
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#define kSceneNx 8
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#define kSceneNy 3
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#define kSceneMax kSceneNx * kSceneNy
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#define kPathMax 128
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#define kCryptSeed 0xA5
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#define kMaxFile 128
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#define kMapXCnt 40
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#define kMapZCnt 20
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#define kMapTop 80
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#define kSayTheEnd 41
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeSoltys,
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kGameTypeSfinx
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};
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// our engine debug channels
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enum {
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kCGEDebugBitmap = 1 << 0,
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kCGEDebugFile = 1 << 1,
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kCGEDebugEngine = 1 << 2
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};
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enum SnList {
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kNear, kTake
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};
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enum CallbackType {
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kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume
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};
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struct SavegameHeader {
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uint8 version;
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Common::String saveName;
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Graphics::Surface *thumbnail;
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int saveYear, saveMonth, saveDay;
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int saveHour, saveMinutes;
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int totalFrames;
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};
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extern const char *savegameStr;
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struct Bar {
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uint8 _horz;
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uint8 _vert;
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};
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class Font {
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char _path[kPathMax];
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void load();
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CGEEngine *_vm;
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public:
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uint8 *_widthArr;
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uint16 *_pos;
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uint8 *_map;
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Font(CGEEngine *vm, const char *name);
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~Font();
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uint16 width(const char *text);
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void save();
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};
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class CGEEngine : public Engine {
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private:
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uint32 _lastFrame, _lastTick;
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void tick();
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void syncHeader(Common::Serializer &s);
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void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
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void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny);
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bool savegameExists(int slotNumber);
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Common::String generateSaveName(int slot);
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public:
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CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
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~CGEEngine();
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virtual bool hasFeature(EngineFeature f) const;
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virtual bool canLoadGameStateCurrently();
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virtual bool canSaveGameStateCurrently();
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virtual Common::Error loadGameState(int slot);
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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static const int _maxSceneArr[5];
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bool _quitFlag;
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bool _showBoundariesFl;
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const ADGameDescription *_gameDescription;
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int _startupMode;
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int _oldLev;
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int _pocPtr;
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bool _music;
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int _pocref[kPocketNX];
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uint8 _volume[2];
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int _maxScene;
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bool _flag[4];
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bool _dark;
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bool _game;
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bool _endGame;
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int _now;
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int _lev;
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int _mode;
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int _soundOk;
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int _gameCase2Cpt;
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int _offUseCount;
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Dac *_bitmapPalette;
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uint8 _clusterMap[kMapZCnt][kMapXCnt];
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Sprite *_sprTv;
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Sprite *_sprK1;
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Sprite *_sprK2;
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Sprite *_sprK3;
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Common::Point _heroXY[kSceneMax];
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Bar _barriers[kSceneMax + 1];
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Font *_font;
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Vga *_vga;
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System *_sys;
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Sprite *_pocLight;
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Keyboard *_keyboard;
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Mouse *_mouse;
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Sprite *_sprite;
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Sprite *_miniScene;
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Sprite *_shadow;
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HorizLine *_horzLine;
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InfoLine *_infoLine;
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InfoLine *_debugLine;
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SceneLight *_sceneLight;
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CommandHandler *_commandHandler;
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CommandHandler *_commandHandlerTurbo;
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EventManager *_eventManager;
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Fx *_fx;
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Sound *_sound;
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ResourceManager *_resman;
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Sprite *_pocket[kPocketNX];
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Walk *_hero;
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Text *_text;
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Talk *_talk;
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Common::RandomSource _randomSource;
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MusicPlayer *_midiPlayer;
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BitmapPtr *_miniShp;
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BitmapPtr *_miniShpList;
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int _startGameSlot;
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virtual Common::Error run();
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GUI::Debugger *getDebugger() {
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return _console;
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}
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void cge_main();
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void switchScene(int newScene);
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void startCountDown();
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void quit();
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void resetQSwitch();
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void optionTouch(int opt, uint16 mask);
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void resetGame();
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bool loadGame(int slotNumber, SavegameHeader *header = NULL, bool tiny = false);
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void setMapBrick(int x, int z);
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void switchMapping();
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void loadSprite(const char *fname, int ref, int scene, int col, int row, int pos);
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void loadScript(const char *fname);
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void loadUser();
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void runGame();
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bool showTitle(const char *name);
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void movie(const char *ext);
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void inf(const char *text, bool wideSpace = false);
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void selectSound();
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void dummy() {}
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void NONE();
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void SB();
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void sceneDown();
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void sceneUp();
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void xScene();
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void qGame();
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void SBM();
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void GUS();
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void GUSM();
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void MIDI();
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void AUTO();
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void setPortD();
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void setPortM();
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void setIRQ();
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void setDMA();
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void mainLoop();
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void handleFrame();
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void saveGame(int slotNumber, const Common::String &desc);
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static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
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void switchMusic();
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void selectPocket(int n);
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void expandSprite(Sprite *spr);
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void contractSprite(Sprite *spr);
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int findPocket(Sprite *spr);
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void feedSnail(Sprite *spr, SnList snq);
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void pocFul();
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void hide1(Sprite *spr);
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void loadMapping();
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void heroCover(int cvr);
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void trouble(int seq, int text);
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void offUse();
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void tooFar();
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void loadHeroXY();
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void keyClick();
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void switchColorMode();
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void killSprite();
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void switchDebug();
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void miniStep(int stp);
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void postMiniStep(int stp);
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void showBak(int ref);
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void initSceneValues();
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char *mergeExt(char *buf, const char *name, const char *ext);
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int takeEnum(const char **tab, const char *text);
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int newRandom(int range);
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void sndSetVolume();
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Sprite *locate(int ref);
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Sprite *spriteAt(int x, int y);
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Cluster XZ(int16 x, int16 y);
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void killText();
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void snBackPt(Sprite *spr, int stp);
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void snHBarrier(const int scene, const int barX);
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void snVBarrier(const int scene, const int barY);
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void snCover(Sprite *spr, int xref);
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void snFlag(int indx, bool v);
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void snFlash(bool on);
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void snGame(Sprite *spr, int num);
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void snGhost(Bitmap *bmp);
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void snGive(Sprite *spr, int stp);
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void snHide(Sprite *spr, int val);
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void snKeep(Sprite *spr, int stp);
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void snKill(Sprite *spr);
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void snLevel(Sprite *spr, int lev);
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void snLight(bool in);
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void snMouse(bool on);
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void snNNext(Sprite *spr, int p);
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void snPort(Sprite *spr, int port);
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void snReach(Sprite *spr, int mode);
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void snRelZ(Sprite *spr, int z);
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void snRNNext(Sprite *spr, int p);
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void snRTNext(Sprite *spr, int p);
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void snSend(Sprite *spr, int val);
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void snRelX(Sprite *spr, int x);
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void snRelY(Sprite *spr, int y);
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void snRmNear(Sprite *spr);
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void snRmTake(Sprite *spr);
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void snRSeq(Sprite *spr, int val);
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void snSeq(Sprite *spr, int val);
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void snSetRef(Sprite *spr, int nr);
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void snSetX(Sprite *spr, int x);
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void snSetX0(int scene, int x0);
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void snSetXY(Sprite *spr, uint16 xy);
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void snSetY(Sprite *spr, int y);
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void snSetY0(int scene, int y0);
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void snSetZ(Sprite *spr, int z);
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void snSlave(Sprite *spr, int ref);
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void snSound(Sprite *spr, int wav);
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void snSwap(Sprite *spr, int xref);
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void snTNext(Sprite *spr, int p);
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void snTrans(Sprite *spr, int trans);
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void snUncover(Sprite *spr, Sprite *xspr);
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void snWalk(Sprite *spr, int x, int y);
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void snZTrim(Sprite *spr);
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protected:
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int _recentStep;
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private:
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CGEConsole *_console;
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void init();
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void deinit();
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};
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// Example console class
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class Console : public GUI::Debugger {
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public:
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Console(CGEEngine *vm) {}
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virtual ~Console() {}
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};
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} // End of namespace CGE
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#endif
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