scummvm/engines/cge2/cge2.h
uruk 8eb6a4db8b CGE2: Add display of mouse cursor.
The actual click-handling is not working yet.
2014-06-01 21:44:07 +02:00

248 lines
6.1 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_H
#define CGE2_H
#include "common/random.h"
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "common/system.h"
#include "cge2/fileio.h"
namespace CGE2 {
class Vga;
class Sprite;
class MusicPlayer;
class Fx;
class Sound;
class Text;
struct HeroTab;
class V3D;
class V2D;
struct Dac;
class Spare;
class CommandHandler;
class InfoLine;
class Mouse;
class Keyboard;
class Talk;
class Hero;
class Bitmap;
class System;
class EventManager;
#define kScrWidth 320
#define kScrHeight 240
#define kScrDepth 480
#define kPanHeight 40
#define kWorldHeight (kScrHeight - kPanHeight)
#define kMaxFile 128
#define kPathMax 128
#define kDimMax 8
#define kWayMax 10
#define kPocketMax 4
#define kCaveMax 100
#define kMaxPoint 4
#define kInfoX 160
#define kInfoY -11
#define kInfoW 180
enum CallbackType {
kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume
};
enum Action { kNear, kMTake, kFTake, kActions };
class Font {
char _path[kPathMax];
void load();
CGE2Engine *_vm;
public:
uint8 *_widthArr;
uint16 *_pos;
uint8 *_map;
Font(CGE2Engine *vm, const char *name);
~Font();
uint16 width(const char *text);
void save();
};
class CGE2Engine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
public:
CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription);
virtual bool hasFeature(EngineFeature f) const;
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual Common::Error run();
bool showTitle(const char *name);
void cge2_main();
char *mergeExt(char *buf, const char *name, const char *ext);
void inf(const char *text, bool wideSpace = false);
void movie(const char *ext);
void runGame();
void loadScript(const char *fname);
void loadSprite(const char *fname, int ref, int scene, V3D &pos);
void badLab(const char *fn);
void caveUp(int cav);
void switchCave(int cav);
void showBak(int ref);
void loadTab();
int newRandom(int range);
void loadMap(int cav);
void openPocket();
void selectPocket(int n);
void busy(bool on);
void feedSnail(Sprite *spr, Action snq, Hero *hero);
int freePockets(int sx);
int findActivePocket(int ref);
void pocFul();
void killText();
void mainLoop();
void handleFrame();
Sprite *locate(int ref);
Sprite *spriteAt(int x, int y);
bool isHero(Sprite *spr);
void loadUser();
void checkSaySwitch();
void qGame();
void loadPos();
void releasePocket(Sprite *spr);
void switchHero(bool sex);
void setEye(const V3D &e);
void setEye(const V2D& e2, int z = -kScrWidth);
void setEye(const char *s);
int number(char *s);
char *token(char *s);
char *tail(char *s);
int takeEnum(const char **tab, const char *text);
ID ident(const char *s);
bool testBool(char *s);
void snKill(Sprite *spr);
void snHide(Sprite *spr, int val);
void snMidi(int val);
void snSetDlg(int clr, int set);
void snMskDlg(int clr, int set);
void snSeq(Sprite *spr, int val);
void snRSeq(Sprite *spr, int val);
void snSend(Sprite *spr, int val);
void snSwap(Sprite *spr, int val);
void snCover(Sprite *spr, int val);
void snUncover(Sprite *spr, Sprite *spr2);
void snFocus(int val);
void snKeep(Sprite *spr, int val);
void snGive(Sprite *spr, int val);
void snGoto(Sprite *spr, int val);
void snMove(Sprite *spr, V3D pos);
void snSlave(Sprite *spr, int val);
void snTrans(Sprite *spr, int val);
void snPort(Sprite *spr, int val);
void snMouse(int val);
void snNNext(Sprite *spr, Action act, int val);
void snRNNext(Sprite *spr, int val);
void snRMTNext(Sprite *spr, int val);
void snRFTNext(Sprite *spr, int val);
void snRmNear(Sprite *spr);
void snRmMTake(Sprite *spr);
void snRmFTake(Sprite *spr);
void snFlag(int ref, int val);
void snSetRef(Sprite *spr, int val);
void snBackPt(Sprite *spr, int val);
void snFlash(int val);
void snLight(int val);
void snWalk(Sprite *spr, int val);
void snReach(Sprite *spr, int val);
void snSound(Sprite *spr, int wav);
void snRoom(Sprite *spr, int val);
void snGhost(Bitmap *bmp);
void hide1(Sprite *spr);
const ADGameDescription *_gameDescription;
Common::RandomSource _randomSource;
bool _quitFlag;
Dac *_bitmapPalette;
int _mode;
bool _music;
int _startupMode;
int _now;
bool _sex;
int _mouseTop;
bool _dark;
int _waitSeq;
int _waitRef;
struct CommandStat {
int *_wait;
int _ref[2];
} _commandStat;
bool _taken;
bool _endGame;
bool _flag[4];
ResourceManager *_resman;
Vga *_vga;
Sprite *_sprite;
MusicPlayer *_midiPlayer;
Fx *_fx;
Sound *_sound;
Text *_text;
HeroTab *_heroTab[2];
V3D *_eye;
V3D *_eyeTab[kCaveMax];
Spare *_spare;
CommandHandler *_commandHandler;
CommandHandler *_commandHandlerTurbo;
InfoLine *_infoLine;
Mouse *_mouse;
Keyboard *_keyboard;
Talk *_talk;
V3D *_point[kMaxPoint];
System *_sys;
Sprite *_busyPtr;
Sprite *_vol[2];
EventManager *_eventManager;
private:
void init();
void deinit();
};
} // End of namespace CGE2
#endif // CGE2_H