mirror of
https://github.com/libretro/scummvm.git
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6eace0ca75
- Implement missing queue reset function - Cleanup SoundManager::playLoopingSound()
101 lines
4.1 KiB
C
101 lines
4.1 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 LASTEXPRESS_HELPERS_H
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#define LASTEXPRESS_HELPERS_H
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//////////////////////////////////////////////////////////////////////////
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// Misc helpers
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//////////////////////////////////////////////////////////////////////////
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// Misc
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#define getArchive(name) _engine->getResourceManager()->getFileStream(name)
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#define rnd(value) _engine->getRandom().getRandomNumber(value - 1)
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// Engine subclasses
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#define getLogic() _engine->getGameLogic()
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#define getMenu() _engine->getGameMenu()
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// Logic
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#define getAction() getLogic()->getGameAction()
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#define getBeetle() getLogic()->getGameBeetle()
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#define getFight() getLogic()->getGameFight()
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#define getEntities() getLogic()->getGameEntities()
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#define getSaveLoad() getLogic()->getGameSaveLoad()
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#define isNight() getLogic()->getGameState()->isNightTime()
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// State
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#define getState() getLogic()->getGameState()->getGameState()
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#define getEvent(id) getState()->events[id]
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#define getFlags() getLogic()->getGameState()->getGameFlags()
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#define getInventory() getLogic()->getGameState()->getGameInventory()
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#define getObjects() getLogic()->getGameState()->getGameObjects()
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#define getProgress() getState()->progress
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#define getSavePoints() getLogic()->getGameState()->getGameSavePoints()
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#define getGlobalTimer() getLogic()->getGameState()->getTimer()
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#define setGlobalTimer(timer) getLogic()->getGameState()->setTimer(timer)
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#define setCoords(coords) getLogic()->getGameState()->setCoordinates(coords)
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#define getCoords() getLogic()->getGameState()->getCoordinates()
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#define setFrameCount(count) _engine->setFrameCounter(count)
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#define getFrameCount() _engine->getFrameCounter()
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// Scenes
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#define getScenes() _engine->getSceneManager()
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// Sound
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#define getSound() _engine->getSoundManager()
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#define getSoundQueue() _engine->getSoundManager()->getQueue()
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// Others
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#define getEntityData(entity) getEntities()->getData(entity)
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//////////////////////////////////////////////////////////////////////////
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// Graphics
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//////////////////////////////////////////////////////////////////////////
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// Sequences
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#define loadSequence(name) Sequence::load(name, getArchive(name))
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#define loadSequence1(name, field30) Sequence::load(name, getArchive(name), field30)
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#define clearBg(type) _engine->getGraphicsManager()->clear(type)
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#define showScene(index, type) _engine->getGraphicsManager()->draw(getScenes()->get(index), type);
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#define askForRedraw() _engine->getGraphicsManager()->change()
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#define redrawScreen() do { _engine->getGraphicsManager()->update(); _engine->_system->updateScreen(); } while (false)
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// Used to delete entity sequences
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#define SAFE_DELETE(_p) do { delete (_p); (_p) = NULL; } while (false)
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//////////////////////////////////////////////////////////////////////////
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// Output
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//////////////////////////////////////////////////////////////////////////
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extern const char *g_actionNames[];
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extern const char *g_directionNames[];
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extern const char *g_entityNames[];
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#define ACTION_NAME(action) (action > 18 ? Common::String::format("%d", action).c_str() : g_actionNames[action])
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#define DIRECTION_NAME(direction) (direction >= 6 ? "INVALID" : g_directionNames[direction])
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#define ENTITY_NAME(index) (index >= 40 ? "INVALID" : g_entityNames[index])
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#endif // LASTEXPRESS_HELPERS_H
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