mirror of
https://github.com/libretro/scummvm.git
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332 lines
7.7 KiB
C++
332 lines
7.7 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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*
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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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*
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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 FULLPIPE_FULLPIPE_H
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#define FULLPIPE_FULLPIPE_H
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#include "common/scummsys.h"
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#include "common/events.h"
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#include "common/keyboard.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "audio/mixer.h"
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#include "graphics/transparent_surface.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "fullpipe/console.h"
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struct ADGameDescription;
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namespace Fullpipe {
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enum FullpipeGameFeatures {
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};
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class BehaviorManager;
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class BaseModalObject;
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class GameLoader;
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class GameVar;
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class InputController;
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class Inventory2;
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struct CursorInfo;
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struct EntranceInfo;
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class ExCommand;
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class Floaters;
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class GameProject;
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class GameObject;
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class GlobalMessageQueueList;
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struct MessageHandler;
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class MessageQueue;
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struct MovTable;
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class MGM;
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class NGIArchive;
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class PictureObject;
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struct PreloadItem;
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class Scene;
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class SoundList;
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class StaticANIObject;
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class Vars;
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int global_messageHandler1(ExCommand *cmd);
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int global_messageHandler2(ExCommand *cmd);
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int global_messageHandler3(ExCommand *cmd);
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int global_messageHandler4(ExCommand *cmd);
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void global_messageHandler_handleSound(ExCommand *cmd);
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class FullpipeEngine : public ::Engine {
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protected:
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Common::Error run();
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public:
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FullpipeEngine(OSystem *syst, const ADGameDescription *gameDesc);
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virtual ~FullpipeEngine();
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Console *_console;
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GUI::Debugger *getDebugger() { return _console; }
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void initialize();
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void restartGame();
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void setMusicAllowed(int val) { _musicAllowed = val; }
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// Detection related functions
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const ADGameDescription *_gameDescription;
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const char *getGameId() const;
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Common::Platform getPlatform() const;
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Common::RandomSource *_rnd;
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Common::KeyCode _keyState;
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uint16 _buttonState;
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void updateEvents();
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Graphics::Surface _backgroundSurface;
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Graphics::PixelFormat *_origFormat;
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GameLoader *_gameLoader;
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GameProject *_gameProject;
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bool loadGam(const char *fname, int scene = 0);
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GameVar *getGameLoaderGameVar();
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InputController *getGameLoaderInputController();
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int _gameProjectVersion;
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int _pictureScale;
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int _scrollSpeed;
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bool _updateFlag;
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bool _flgCanOpenMap;
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bool _gamePaused;
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bool _flgGameIsRunning;
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bool _inputArFlag;
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bool _recordEvents;
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bool _mainMenu_debugEnabled;
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Common::Rect _sceneRect;
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int _sceneWidth;
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int _sceneHeight;
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Scene *_currentScene;
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Scene *_loaderScene;
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Scene *_scene2;
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Scene *_scene3;
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StaticANIObject *_aniMan;
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StaticANIObject *_aniMan2;
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byte *_globalPalette;
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InputController *_inputController;
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bool _inputDisabled;
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int _currentCheat;
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int _currentCheatPos;
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void defHandleKeyDown(int key);
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SoundList *_currSoundList1[11];
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int _currSoundListCount;
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bool _soundEnabled;
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bool _flgSoundList;
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char _sceneTracks[10][260];
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int _numSceneTracks;
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bool _sceneTrackHasSequence;
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int _musicMinDelay;
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int _musicMaxDelay;
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int _musicLocal;
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char _trackName[2600];
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int _trackStartDelay;
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char _sceneTracksCurrentTrack[260];
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bool _sceneTrackIsPlaying;
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void stopAllSounds();
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void toggleMute();
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void playSound(int id, int flag);
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void playTrack(GameVar *sceneVar, const char *name, bool delayed);
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int getSceneTrack();
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void startSceneTrack();
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void startSoundStream1(char *trackName);
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void stopSoundStream2();
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void stopAllSoundStreams();
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void stopAllSoundInstances(int id);
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void updateSoundVolume();
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void setMusicVolume(int vol);
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int _sfxVolume;
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int _musicVolume;
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GlobalMessageQueueList *_globalMessageQueueList;
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MessageHandler *_messageHandlers;
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int _msgX;
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int _msgY;
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int _msgObjectId2;
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int _msgId;
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Common::List<ExCommand *> _exCommandList;
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bool _isProcessingMessages;
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int _mouseVirtX;
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int _mouseVirtY;
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Common::Point _mouseScreenPos;
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BehaviorManager *_behaviorManager;
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MovTable *_movTable;
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Floaters *_floaters;
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MGM *_mgm;
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Common::Array<Common::Point *> _arcadeKeys;
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void initMap();
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void updateMap(PreloadItem *pre);
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void updateMapPiece(int mapId, int update);
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void updateScreen();
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void freeGameLoader();
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void cleanup();
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bool _gameContinue;
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bool _needRestart;
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bool _flgPlayIntro;
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int _musicAllowed;
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bool _normalSpeed;
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void enableSaves() { _isSaveAllowed = true; }
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void disableSaves(ExCommand *ex);
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void initObjectStates();
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void setLevelStates();
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void setSwallowedEggsState();
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void loadAllScenes();
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void initCursors();
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void addCursor(CursorInfo *cursorInfo, Scene *inv, int pictureId, int hotspotX, int hotspotY, int itemPictureOffsX, int itemPictureOffsY);
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int32 _mapTable[200];
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Scene *_inventoryScene;
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Inventory2 *_inventory;
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int _currSelectedInventoryItemId;
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int32 _updateTicks;
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int32 _lastInputTicks;
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int32 _lastButtonUpTicks;
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BaseModalObject *_modalObject;
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int (*_updateScreenCallback)();
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int (*_updateCursorCallback)();
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void drawAlphaRectangle(int x1, int y1, int x2, int y2, int alpha);
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void sceneFade(Scene *sc, bool direction);
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int _cursorId;
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int _minCursorId;
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int _maxCursorId;
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Common::Array<int> _objectIdCursors;
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GameObject *_objectAtCursor;
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int _objectIdAtCursor;
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void setCursor(int id);
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void updateCursorCommon();
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int getObjectState(const char *objname);
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void setObjectState(const char *name, int state);
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int getObjectEnumState(const char *name, const char *state);
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bool sceneSwitcher(EntranceInfo *entrance);
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Scene *accessScene(int sceneId);
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void setSceneMusicParameters(GameVar *var);
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int convertScene(int scene);
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int getSceneEntrance(int scene);
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int getSceneFromTag(int tag);
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NGIArchive *_currArchive;
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void openMap();
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void openHelp();
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void openMainMenu();
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PictureObject *_arcadeOverlay;
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PictureObject *_arcadeOverlayHelper;
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int _arcadeOverlayX;
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int _arcadeOverlayY;
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int _arcadeOverlayMidX;
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int _arcadeOverlayMidY;
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void initArcadeKeys(const char *varname);
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void processArcade(ExCommand *ex);
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void winArcade();
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void setArcadeOverlay(int picId);
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int drawArcadeOverlay(int adjust);
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void getAllInventory();
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StaticANIObject *_lastLiftButton;
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MessageQueue *_liftEnterMQ;
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MessageQueue *_liftExitMQ;
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StaticANIObject *_lift;
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int _liftX;
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int _liftY;
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int lift_getButtonIdP(int objid);
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int lift_getButtonIdH(int objid);
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int lift_getButtonIdN(int objid);
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void lift_setButton(const char *name, int state);
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void lift_init(Scene *sc, int qu1, int qu2);
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void lift_setButtonStatics(Scene *sc, int buttonId);
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void lift_exitSeq(ExCommand *ex);
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void lift_closedoorSeq();
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void lift_clickButton();
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void lift_walkAndGo();
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void lift_goAnimation();
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void lift_animateButton(StaticANIObject *button);
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void lift_startExitQueue();
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void lift_hoverButton(ExCommand *ex);
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bool lift_checkButton(const char *varname);
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void lift_openLift();
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GameVar *_musicGameVar;
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Audio::SoundHandle _sceneTrackHandle;
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public:
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bool _isSaveAllowed;
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bool canLoadGameStateCurrently() { return _isSaveAllowed; }
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bool canSaveGameStateCurrently() { return _isSaveAllowed; }
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};
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extern FullpipeEngine *g_fp;
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extern Vars *g_vars;
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} // End of namespace Fullpipe
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#endif /* FULLPIPE_FULLPIPE_H */
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