mirror of
https://github.com/libretro/scummvm.git
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371 lines
9.8 KiB
C++
371 lines
9.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_ENGINE_H
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#define GRIM_ENGINE_H
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#include "engines/engine.h"
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#include "engines/advancedDetector.h"
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#include "common/str-array.h"
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#include "common/hashmap.h"
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#include "common/events.h"
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#include "engines/grim/textobject.h"
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#include "engines/grim/iris.h"
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#include "engines/grim/detection.h"
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namespace Grim {
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class Actor;
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class SaveGame;
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class Bitmap;
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class Font;
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class Color;
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class ObjectState;
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class Set;
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class TextObject;
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class PrimitiveObject;
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class LuaBase;
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class Commentary;
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class GfxBase;
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struct ControlDescriptor {
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const char *name;
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int key;
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};
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class GrimEngine : public Engine {
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protected:
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// Engine APIs
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Common::Error run() override;
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public:
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enum EngineMode {
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PauseMode = 1,
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NormalMode = 2,
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SmushMode = 3,
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DrawMode = 4,
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OverworldMode = 5
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};
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enum SpeechMode {
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TextOnly = 1,
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VoiceOnly = 2,
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TextAndVoice = 3
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};
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GrimEngine(OSystem *syst, uint32 gameFlags, GrimGameType gameType, Common::Platform platform, Common::Language language);
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virtual ~GrimEngine();
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void clearPools();
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int getGameFlags() { return _gameFlags; }
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GrimGameType getGameType() { return _gameType; }
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Common::Language getGameLanguage() { return _gameLanguage; }
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Common::Platform getGamePlatform() { return _gamePlatform; }
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virtual const char *getUpdateFilename();
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bool canLoadGameStateCurrently() override { return true; }
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Common::Error loadGameState(int slot) override;
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bool isRemastered() const { return !!(_gameFlags & ADGF_REMASTERED); }
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void setMode(EngineMode mode);
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EngineMode getMode() { return _mode; }
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void setPreviousMode(EngineMode mode) { _previousMode = mode; }
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EngineMode getPreviousMode() { return _previousMode; }
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void setSpeechMode(SpeechMode mode) { _speechMode = mode; }
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SpeechMode getSpeechMode() { return _speechMode; }
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SaveGame *savedState() { return _savedState; }
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bool getJustSaveLoaded() { return _justSaveLoaded; }
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void setJustSaveLoaded(bool state) { _justSaveLoaded = state; }
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void handleDebugLoadResource();
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void luaUpdate();
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void updateDisplayScene();
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void doFlip();
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void setFlipEnable(bool state) { _flipEnable = state; }
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bool getFlipEnable() { return _flipEnable; }
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virtual void drawTextObjects();
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void playIrisAnimation(Iris::Direction dir, int x, int y, int time);
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void mainLoop();
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unsigned getFrameStart() const { return _frameStart; }
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unsigned getFrameTime() const { return _frameTime; }
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// perSecond should allow rates of zero, some actors will accelerate
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// up to their normal speed (such as the bone wagon) so handling
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// a walking rate of zero should happen in the default actor creation
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float getPerSecond(float rate) const;
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int getTextSpeed() { return _textSpeed; }
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void setTextSpeed(int speed);
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void enableControl(int num) { _controlsEnabled[num] = true; }
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void disableControl(int num) { _controlsEnabled[num] = false; }
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float getControlAxis(int num);
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bool getControlState(int num);
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void clearEventQueue();
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Set *findSet(const Common::String &name);
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void setSetLock(const char *name, bool lockStatus);
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Set *loadSet(const Common::String &name);
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void setSet(const char *name);
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void setSet(Set *scene);
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Set *getCurrSet() { return _currSet; }
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void makeCurrentSetup(int num);
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void flagRefreshShadowMask(bool flag) { _refreshShadowMask = flag; }
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bool getFlagRefreshShadowMask() { return _refreshShadowMask; }
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void setSelectedActor(Actor *a) { _selectedActor = a; }
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Actor *getSelectedActor() { return _selectedActor; }
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/**
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* Tell the engine that an actor has been moved into/outside a set,
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* and so that it should rebuild the list of active ones.
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*/
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virtual void invalidateActiveActorsList();
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virtual void invalidateTextObjectsSortOrder() {};
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/**
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* Return a list of the currently active actors, i. e. the actors in the current set.
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*/
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const Common::List<Actor *> &getActiveActors() const { return _activeActors; }
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/**
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* Add an actor to the list of actors that are talking
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*/
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void addTalkingActor(Actor *actor);
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inline const Common::List<Actor *> &getTalkingActors() const { return _talkingActors; }
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bool areActorsTalking() const;
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void immediatelyRemoveActor(Actor *actor);
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void drawMovieSubtitle();
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void setMovieSubtitle(TextObject *to);
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void setMovieSetup();
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int getLanguage() const { return _language; }
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void setLanguage(int langId) { _language = langId; }
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Common::String getLanguagePrefix() const;
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bool isConceptEnabled(uint32 number) const;
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void enableConcept(uint32 number);
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bool isCutsceneEnabled(uint32 number) const;
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void enableCutscene(uint32 number);
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Commentary *getCommentary() { return _commentary; }
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// TODO: Refactor.
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void setSaveMetaData(const char*, int, const char*);
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void saveGame(const Common::String &file);
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void loadGame(const Common::String &file);
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void changeHardwareState();
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// Engine APIs
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bool hasFeature(EngineFeature f) const override;
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static Common::Array<Common::Keymap *> initKeymapsGrim(const char *target);
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static Common::Array<Common::Keymap *> initKeymapsEMI(const char *target);
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Common::StringArray _listFiles;
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Common::StringArray::const_iterator _listFilesIter;
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TextObjectDefaults _sayLineDefaults, _printLineDefaults, _blastTextDefaults;
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void debugLua(const Common::String &str);
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protected:
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void pauseEngineIntern(bool pause) override;
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void handleControls(Common::EventType type, const Common::KeyState &key);
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void handleChars(Common::EventType type, const Common::KeyState &key);
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void handleJoyAxis(byte axis, int16 position);
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void handleMouseAxis(byte axis, int16 position);
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void handleJoyButton(Common::EventType type, byte button);
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void handleExit();
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void handlePause();
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void handleUserPaint();
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void cameraChangeHandle(int prev, int next);
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void cameraPostChangeHandle(int num);
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void buildActiveActorsList();
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void savegameCallback();
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GfxBase *createRenderer(int screenW, int screenH);
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void playAspyrLogo();
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virtual LuaBase *createLua();
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virtual void updateNormalMode();
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virtual void updateDrawMode();
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virtual void drawNormalMode();
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void savegameSave();
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void saveGRIM();
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void savegameRestore();
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void restoreGRIM();
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virtual void storeSaveGameMetadata(SaveGame *state);
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virtual void storeSaveGameImage(SaveGame *savedState);
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bool _savegameLoadRequest;
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bool _savegameSaveRequest;
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Common::String _savegameFileName;
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SaveGame *_savedState;
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bool _justSaveLoaded;
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Set *_currSet;
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EngineMode _mode, _previousMode;
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SpeechMode _speechMode;
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int _textSpeed;
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bool _flipEnable;
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char _fps[8];
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bool _doFlip;
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bool _refreshShadowMask;
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bool _shortFrame;
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bool _setupChanged;
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// This holds the name of the setup in which the movie must be drawed
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Common::String _movieSetup;
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unsigned _frameStart, _frameTime, _movieTime;
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int _prevSmushFrame;
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unsigned int _frameCounter;
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unsigned int _lastFrameTime;
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unsigned _speedLimitMs;
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bool _showFps;
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bool _softRenderer;
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bool *_controlsEnabled;
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bool *_controlsState;
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float *_joyAxisPosition;
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bool _changeHardwareState;
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Actor *_selectedActor;
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Iris *_iris;
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TextObject::Ptr _movieSubtitle;
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bool _buildActiveActorsList;
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Common::List<Actor *> _activeActors;
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Common::List<Actor *> _talkingActors;
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uint32 _gameFlags;
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GrimGameType _gameType;
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Common::Platform _gamePlatform;
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Common::Language _gameLanguage;
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uint32 _pauseStartTime;
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// Remastered;
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uint32 _language;
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static const uint32 kNumConcepts = 98;
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static const uint32 kNumCutscenes = 40;
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bool _cutsceneEnabled[kNumCutscenes]; // TODO, could probably use a different data structure
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bool _conceptEnabled[kNumConcepts];
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Common::String _saveMeta1;
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int _saveMeta2;
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Common::String _saveMeta3;
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Commentary *_commentary;
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public:
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int _cursorX;
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int _cursorY;
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};
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extern GrimEngine *g_grim;
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extern int g_imuseState;
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// Fake KEYCODE_* values for joystick and mouse events
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enum {
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KEYCODE_JOY1_A = 512,
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KEYCODE_JOY1_B,
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KEYCODE_JOY1_X,
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KEYCODE_JOY1_Y,
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KEYCODE_JOY1_BACK,
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KEYCODE_JOY1_GUIDE,
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KEYCODE_JOY1_START,
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KEYCODE_JOY1_LEFTSTICK,
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KEYCODE_JOY1_RIGHTSTICK,
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KEYCODE_JOY1_L1,
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KEYCODE_JOY1_R1,
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KEYCODE_JOY1_HUP,
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KEYCODE_JOY1_HDOWN,
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KEYCODE_JOY1_HLEFT,
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KEYCODE_JOY1_HRIGHT,
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KEYCODE_JOY1_L2,
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KEYCODE_JOY1_R2,
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KEYCODE_JOY1_B14,
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KEYCODE_JOY1_B15,
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KEYCODE_JOY1_B16,
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KEYCODE_JOY1_B17,
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KEYCODE_JOY1_B18,
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KEYCODE_JOY1_B19,
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KEYCODE_JOY1_B20,
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KEYCODE_JOY2_A,
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KEYCODE_JOY2_B,
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KEYCODE_JOY2_X,
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KEYCODE_JOY2_Y,
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KEYCODE_JOY2_BACK,
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KEYCODE_JOY2_GUIDE,
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KEYCODE_JOY2_START,
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KEYCODE_JOY2_LEFTSTICK,
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KEYCODE_JOY2_RIGHTSTICK,
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KEYCODE_JOY2_L1,
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KEYCODE_JOY2_R1,
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KEYCODE_JOY2_HUP,
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KEYCODE_JOY2_HDOWN,
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KEYCODE_JOY2_HLEFT,
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KEYCODE_JOY2_HRIGHT,
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KEYCODE_JOY2_L2,
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KEYCODE_JOY2_R2,
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KEYCODE_MOUSE_B1,
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KEYCODE_MOUSE_B2,
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KEYCODE_MOUSE_B3,
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KEYCODE_MOUSE_B4,
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KEYCODE_AXIS_JOY1_X,
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KEYCODE_AXIS_JOY1_Y,
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KEYCODE_AXIS_JOY1_Z,
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KEYCODE_AXIS_JOY1_R,
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KEYCODE_AXIS_JOY1_U,
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KEYCODE_AXIS_JOY1_V,
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KEYCODE_AXIS_JOY2_X,
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KEYCODE_AXIS_JOY2_Y,
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KEYCODE_AXIS_JOY2_Z,
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KEYCODE_AXIS_JOY2_R,
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KEYCODE_AXIS_JOY2_U,
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KEYCODE_AXIS_JOY2_V,
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KEYCODE_AXIS_MOUSE_X,
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KEYCODE_AXIS_MOUSE_Y,
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KEYCODE_AXIS_MOUSE_Z,
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KEYCODE_EXTRA_LAST
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};
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#define NUM_JOY_AXES (KEYCODE_AXIS_JOY1_V - KEYCODE_AXIS_JOY1_X + 1)
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#define NUM_JOY_BUTTONS (KEYCODE_JOY1_R2 - KEYCODE_JOY1_A + 1)
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extern const ControlDescriptor controls[];
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} // end of namespace Grim
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#endif
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