Peter Kohaut 25fa525969 TINSEL: Added base of Noir movers
Renamed rince.* files to movers to be more game independent.
Added elementary support for Noir movers which can use different logic.

Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
2021-08-08 20:15:18 +02:00

157 lines
3.7 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.
*
* System variable handling.
*/
#ifndef TINSEL_SYSVAR_H // prevent multiple includes
#define TINSEL_SYSVAR_H
namespace Tinsel {
typedef enum { SV_DEFAULT_INV,
SV_CONV_TOPY, // Y-offset of Conversation(TOP)
SV_CONV_BOTY, // Y-offset of Conversation(BOT)
SV_CONV_MINX, // Minimum distance from side
SV_CONV_MINY, // Minimum distance from top
SV_CONV_ABOVE_Y, // Distance above actor
SV_CONV_BELOW_Y, // Distance below actor
SV_LANGUAGE,
SV_SAMPLE_LANGUAGE,
SV_SUBTITLES,
SV_SAVED_GAME_EXISTS,
SV_CONVERSATIONWAITS, // } Do they wait for
SV_SPEECHWAITS, // } scrolls to complete?
SV_ENABLEPOINTTAG, // Enable PointTag()
SV_ENABLEPRINTCURSOR, // Enable cursor with PrintCursor()
SV_SCROLL_XTRIGGER, // }
SV_SCROLL_XDISTANCE, // }
SV_SCROLL_XSPEED, // } Scroll parameters!
SV_SCROLL_YTRIGGERTOP, // }
SV_SCROLL_YTRIGGERBOT, // }
SV_SCROLL_YDISTANCE, // }
SV_SCROLL_YSPEED, // }
SV_SPEECHDELAY, // Delay 'twixt text/animation and sample
SV_MUSICDIMFACTOR, // dimVolume = volume - volume/SV_MDF
SV_TAGCOLOR, // if set, default actor's text color gets poked in here
SV_USER1,
SV_USER2,
SV_USER3,
SV_USER4,
SV_USER5,
SV_USER6,
SV_MinimumXoffset,
SV_MaximumXoffset,
SV_MinimumYoffset,
SV_MaximumYoffset,
// dimVolume = volume - volume/DF
SYS_DefaultFxDimFactor, // To this at start of scene
SYS_SceneFxDimFactor, // Alter within scene
SYS_HighlightRGB,
SYS_Platform, // Hardware platform **READ ONLY**
SYS_Debug, // TRUE for debug build/'cheat'**READ ONLY**
//SV_SPRITER_SCENE_ID = 0x2f // Noir, loaded scene
ISV_DIVERT_ACTOR, // for DW2 = 0x28, for Noir = 0x32
ISV_NO_BLOCKING,
ISV_GHOST_ACTOR,
ISV_GHOST_BASE,
ISV_GHOST_COLOR,
//SV_SPRITER_SCALE = 0x37 // Noir, scale used for 3D rendering
//SV_SPRITER_OVERLAY = 0x38 // Noir, if additional model is loaded
SV_TOPVALID } SYSVARS;
typedef enum {
// Main Menu
SS_LOAD_OPTION, //
SS_SAVE_OPTION, //
SS_RESTART_OPTION, //
SS_SOUND_OPTION, //
SS_CONTROL_OPTION, //
SS_SUBTITLES_OPTION, //
SS_QUIT_OPTION, //
SS_RESUME_OPTION, //
SS_LOAD_HEADING,
SS_SAVE_HEADING,
SS_RESTART_HEADING,
SS_QUIT_HEADING,
SS_MVOL_SLIDER,
SS_SVOL_SLIDER,
SS_VVOL_SLIDER,
SS_DCLICK_SLIDER,
SS_DCLICK_TEST,
SS_SWAP_TOGGLE,
SS_TSPEED_SLIDER,
SS_STITLE_TOGGLE,
SS_HOPPER1, // Hopper scene menu heading
SS_SOUND_HEADING,
SS_CONTROLS_HEADING,
SS_LANGUAGE_SELECT,
// Noir only:
SS_NOIR1,
SS_NOIR2,
SS_NOIR3,
SS_NOIR4,
SS_MAX_VALID
} BOLLOX;
void InitSysVars();
void SetSysVar(int varId, int newValue);
int SysVar(int varId);
void SaveSysVars(int *pSv);
void RestoreSysVars(int *pSv);
void SetSysString(int number, SCNHANDLE hString);
SCNHANDLE SysString(int number);
bool GetNoBlocking();
void SetNoBlocking(bool flag);
} // End of namespace Tinsel
#endif