scummvm/engines/saga2/saga2.h
2021-12-26 18:48:43 +01:00

220 lines
5.4 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef SAGA2_H
#define SAGA2_H
#include "common/debug.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/system.h"
#include "engines/advancedDetector.h"
#include "engines/engine.h"
#include "saga2/console.h"
#include "saga2/gfx.h"
#include "saga2/idtypes.h"
#include "saga2/weapons.h"
#include "saga2/vdraw.h"
namespace Video {
class SmackerDecoder;
}
namespace Common {
class MemoryWriteStreamDynamic;
}
namespace Saga2 {
class ContainerManager;
class Timer;
class TimerList;
class BandList;
class ActorAppearance;
class PathRequest;
class MotionTask;
class MotionTaskList;
class CMassWeightIndicator;
class GrabInfo;
class CImageCache;
class SensorList;
class Sensor;
class EffectDisplayPrototypeList;
class SpellDisplayPrototypeList;
class DisplayNodeList;
class SpellDisplayList;
class gMousePointer;
class ActiveRegion;
class gToolBase;
class Properties;
class PlayerActor;
class ProtoObj;
class ActorProto;
class HandleArray;
class TileActivityTaskList;
class TaskStackList;
class TaskList;
class Deejay;
class frameSmoother;
class frameCounter;
class CMapFeature;
class AudioInterface;
class PaletteManager;
class ActorManager;
class CalenderTime;
class TileModeManager;
struct SAGA2GameDescription;
enum {
kDebugResources = 1 << 0,
kDebugActors = 1 << 1,
kDebugScripts = 1 << 2,
kDebugEventLoop = 1 << 3,
kDebugInit = 1 << 4,
kDebugTiles = 1 << 5,
kDebugPalettes = 1 << 6,
kDebugLoading = 1 << 7,
kDebugTimers = 1 << 8,
kDebugPath = 1 << 9,
kDebugTasks = 1 << 10,
kDebugSound = 1 << 11,
kDebugSaveload = 1 << 12,
kDebugSensors = 1 << 13
};
#define TICKSPERSECOND (728L/10L)
class Saga2Engine : public Engine {
public:
Saga2Engine(OSystem *syst, const SAGA2GameDescription *desc);
~Saga2Engine();
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
const ADGameFileDescription *getFilesDescriptions() const;
int getGameId() const;
bool canLoadGameStateCurrently() override { return true; }
bool canSaveGameStateCurrently() override { return true; }
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
Common::Error loadGameState(int slot) override;
void syncSoundSettings() override;
Common::String getSavegameFile(int num);
void syncGameStream(Common::Serializer &s);
void loadExeResources();
void freeExeResources();
void startVideo(const char *fileName, int x, int y);
bool checkVideo();
void endVideo();
void abortVideo();
void readConfig();
void saveConfig();
public:
// We need random numbers
Common::RandomSource *_rnd;
Console *_console;
Renderer *_renderer;
AudioInterface *_audio;
PaletteManager *_pal;
ActorManager *_act;
CalenderTime *_calender;
TileModeManager *_tmm;
ContainerManager *_cnm;
WeaponStuff _weaponRack[kMaxWeapons];
weaponID _loadedWeapons;
Common::Array<char *> _nameList;
Common::Array<PlayerActor *> _playerList;
Common::Array<ProtoObj *> _objectProtos;
Common::Array<ActorProto *> _actorProtos;
Common::Array<CMapFeature *> _mapFeatures;
Common::List<TimerList *> _timerLists;
Common::List<Timer *> _timers;
Common::List<ActorAppearance *> _appearanceLRU;
Common::List<PathRequest *> _pathQueue;
Common::List<SensorList *> _sensorListList;
Common::List<Sensor *> _sensorList;
Common::List<CMassWeightIndicator *> _indList;
Common::List<int> _platformLRU;
BandList *_bandList;
MotionTaskList *_mTaskList;
CImageCache *_imageCache;
GrabInfo *_mouseInfo;
EffectDisplayPrototypeList *_edpList;
SpellDisplayPrototypeList *_sdpList;
DisplayNodeList *_mainDisplayList;
SpellDisplayList *_activeSpells;
gMousePointer *_pointer;
ActiveRegion *_activeRegionList;
gToolBase *_toolBase;
Properties *_properties;
HandleArray *_tileImageBanks;
TileActivityTaskList *_aTaskList;
TaskStackList *_stackList;
TaskList *_taskList;
Deejay *_grandMasterFTA;
frameSmoother *_frate;
frameCounter *_lrate;
gDisplayPort _mainPort;
gPort _backPort;
gPixelMap _tileDrawMap;
bool _gameRunning;
bool _autoAggression;
bool _autoWeapon;
bool _showNight;
bool _speechText;
bool _speechVoice;
bool _teleportOnClick;
bool _teleportOnMap;
bool _showPosition;
bool _showStats;
bool _showStatusMsg;
bool _indivControlsFlag;
bool _userControlsSetup;
int _fadeDepth;
int _currentMapNum;
private:
const SAGA2GameDescription *_gameDescription;
Video::SmackerDecoder *_smkDecoder;
int _videoX, _videoY;
};
extern Saga2Engine *g_vm;
} // End of namespace Saga2
#endif