scummvm/engines/twp/twp.h
2024-04-28 21:32:18 +02:00

291 lines
8.6 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 TWP_H
#define TWP_H
#include "common/random.h"
#include "common/ptr.h"
#include "engines/engine.h"
#include "twp/actorswitcher.h"
#include "twp/squirrel/squirrel.h"
#define SCREEN_MARGIN 100.f
#define SCREEN_WIDTH 1280
#define SCREEN_HEIGHT 720
#define VERBDEFAULT "verbDefault"
template<typename T, class DL = Common::DefaultDeleter<T> >
using unique_ptr = Common::ScopedPtr<T, DL>;
namespace Graphics {
class Screen;
}
struct ADGameDescription;
namespace Twp {
struct ActorSlot;
class AudioSystem;
class Callback;
class Camera;
class Cutscene;
class Dialog;
class FadeShader;
class GGPackSet;
class Hud;
class TwpImGui;
class InputState;
struct Light;
class Lighting;
class LightingNode;
class Motor;
class NoOverrideNode;
class Object;
class PathNode;
class ResManager;
class Room;
class SaveGameManager;
struct Scaling;
class Scene;
struct ShaderParams;
class Task;
class TextDb;
class Thread;
struct TwpGameDescription;
struct Verb;
struct VerbId;
class Vm;
class WalkboxNode;
enum class FadeEffect;
enum class RoomEffect;
enum class UseFlag;
class TwpEngine : public Engine {
private:
const TwpGameDescription *_gameDescription;
Common::RandomSource _randomSource;
protected:
// Engine APIs
Common::Error run() override;
public:
TwpEngine(OSystem *syst, const TwpGameDescription *gameDesc);
~TwpEngine() override;
uint32 getFeatures() const;
/**
* Returns the game Id
*/
Common::String getGameId() const;
/**
* Gets the random source
*/
Common::RandomSource &getRandomSource() { return _randomSource; }
HSQUIRRELVM getVm();
inline Gfx &getGfx() { return _gfx; }
inline TextDb &getTextDb() { return *_textDb; }
bool hasFeature(EngineFeature f) const override {
return (f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsReturnToLauncher) ||
(f == kSupportsChangingOptionsDuringRuntime);
}
void updateSettingVars();
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
return _cutscene.id == 0;
}
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
Common::Error loadGameState(int slot) override;
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
bool canSaveAutosaveCurrently() override { return false; }
void capture(Graphics::Surface &surface, int width, int height);
Math::Vector2d winToScreen(const Math::Vector2d &pos) const;
Math::Vector2d screenToWin(const Math::Vector2d &pos) const;
Math::Vector2d roomToScreen(const Math::Vector2d &pos) const;
Math::Vector2d screenToRoom(const Math::Vector2d &pos) const;
void setActor(Common::SharedPtr<Object> actor, bool userSelected = false);
Common::SharedPtr<Object> objAt(const Math::Vector2d &pos);
void flashSelectableActor(int flash);
void sayLineAt(const Math::Vector2d &pos, const Color &color, Common::SharedPtr<Object> actor, float duration, const Common::String &text);
void stopTalking();
bool isSomeoneTalking() const;
void walkFast(bool state = true);
void actorEnter(Common::SharedPtr<Object> actor);
void actorExit(Common::SharedPtr<Object> actor);
Common::SharedPtr<Room> defineRoom(const Common::String &name, HSQOBJECT table, bool pseudo = false);
void setRoom(Common::SharedPtr<Room> room, bool force = false);
void enterRoom(Common::SharedPtr<Room> room, Common::SharedPtr<Object> door = nullptr);
void cameraAt(const Math::Vector2d &at);
// Returns the camera position: the position of the middle of the screen.
Math::Vector2d cameraPos();
void follow(Common::SharedPtr<Object> actor);
void fadeTo(FadeEffect effect, float duration, bool fadeToSep = false);
void execNutEntry(HSQUIRRELVM v, const Common::String &entry);
void execBnutEntry(HSQUIRRELVM v, const Common::String &entry);
bool callVerb(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2 = nullptr);
bool execSentence(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2 = nullptr);
float getRandom() const;
float getRandom(float min, float max) const;
int runDialog(GUI::Dialog &dialog) override;
SQRESULT skipCutscene();
private:
void update(float elapsedMs);
void draw(RenderTexture *texture = nullptr);
void exitRoom(Common::SharedPtr<Room> nextRoom);
void cancelSentence(Common::SharedPtr<Object> actor = nullptr);
void clickedAt(const Math::Vector2d &scrPos);
bool clickedAtHandled(const Math::Vector2d &roomPos);
void setShaderEffect(RoomEffect effect);
bool selectable(Common::SharedPtr<Object> actor);
void resetVerb();
Common::String cursorText();
Verb verb();
bool preWalk(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2);
void updateTriggers();
void callTrigger(Common::SharedPtr<Object> obj, HSQOBJECT trigger);
Common::Array<ActorSwitcherSlot> actorSwitcherSlots();
ActorSwitcherSlot actorSwitcherSlot(ActorSlot *slot);
Scaling *getScaling(const Common::String &name);
private:
unique_ptr<Vm> _vm;
public:
unique_ptr<GGPackSet> _pack;
unique_ptr<ResManager> _resManager;
Common::Array<Common::SharedPtr<Room> > _rooms;
Common::Array<Common::SharedPtr<Object> > _actors;
Common::Array<Common::SharedPtr<Thread> > _threads;
Common::Array<Common::SharedPtr<Task> > _tasks;
Common::Array<Common::SharedPtr<Callback> > _callbacks;
Common::SharedPtr<Object> _actor;
Common::SharedPtr<Object> _followActor;
Common::SharedPtr<Room> _room;
float _time = 0.f;
Common::SharedPtr<Object> _noun1;
Common::SharedPtr<Object> _noun2;
UseFlag _useFlag;
HSQOBJECT _defaultObj;
bool _walkFastState = false;
bool _holdToMove = false;
float _nextHoldToMoveTime = 0.f;
int _frameCounter = 0;
Common::SharedPtr<Lighting> _lighting;
struct {
int id = 0;
InputStateFlag inputState = (InputStateFlag)0;
bool showCursor = false;
bool inOverride = false;
HSQOBJECT envObj;
HSQOBJECT closureOverride;
} _cutscene;
unique_ptr<Scene> _scene;
unique_ptr<Scene> _screenScene;
unique_ptr<NoOverrideNode> _noOverride;
InputState _inputState;
unique_ptr<Camera> _camera;
unique_ptr<TextDb> _textDb;
unique_ptr<Dialog> _dialog;
struct Cursor {
Math::Vector2d pos;
bool oldLeftDown = false;
bool leftDown = false;
int leftDownTime = 0;
bool oldRightDown = false;
bool rightDown = false;
int doubleClick = false;
bool holdLeft = false;
bool holdRight = false;
bool holdUp = false;
bool holdDown = false;
void update() {
oldLeftDown = leftDown;
oldRightDown = rightDown;
}
bool isLeftDown() { return !oldLeftDown && leftDown; }
bool isRightDown() { return !oldRightDown && rightDown; }
} _cursor;
struct Stats {
uint32 totalUpdateTime = 0;
uint32 updateRoomTime = 0;
uint32 updateTasksTime = 0;
uint32 updateMiscTime = 0;
uint32 updateCutsceneTime = 0;
uint32 updateThreadsTime = 0;
uint32 updateCallbacksTime = 0;
uint32 drawTime = 0;
} _stats;
unique_ptr<Hud> _hud;
Inventory _uiInv;
ActorSwitcher _actorSwitcher;
unique_ptr<AudioSystem> _audio;
unique_ptr<SaveGameManager> _saveGameManager;
unique_ptr<ShaderParams> _shaderParams;
unique_ptr<HotspotMarkerNode> _hotspotMarker;
unique_ptr<FadeShader> _fadeShader;
unique_ptr<LightingNode> _lightingNode;
unique_ptr<Motor> _moveCursorTo;
private:
Gfx _gfx;
SentenceNode _sentence;
unique_ptr<WalkboxNode> _walkboxNode;
unique_ptr<PathNode> _pathNode;
unique_ptr<Shader> _bwShader;
unique_ptr<Shader> _ghostShader;
unique_ptr<Shader> _sepiaShader;
int _speed = 1;
bool _control = false;
unique_ptr<Motor> _talking;
};
extern TwpEngine *g_twp;
#define SHOULD_QUIT ::Twp::g_twp->shouldQuit()
} // End of namespace Twp
#endif // TWP_H