Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

507 lines
11 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_LAB_H
#define LAB_LAB_H
#include "common/system.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/savefile.h"
#include "engines/engine.h"
#include "engines/savestate.h"
#include "lab/console.h"
#include "lab/image.h"
#include "lab/labsets.h"
struct ADGameDescription;
namespace Lab {
struct MapData;
struct Action;
struct CloseData;
struct Button;
struct IntuiMessage;
struct InventoryData;
struct RoomData;
struct Rule;
struct TextFont;
struct ViewData;
class Anim;
class DisplayMan;
class EventManager;
class Interface;
class Image;
class Music;
class Resource;
class SpecialLocks;
class Utils;
struct SaveGameHeader {
byte _version;
SaveStateDescriptor _descr;
uint16 _roomNumber;
uint16 _direction;
};
enum GameFeatures {
GF_LOWRES = 1 << 0,
GF_WINDOWS_TRIAL = 1 << 1
};
typedef Common::List<Button *> ButtonList;
struct CrumbData {
uint16 _crumbRoomNum;
uint16 _crumbDirection;
};
#define MAX_CRUMBS 128
typedef Common::List<Rule> RuleList;
typedef Common::List<Action> ActionList;
typedef Common::List<CloseData> CloseDataList;
typedef Common::List<ViewData> ViewDataList;
enum Direction {
kDirectionNorth,
kDirectionSouth,
kDirectionEast,
kDirectionWest
};
enum MainButton {
kButtonNone = -1,
kButtonPickup,
kButtonUse,
kButtonOpen,
kButtonClose,
kButtonLook,
kButtonInventory,
kButtonLeft,
kButtonForward,
kButtonRight,
kButtonMap
};
enum MessageClass {
kMessageLeftClick,
kMessageRightClick,
kMessageButtonUp,
kMessageRawKey
};
class LabEngine : public Engine {
friend class Console;
private:
bool _isCrumbWaiting;
bool _lastTooLong;
bool _lastPage;
bool _mainDisplay;
bool _noUpdateDiff;
bool _quitLab;
byte *_blankJournal;
int _lastWaitTOFTicks;
uint16 _direction;
uint16 _highPalette[20];
uint16 _journalPage;
uint16 _maxRooms;
uint16 _monitorPage;
uint16 _monitorButtonHeight;
uint32 _extraGameFeatures;
Common::String _journalText;
Common::String _journalTextTitle;
Common::String _nextFileName;
Common::String _newFileName;
Common::String _monitorTextFilename;
const CloseData *_closeDataPtr;
ButtonList _journalButtonList;
ButtonList _mapButtonList;
Image *_imgMap, *_imgRoom, *_imgUpArrowRoom, *_imgDownArrowRoom, *_imgBridge;
Image *_imgHRoom, *_imgVRoom, *_imgMaze, *_imgHugeMaze, *_imgPath;
Image *_imgMapX[4];
InventoryData *_inventory;
MapData *_maps;
Image *_monitorButton;
Image *_journalBackImage;
TextFont *_journalFont;
bool _introPlaying;
public:
bool _alternate;
bool _droppingCrumbs;
bool _followingCrumbs;
bool _followCrumbsFast;
bool _isCrumbTurning;
bool _isHiRes;
int _roomNum;
uint16 _highestCondition;
uint16 _manyRooms;
uint16 _numCrumbs;
uint16 _numInv;
uint32 _crumbTimestamp;
Common::String _curFileName;
Anim *_anim;
CrumbData _breadCrumbs[MAX_CRUMBS];
DisplayMan *_graphics;
EventManager *_event;
Interface *_interface;
ButtonList _invButtonList;
ButtonList _moveButtonList;
Image *_invImages[10];
Image *_moveImages[20];
LargeSet *_conditions, *_roomsFound;
Music *_music;
Resource *_resource;
RoomData *_rooms;
TextFont *_msgFont;
SpecialLocks *_specialLocks;
Utils *_utils;
public:
LabEngine(OSystem *syst, const ADGameDescription *gameDesc);
~LabEngine() override;
Common::Error run() override;
void go();
const ADGameDescription *_gameDescription;
Common::Platform getPlatform() const;
uint32 getFeatures() const;
bool hasFeature(EngineFeature f) const override;
void changeVolume(int delta);
uint16 getDirection() { return _direction; }
/**
* Returns the current picture name.
*/
Common::String getPictName(bool useClose);
uint16 getQuarters();
void setQuarters(uint16 quarters);
void updateEvents();
void waitTOF();
Common::Error loadGameState(int slot) override;
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
bool canLoadGameStateCurrently() override;
bool canSaveGameStateCurrently() override;
bool isMainDisplay() const { return _mainDisplay; }
private:
/**
* Checks whether all the conditions in a condition list are met.
*/
bool checkConditions(const Common::Array<int16> &cond);
/**
* Decrements the current inventory number.
*/
void decIncInv(uint16 *CurInv, bool dec);
/**
* Processes the action list.
*/
void doActions(const ActionList &actionList);
/**
* Goes through the rules if an action is taken.
*/
bool doActionRule(Common::Point pos, int16 action, int16 roomNum);
/**
* Does the work for doActionRule.
*/
bool doActionRuleSub(int16 action, int16 roomNum, const CloseData *closePtr, bool allowDefaults);
/**
* Handles monitor closeups
*/
void handleMonitorCloseup();
/**
* Goes through the rules if the user tries to go forward.
*/
bool doGoForward();
/**
* Does the journal processing.
*/
void doJournal();
/**
* Goes through the rules if the user tries to go to the main view
*/
bool doMainView();
/**
* Does the map processing.
*/
void doMap();
/**
* Does what's necessary for the monitor.
*/
void doMonitor(const Common::String background, const Common::String textfile, bool isinteractive, Common::Rect textRect);
/**
* Does the things to properly set up the detective notes.
*/
void doNotes();
/**
* Does the work for doActionRule.
*/
bool doOperateRuleSub(int16 itemNum, int16 roomNum, const CloseData *closePtr, bool allowDefaults);
/**
* Goes through the rules if the user tries to operate an item on an object.
*/
bool doOperateRule(Common::Point pos, int16 ItemNum);
/**
* Goes through the rules if the user tries to turn.
*/
bool doTurn(uint16 from, uint16 to);
/**
* If the user hits the "Use" button; things that can get used on themselves.
*/
bool doUse(uint16 curInv);
/**
* Does the things to properly set up the old west newspaper. Assumes that
* OpenHiRes already called.
*/
void doWestPaper();
/**
* Draws the current direction to the screen.
*/
void drawDirection(const CloseData *closePtr);
/**
* Draws the journal from page x.
*/
void drawJournal(uint16 wipenum, bool needFade);
/**
* Draws the text to the back journal screen to the appropriate Page number
*/
void drawJournalText();
/**
* Draws the map
*/
void drawMap(uint16 curRoom, uint16 curMsg, uint16 floorNum, bool fadeIn);
/**
* Draws the text for the monitor.
*/
void drawMonText(const char *text, TextFont *monitorFont, Common::Rect textRect, bool isinteractive);
/**
* Draws a room map.
*/
void drawRoomMap(uint16 curRoom, bool drawMarkFl);
/**
* Draws the message for the room.
*/
void drawRoomMessage(uint16 curInv, const CloseData *closePtr);
void drawStaticMessage(byte index);
/**
* Eats all the available messages.
*/
void eatMessages();
/**
* Goes through the list of closeups to find a match.
* @note Known bug here. If there are two objects that have closeups, and
* some of the closeups have the same hit boxes, then this returns the first
* occurrence of the object with the same hit box.
*/
const CloseData *findClosePtrMatch(const CloseData *closePtr, const CloseDataList &list);
/**
* Checks if a floor has been visited.
*/
bool floorVisited(uint16 floorNum);
/**
* New code to allow quick(er) return navigation in game.
*/
MainButton followCrumbs();
void freeMapData();
void freeScreens();
bool processEvent(MessageClass tmpClass, uint16 code, uint16 qualifier, Common::Point tmpPos,
uint16 &curInv, IntuiMessage *curMsg, bool &forceDraw, uint16 buttonId, uint16 &actionMode);
/**
* Gets the current inventory name.
*/
Common::String getInvName(uint16 curInv);
/**
* Returns the floor to show when the down arrow is pressed
* @note The original did not show all the visited floors, but we do
*/
uint16 getLowerFloor(uint16 floorNum);
/**
* Gets an object, if any, from the user's click on the screen.
*/
const CloseData *getObject(Common::Point pos, const CloseData *closePtr);
/**
* Returns the floor to show when the up arrow is pressed
* @note The original did not show all the visited floors, but we do
*/
uint16 getUpperFloor(uint16 floorNum);
/**
* Gets the current ViewDataPointer.
*/
ViewData *getViewData(uint16 roomNum, uint16 direction);
/**
* Turns the interface off.
*/
void interfaceOff();
/**
* Turns the interface on.
*/
void interfaceOn();
/**
* Loads in the data for the journal.
*/
void loadJournalData();
/**
* Loads in the map data.
*/
void loadMapData();
/**
* The main game loop.
*/
void mainGameLoop();
void showLab2Teaser();
/**
* Permanently flips the imagery of a button.
*/
void perFlipButton(uint16 buttonId);
/**
* process a arrow button movement.
*/
uint16 processArrow(uint16 curDirection, uint16 arrow);
/**
* Processes user input.
*/
void processJournal();
/**
* Processes the map.
*/
void processMap(uint16 curRoom);
/**
* Processes user input.
*/
void processMonitor(const Common::String &ntext, TextFont *monitorFont, bool isInteractive, Common::Rect textRect);
/**
* Figures out what a room's coordinates should be.
*/
Common::Rect roomCoords(uint16 curRoom);
bool saveRestoreGame();
/**
* Sets the current close up data.
*/
void setCurrentClose(Common::Point pos, const CloseData **closePtrList, bool useAbsoluteCoords, bool next=false);
/**
* Takes the currently selected item.
*/
bool takeItem(Common::Point pos);
/**
* Does the turn page wipe.
*/
void turnPage(bool fromLeft);
bool processKey(IntuiMessage *curMsg, uint32 msgClass, uint16 &qualifier, Common::Point &curPos, uint16 &curInv, bool &forceDraw, uint16 code);
void processMainButton(uint16 &curInv, uint16 &lastInv, uint16 &oldDirection, bool &forceDraw, uint16 buttonId, uint16 &actionMode);
void processAltButton(uint16 &curInv, uint16 &lastInv, uint16 buttonId, uint16 &actionMode);
void performAction(uint16 actionMode, Common::Point curPos, uint16 &curInv);
/**
* Writes the game out to disk.
*/
bool saveGame(int slot, const Common::String desc);
/**
* Reads the game from disk.
*/
bool loadGame(int slot);
void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
void handleTrialWarning();
};
WARN_UNUSED_RESULT bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header, bool skipThumbnail = true);
} // End of namespace Lab
#endif // LAB_LAB_H