scummvm/engines/dreamweb/dreamweb.h
eriktorbjorn e25e85fbb0 DREAMWEB: Blacklist and reimplement cancelch0() and cancelch1()
Now any sound playing on the channels is stopped immediately. This
fixes missing voice-overs in the intro, makes it possible to skip
lines of conversation, and fixes a problem where the sound effect
from the Altar Room would keep playing after leaving the room.
Possibly other glitches as well.
2011-07-20 13:15:30 +02:00

158 lines
4.0 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.
*
*/
#ifndef DREAMWEB_H
#define DREAMWEB_H
#include "common/error.h"
#include "common/file.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/savefile.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "engines/advancedDetector.h"
#include "engines/engine.h"
#include "dreamweb/dreamgen.h"
#include "dreamweb/console.h"
namespace DreamWeb {
// Engine Debug Flags
enum {
kDebugAnimation = (1 << 0),
kDebugSaveLoad = (1 << 1)
};
struct DreamWebGameDescription {
ADGameDescription desc;
};
class DreamWebEngine : public Engine {
private:
DreamWebConsole *_console;
bool _vSyncInterrupt;
protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
DreamWebEngine(OSystem *syst, const DreamWebGameDescription *gameDesc);
virtual ~DreamWebEngine();
void setVSyncInterrupt(bool flag);
void waitForVSync();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
uint8 randomNumber() { return _rnd.getRandomNumber(255); }
void openFile(const Common::String &name);
uint32 readFromFile(uint8 *data, unsigned size);
uint32 skipBytes(uint32 bytes);
void closeFile();
void mouseCall(); //fill mouse pos and button state
void processEvents();
void setPalette();
void fadeDos();
void blit(const uint8 *src, int pitch, int x, int y, int w, int h);
void cls();
void getPalette(uint8 *data, uint start, uint count);
void setPalette(const uint8 *data, uint start, uint count);
void openSaveFileForWriting(const Common::String &name);
uint writeToSaveFile(const uint8 *data, uint size);
bool openSaveFileForReading(const Common::String &name);
uint readFromSaveFile(uint8 *data, uint size);
void setShakePos(int pos) { _system->setShakePos(pos); }
void printUnderMonitor();
void quit();
void loadSounds(uint bank, const Common::String &file);
bool loadSpeech(const Common::String &filename);
void enableSavingOrLoading(bool enable = true) { _enableSavingOrLoading = enable; }
Common::Language getLanguage() const { return _language; }
uint8 modifyChar(uint8 c) const;
void stopSound(uint8 channel);
private:
void keyPressed(uint16 ascii);
void setSpeed(uint speed);
void soundHandler();
void playSound(uint8 channel, uint8 id, uint8 loops);
const DreamWebGameDescription *_gameDescription;
Common::RandomSource _rnd;
Common::File _file;
Common::OutSaveFile *_outSaveFile;
Common::InSaveFile *_inSaveFile;
uint _speed;
bool _turbo;
uint _oldMouseState;
int _loadSavefile;
bool _enableSavingOrLoading;
Common::Language _language;
struct Sample {
uint offset;
uint size;
Sample(): offset(), size() {}
};
struct SoundData {
Common::Array<Sample> samples;
Common::Array<uint8> data;
};
SoundData _soundData[2];
Common::Array<uint8> _speechData;
Audio::SoundHandle _channelHandle[2];
uint8 _channel0, _channel1;
DreamGen::DreamGenContext _context;
};
} // End of namespace DreamWeb
#endif