mirror of
https://github.com/libretro/scummvm.git
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60fa351d32
svn-id: r46262
209 lines
5.7 KiB
C++
209 lines
5.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#ifndef M4_H
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#define M4_H
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#include "common/scummsys.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "m4/globals.h"
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#include "m4/graphics.h"
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#include "m4/resource.h"
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#include "m4/saveload.h"
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#include "m4/viewmgr.h"
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#include "m4/gui.h"
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#include "m4/events.h"
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#include "m4/font.h"
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#include "m4/scene.h"
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#include "m4/actor.h"
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#include "m4/sound.h"
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#include "m4/rails.h"
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#include "m4/converse.h"
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#include "m4/animation.h"
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//#define DUMP_SCRIPTS
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/**
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* This is the namespace of the M4 engine.
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*
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* Status of this engine:
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* This engine is eventually intended to compromise two evolutions of the same engine: 'MADS' for the
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* first generation of the engine, and 'M4' for the second generation. This engine is called M4 overall
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* simply because work first began on the M4 side (focusing on the game 'Orion Burger').
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*
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* MADS Status: The current game being focused on is 'Rex Nebular' by DreamMaster, who is implementing
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* functionality as he disassembles the games original executables. Currently the engine has no particular
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* game logic implemented, although it does have the title screen implemented, and displays the initial
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* game screen and some game interface elements
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*
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* M4 Status: Work on this engine began with the game 'Orion Burger'. Some of the user interface
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* functionality has been implemented. No further work has been done on this for some time, so progress
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* on this part of the engine can be considered frozen.
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*
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* Games this engine will support:
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* MADS Games: Dragonsphere, Return of the Phantom, Rex Nebular and the Cosmic Gender Bender
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* M4 Games: Orion Burger, The Riddle of Master Lu
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*/
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namespace M4 {
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class MidiPlayer;
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class FileSystem;
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class ResourceManager;
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class Mouse;
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class Events;
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class Scene;
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class ViewManager;
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class View;
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class Inventory;
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class GameInterfaceView;
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class ConversationView;
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class Actor;
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class Converse;
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class ScriptInterpreter;
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class WoodScript;
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class Animation;
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enum M4GameType {
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GType_Riddle = 1,
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GType_Burger,
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GType_RexNebular,
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GType_DragonSphere,
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GType_Phantom
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};
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enum Features {
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kFeaturesNone = 0,
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kFeaturesCD = 1 << 0,
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kFeaturesDemo = 1 << 1
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};
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enum {
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kFileTypeHash,
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kFileTypeHAG
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};
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enum {
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kDebugScript = 1 << 0,
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kDebugConversations = 2 << 0
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};
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#define MESSAGE_BASIC 1
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#define MESSAGE_INTERMEDIATE 2
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#define MESSAGE_DETAILED 3
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struct M4GameDescription;
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#define GAME_FRAME_DELAY 50
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#define VALIDATE_MADS assert(!_vm->isM4())
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inline void str_lower(char *s) { while (*s) { *s = tolower(*s); s++; } }
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inline void str_upper(char *s) { while (*s) { *s = toupper(*s); s++; } }
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inline long FixedMul(long a, long b) { return (long)(((float)a * (float)b) / 65536.0); }
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inline long FixedDiv(long a, long b) { return (long)(((float)a / (float)b) * 65536.0); }
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class M4Engine : public Engine {
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private:
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Common::Error goMADS();
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Common::Error goM4();
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protected:
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// Engine APIs
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virtual Common::Error run();
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void shutdown();
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MidiPlayer *_midi;
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public:
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M4Engine(OSystem *syst, const M4GameDescription *gameDesc);
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virtual ~M4Engine();
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int getGameType() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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bool isM4() const { return (getGameType() == GType_Riddle) || (getGameType() == GType_Burger); }
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const char *getGameFile(int fileType);
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Common::EventManager *eventMan() { return _eventMan; }
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OSystem *system() { return _system; }
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const M4GameDescription *_gameDescription;
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ResourceManager *res() const { return _resourceManager; }
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MidiPlayer *midi() { return _midi; }
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Common::SaveFileManager *saveManager() { return _saveFileMan; }
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void dumpFile(const char* filename, bool uncompress = false);
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void eventHandler();
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bool delay(int duration, bool keyAborts = true, bool clickAborts = true);
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void loadMenu(MenuType menuType, bool loadSaveFromHotkey = false,
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bool calledFromMainMenu = false);
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// TODO: eventually these have to be removed
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int32 seed;
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void imath_seed(int32 seednum) { seed = seednum; }
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uint32 imath_random() { return(seed = (25173*seed + 13849) & 0xffff); }
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int32 imath_ranged_rand(int32 a, int32 b) { return (a + (((1 + ABS<int32>(b-a))*imath_random())>>16)); }
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long imath_ranged_rand16(long a, long b) { return ((a + FixedMul(1+ABS<int32>(b-a),imath_random()))); }
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//
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ResourceManager *_resourceManager;
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SaveLoad *_saveLoad;
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ViewManager *_viewManager;
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Palette *_palette;
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Kernel *_kernel;
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Globals *_globals;
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Player *_player;
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Mouse *_mouse;
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Events *_events;
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Font *_font;
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Actor *_actor;
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Scene *_scene;
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Dialogs *_dialogs;
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M4Surface *_screen;
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Inventory *_inventory;
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GameInterfaceView *_interfaceView;
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ConversationView *_conversationView;
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Sound *_sound;
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Rails *_rails;
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Converse *_converse;
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ScriptInterpreter *_script;
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WoodScript *_ws;
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Animation *_animation;
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Common::RandomSource *_random;
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};
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// FIXME: remove global
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extern M4Engine *_vm;
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} // End of namespace M4
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#endif
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