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