mirror of
https://github.com/libretro/scummvm.git
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190 lines
5.9 KiB
C++
190 lines
5.9 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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*/
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#ifndef DREAMBASE_H
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#define DREAMBASE_H
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#include "common/scummsys.h"
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#include "dreamweb/segment.h"
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namespace DreamWeb {
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class DreamWebEngine;
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}
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namespace DreamGen {
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/**
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* This class is one of the parent classes of DreamGenContext. Its sole purpose
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* is to allow us to incrementally move things out of DreamGenContext into this
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* base class, as soon as they don't modify any context registers (ax, bx, cx, ...)
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* anymore.
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* Ultimately, DreamGenContext should be empty, at which point it can be removed
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* together with class Context. When that happens, we can probably merge
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* DreamBase into DreamWebEngine.
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*/
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class DreamBase : public SegmentManager {
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protected:
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DreamWeb::DreamWebEngine *engine;
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public:
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DreamBase(DreamWeb::DreamWebEngine *en) : engine(en) { }
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public:
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// from monitor.cpp
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void printOuterMon();
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void showCurrentFile();
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void accessLightOn();
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void accessLightOff();
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void turnOnPower();
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void powerLightOn();
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void powerLightOff();
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void printLogo();
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void scrollMonitor();
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const char *monPrint(const char *string);
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void lockLightOn();
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void lockLightOff();
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// from pathfind.cpp
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Common::Point _lineData[200]; // Output of Bresenham
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void checkDest(const RoomPaths *roomsPaths);
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RoomPaths *getRoomsPaths();
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// from print.cpp
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uint8 getNextWord(const Frame *charSet, const uint8 *string, uint8 *totalWidth, uint8 *charCount);
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void printChar(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height);
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void printChar(const Frame* charSet, uint16 x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height);
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void printBoth(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar);
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uint8 printDirect(const uint8** string, uint16 x, uint16 *y, uint8 maxWidth, bool centered);
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uint8 printDirect(const uint8* string, uint16 x, uint16 y, uint8 maxWidth, bool centered);
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uint8 getNumber(const Frame *charSet, const uint8 *string, uint16 maxWidth, bool centered, uint16 *offset);
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uint8 kernChars(uint8 firstChar, uint8 secondChar, uint8 width);
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uint8 printSlow(const uint8 *string, uint16 x, uint16 y, uint8 maxWidth, bool centered);
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uint16 waitFrames();
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void printCurs();
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void delCurs();
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// from sound.cpp
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void volumeAdjust();
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void cancelCh0();
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void cancelCh1();
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void loadRoomsSample();
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void playChannel0(uint8 index, uint8 repeat);
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void playChannel1(uint8 index);
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// from sprite.cpp
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Sprite *spriteTable();
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Reel *getReelStart(uint16 reelPointer);
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const Frame *findSource(uint16 &frame);
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void showReelFrame(Reel *reel);
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const Frame *getReelFrameAX(uint16 frame);
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void soundOnReels(uint16 reelPointer);
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// from stubs.cpp
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void crosshair();
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void showBlink();
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void dumpBlink();
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void dumpPointer();
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void showPointer();
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void delPointer();
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void showRyanPage();
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Frame *tempGraphics();
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Frame *tempGraphics2();
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Frame *tempGraphics3();
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void showArrows();
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void showOpBox();
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void middlePanel();
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void showDiary();
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void readMouse();
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uint16 readMouseState();
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void hangOn(uint16 frameCount);
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bool quitRequested();
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void lockMon();
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uint8 *textUnder();
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void readKey();
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void findOrMake(uint8 index, uint8 value, uint8 type);
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DynObject *getFreeAd(uint8 index);
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DynObject *getExAd(uint8 index);
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DynObject *getEitherAdCPP();
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// from use.cpp
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void placeFreeObject(uint8 index);
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void removeFreeObject(uint8 index);
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// from vgafades.cpp
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uint8 *mainPalette();
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uint8 *startPalette();
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uint8 *endPalette();
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void clearStartPal();
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void clearEndPal();
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void palToStartPal();
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void endPalToStart();
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void startPalToEnd();
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void palToEndPal();
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void doFade();
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void fadeCalculation();
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void fadeScreenUp();
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void fadeScreenUps();
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void fadeScreenUpHalf();
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void fadeScreenDown();
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void fadeScreenDowns();
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// from vgagrafx.cpp
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uint8 _workspace[(0x1000 + 2) * 16];
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inline uint8 *workspace() { return _workspace; }
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void clearWork();
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uint8 *mapStore();
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void panelToMap();
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void mapToPanel();
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void dumpMap();
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void transferInv();
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void multiGet(uint8 *dst, uint16 x, uint16 y, uint8 width, uint8 height);
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void multiPut(const uint8 *src, uint16 x, uint16 y, uint8 width, uint8 height);
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void multiDump(uint16 x, uint16 y, uint8 width, uint8 height);
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void workToScreenCPP();
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void printUnderMon();
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void cls();
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void frameOutV(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, int16 x, int16 y);
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void frameOutNm(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
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void frameOutBh(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
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void frameOutFx(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y);
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void doShake();
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void vSync();
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void setMode();
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void showPCX(const Common::String &name);
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void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag, uint8 *width, uint8 *height);
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void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag);
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void loadPalFromIFF();
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void createPanel();
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void createPanel2();
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void showPanel();
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};
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} // End of namespace DreamGen
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#endif
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