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https://github.com/libretro/scummvm.git
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255 lines
7.3 KiB
C++
255 lines
7.3 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 TINSEL_H
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#define TINSEL_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/events.h"
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#include "common/keyboard.h"
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#include "common/random.h"
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#include "common/util.h"
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#include "audio/mididrv.h"
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#include "audio/mixer.h"
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#include "engines/engine.h"
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#include "tinsel/debugger.h"
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#include "tinsel/graphics.h"
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#include "tinsel/sound.h"
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#include "tinsel/dw.h"
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/**
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* This is the namespace of the Tinsel engine.
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*
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* Status of this engine: Complete
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*
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* Games using this engine:
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* - Discworld
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* - Discworld 2: Missing Presumed ...!?
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*/
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namespace Tinsel {
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class BMVPlayer;
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class Config;
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class MidiMusicPlayer;
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class PCMMusicPlayer;
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class Scheduler;
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class SoundManager;
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typedef Common::List<Common::Rect> RectList;
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enum TinselGameID {
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GID_DW1 = 0,
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GID_DW2 = 1
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};
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enum TinselGameFeatures {
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GF_DEMO = 1 << 0,
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GF_CD = 1 << 1,
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GF_FLOPPY = 1 << 2,
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GF_SCNFILES = 1 << 3,
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GF_ENHANCED_AUDIO_SUPPORT = 1 << 4,
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GF_ALT_MIDI = 1 << 5, // Alternate sequence in midi.dat file
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// The GF_USE_?FLAGS values specify how many country flags are displayed
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// in the subtitles options dialog.
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// None of these defined -> 1 language, in ENGLISH.TXT
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GF_USE_3FLAGS = 1 << 6, // French, German, Spanish
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GF_USE_4FLAGS = 1 << 7, // French, German, Spanish, Italian
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GF_USE_5FLAGS = 1 << 8, // All 5 flags
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GF_BIG_ENDIAN = 1 << 9
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};
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/**
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* The following is the ScummVM definitions of the various Tinsel versions:
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* TINSEL_V0 - This was an early engine version that was only used in the Discworld 1
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* demo. It is not currently supported.
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* TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two
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* major releases: an earlier version that used *.gra files, and a later one that
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* used *.scn files, and contained certain script and engine bugfixes. In ScummVM,
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* we treat both releases as 'Tinsel 1', since the engine fixes from the later
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* version work equally well the earlier version data.
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* TINSEL_V2 - This is the engine used for the Discworld 2 game.
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*/
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enum TinselEngineVersion {
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TINSEL_V0 = 0,
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TINSEL_V1 = 1,
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TINSEL_V2 = 2
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};
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enum {
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kTinselDebugAnimations = 1 << 0,
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kTinselDebugActions = 1 << 1,
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kTinselDebugSound = 1 << 2,
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kTinselDebugMusic = 2 << 3
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};
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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struct TinselGameDescription;
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enum TinselKeyDirection {
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MSK_LEFT = 1, MSK_RIGHT = 2, MSK_UP = 4, MSK_DOWN = 8,
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MSK_DIRECTION = MSK_LEFT | MSK_RIGHT | MSK_UP | MSK_DOWN
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};
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typedef bool (*KEYFPTR)(const Common::KeyState &);
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#define SCREEN_WIDTH (_vm->screen().w) // PC screen dimensions
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#define SCREEN_HEIGHT (_vm->screen().h)
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#define SCRN_CENTRE_X ((SCREEN_WIDTH - 1) / 2) // screen centre x
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#define SCRN_CENTRE_Y ((SCREEN_HEIGHT - 1) / 2) // screen centre y
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#define UNUSED_LINES 48
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#define EXTRA_UNUSED_LINES 3
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//#define SCREEN_BOX_HEIGHT1 (SCREEN_HEIGHT - UNUSED_LINES)
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//#define SCREEN_BOX_HEIGHT2 (SCREEN_BOX_HEIGHT1 - EXTRA_UNUSED_LINES)
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#define SCREEN_BOX_HEIGHT1 SCREEN_HEIGHT
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#define SCREEN_BOX_HEIGHT2 SCREEN_HEIGHT
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#define GAME_FRAME_DELAY (1000 / ONE_SECOND)
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#define TinselVersion (_vm->getVersion())
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#define TinselV0 (TinselVersion == TINSEL_V0)
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#define TinselV1 (TinselVersion == TINSEL_V1)
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#define TinselV2 (TinselVersion == TINSEL_V2)
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#define TinselV1PSX (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformPSX)
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#define TinselV1Mac (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformMacintosh)
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#define IsDemo (_vm->getFeatures() & GF_DEMO)
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#define READ_16(v) ((_vm->getFeatures() & GF_BIG_ENDIAN) ? READ_BE_UINT16(v) : READ_LE_UINT16(v))
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#define READ_32(v) ((_vm->getFeatures() & GF_BIG_ENDIAN) ? READ_BE_UINT32(v) : READ_LE_UINT32(v))
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// Global reference to the TinselEngine object
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extern TinselEngine *_vm;
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class TinselEngine : public Engine {
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int _gameId;
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Common::KeyState _keyPressed;
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Common::RandomSource _random;
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Graphics::Surface _screenSurface;
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Common::Point _mousePos;
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uint8 _dosPlayerDir;
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Console *_console;
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Scheduler *_scheduler;
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static const char *_sampleIndices[][3];
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static const char *_sampleFiles[][3];
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static const char *_textFiles[][3];
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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Common::Error loadGameState(int slot);
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#if 0
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Common::Error saveGameState(int slot, const char *desc);
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#endif
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bool canLoadGameStateCurrently();
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#if 0
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bool canSaveGameStateCurrently();
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#endif
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public:
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TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc);
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virtual ~TinselEngine();
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int getGameId() {
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return _gameId;
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}
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const TinselGameDescription *_gameDescription;
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uint32 getGameID() const;
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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uint16 getVersion() const;
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uint32 getFlags() const;
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Common::Platform getPlatform() const;
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const char *getSampleIndex(LANGUAGE lang);
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const char *getSampleFile(LANGUAGE lang);
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const char *getTextFile(LANGUAGE lang);
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MidiDriver *_driver;
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SoundManager *_sound;
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MidiMusicPlayer *_midiMusic;
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PCMMusicPlayer *_pcmMusic;
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BMVPlayer *_bmv;
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Config *_config;
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KEYFPTR _keyHandler;
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/** Stack of pending mouse button events. */
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Common::List<Common::EventType> _mouseButtons;
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/** Stack of pending keypresses. */
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Common::List<Common::Event> _keypresses;
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/** List of all clip rectangles. */
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RectList _clipRects;
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private:
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void NextGameCycle();
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void CreateConstProcesses();
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void RestartGame();
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void RestartDrivers();
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void ChopDrivers();
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void ProcessKeyEvent(const Common::Event &event);
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bool pollEvent();
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public:
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const Common::String getTargetName() const { return _targetName; }
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Common::String getSavegameFilename(int16 saveNum) const;
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Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
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Graphics::Surface &screen() { return _screenSurface; }
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Common::Point getMousePosition() const { return _mousePos; }
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void setMousePosition(const Common::Point &pt) {
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int yOffset = TinselV2 ? (g_system->getHeight() - _screenSurface.h) / 2 : 0;
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g_system->warpMouse(pt.x, pt.y + yOffset);
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_mousePos = pt;
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}
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void divertKeyInput(KEYFPTR fptr) { _keyHandler = fptr; }
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int getRandomNumber(int maxNumber) { return _random.getRandomNumber(maxNumber); }
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uint8 getKeyDirection() const { return _dosPlayerDir; }
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};
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// Externally available methods
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void CuttingScene(bool bCutting);
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void CDChangeForRestore(int cdNumber);
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void CdHasChanged();
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} // End of namespace Tinsel
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#endif /* TINSEL_H */
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