mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
f4ae774751
svn-id: r53826
307 lines
7.1 KiB
C++
307 lines
7.1 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 HUGO_H
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#define HUGO_H
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#include "engines/engine.h"
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#include "common/file.h"
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// This include is here temporarily while the engine is being refactored.
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#include "hugo/game.h"
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#define HUGO_DAT_VER_MAJ 0 // 1 byte
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#define HUGO_DAT_VER_MIN 25 // 1 byte
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#define DATAALIGNMENT 4
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#define EDGE 10 // Closest object can get to edge of screen
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#define EDGE2 (EDGE * 2) // Push object further back on edge collision
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#define SHIFT 8 // Place hero this far inside bounding box
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namespace Common {
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class RandomSource;
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}
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/**
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* This is the namespace of the Hugo engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Hugo's House of Horror
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* - Whodunit?
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* - Jungle of Doom
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*/
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namespace Hugo {
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enum GameType {
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kGameTypeNone = 0,
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kGameTypeHugo1,
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kGameTypeHugo2,
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kGameTypeHugo3
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};
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enum GameVariant {
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kGameVariantH1Win = 0,
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kGameVariantH2Win,
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kGameVariantH3Win,
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kGameVariantH1Dos,
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kGameVariantH2Dos,
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kGameVariantH3Dos
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};
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enum HugoDebugChannels {
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kDebugSchedule = 1 << 0,
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kDebugEngine = 1 << 1,
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kDebugDisplay = 1 << 2,
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kDebugMouse = 1 << 3,
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kDebugParser = 1 << 4,
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kDebugFile = 1 << 5,
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kDebugRoute = 1 << 6,
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kDebugInventory = 1 << 7,
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kDebugObject = 1 << 8
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};
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enum HugoGameFeatures {
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GF_PACKED = (1 << 0) // Database
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};
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// Strings used by the engine
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enum seqTextEngine {
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kEsAdvertise = 0
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};
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struct HugoGameDescription;
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class FileManager;
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class Scheduler;
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class Screen;
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class MouseHandler;
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class InventoryHandler;
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class Parser;
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class Route;
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class SoundHandler;
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class IntroHandler;
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class ObjectHandler;
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class HugoEngine : public Engine {
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public:
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HugoEngine(OSystem *syst, const HugoGameDescription *gd);
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~HugoEngine();
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byte _numVariant;
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byte _gameVariant;
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byte _maxInvent;
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byte _numBonuses;
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byte _soundSilence;
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byte _soundTest;
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byte _tunesNbr;
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uint16 _numScreens;
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object_t *_hero;
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byte *_screen_p;
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byte _heroImage;
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byte *_palette;
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byte *_introX;
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byte *_introY;
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byte *_screenStates;
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byte *_arrayFont[3];
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int16 _arrayFontSize[3];
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char **_textData;
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char **_stringtData;
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char **_screenNames;
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char **_textEngine;
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char **_textIntro;
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char **_textMouse;
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char **_textParser;
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char **_textSchedule;
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char **_textUtil;
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char ***_arrayNouns;
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char ***_arrayVerbs;
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uint16 **_arrayReqs;
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hotspot_t *_hotspots;
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int16 *_invent;
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uses_t *_uses;
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background_t *_catchallList;
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background_t **_backgroundObjects;
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point_t *_points;
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cmd **_cmdList;
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uint16 **_screenActs;
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act **_actListArr;
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int16 *_defltTunes;
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uint16 _look;
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uint16 _take;
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uint16 _drop;
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uint16 _numObj;
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uint16 _alNewscrIndex;
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Common::RandomSource *_rnd;
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const char *_episode;
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const char *_picDir;
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Common::String _initFilename, _saveFilename;
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command_t _statusLine;
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command_t _scoreLine;
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const HugoGameDescription *_gameDescription;
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uint32 getFeatures() const;
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GameType getGameType() const;
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Common::Platform getPlatform() const;
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bool isPacked() const;
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// Temporary, until the engine is fully objectified.
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static HugoEngine &get() {
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assert(s_Engine != 0);
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return *s_Engine;
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}
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void initGame(const HugoGameDescription *gd);
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void initGamePart(const HugoGameDescription *gd);
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bool loadHugoDat();
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int getMouseX() const {
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return _mouseX;
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}
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int getMouseY() const {
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return _mouseY;
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}
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void boundaryCollision(object_t *obj);
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void clearBoundary(int x1, int x2, int y);
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void endGame();
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void initStatus();
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void processMaze();
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void readObjectImages();
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void readScreenFiles(int screen);
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void screenActions(int screen);
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void setNewScreen(int screen);
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void shutdown();
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void storeBoundary(int x1, int x2, int y);
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char *useBG(char *name);
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int deltaX(int x1, int x2, int vx, int y);
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int deltaY(int x1, int x2, int vy, int y);
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overlay_t &getBoundaryOverlay() {
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return _boundary;
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}
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overlay_t &getObjectBoundaryOverlay() {
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return _objBound;
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}
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overlay_t &getBaseBoundaryOverlay() {
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return _ovlBase;
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}
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overlay_t &getFirstOverlay() {
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return _overlay;
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}
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status_t &getGameStatus() {
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return _status;
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}
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int getScore() const {
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return _score;
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}
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void setScore(int newScore) {
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_score = newScore;
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}
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void adjustScore(int adjustment) {
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_score += adjustment;
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}
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int getMaxScore() const {
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return _maxscore;
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}
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void setMaxScore(int newScore) {
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_maxscore = newScore;
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}
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byte getIntroSize() {
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return _introXSize;
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}
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FileManager *_file;
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Scheduler *_scheduler;
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Screen *_screen;
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MouseHandler *_mouse;
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InventoryHandler *_inventory;
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Parser *_parser;
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Route *_route;
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SoundHandler *_sound;
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IntroHandler *_intro;
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ObjectHandler *_object;
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protected:
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// Engine APIs
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Common::Error run();
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private:
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int _mouseX;
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int _mouseY;
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byte _paletteSize;
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byte _introXSize;
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status_t _status; // Game status structure
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static HugoEngine *s_Engine;
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// The following are bit plane display overlays which mark travel boundaries,
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// foreground stationary objects and baselines for those objects (used to
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// determine foreground/background wrt moving objects)
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// Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without.
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// Needs more investigation. Alignment issues?
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static overlay_t _boundary; // Boundary overlay file
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static overlay_t _overlay; // First overlay file
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static overlay_t _ovlBase; // First overlay base file
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static overlay_t _objBound; // Boundary file marks object baselines
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GameType _gameType;
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Common::Platform _platform;
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bool _packedFl;
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int _score; // Holds current score
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int _maxscore; // Holds maximum score
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char **loadTextsVariante(Common::File &in, uint16 *arraySize);
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char ***loadTextsArray(Common::File &in);
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uint16 **loadLongArray(Common::File &in);
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char **loadTexts(Common::File &in);
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void freeTexts(char **ptr);
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void initPlaylist(bool playlist[MAX_TUNES]);
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void initConfig(inst_t action);
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void initialize();
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void calcMaxScore();
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void initMachine();
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void runMachine();
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};
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} // End of namespace Hugo
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#endif // Hugo_H
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