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https://github.com/libretro/scummvm.git
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345 lines
11 KiB
C++
345 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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* 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 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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#include "hugo/console.h"
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#include "hugo/dialogs.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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#include "hugo/file.h"
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#define HUGO_DAT_VER_MAJ 0 // 1 byte
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#define HUGO_DAT_VER_MIN 42 // 1 byte
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#define DATAALIGNMENT 4
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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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* - Hugo's Horrific Adventure
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* - Hugo's Mystery Adventure
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* - Hugo's Amazon Adventure
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*/
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namespace Hugo {
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static const int kSavegameVersion = 6;
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static const int kInvDx = 32; // Width of an inventory icon
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static const int kInvDy = 32; // Height of inventory icon
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static const int kMaxTunes = 16; // Max number of tunes
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static const int kStepDx = 5; // Num pixels moved in x by HERO per step
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static const int kStepDy = 4; // Num pixels moved in y by HERO per step
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static const int kXPix = 320; // Width of pcx background file
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static const int kYPix = 200; // Height of pcx background file
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static const int kViewSizeX = kXPix; // Width of window view
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static const int kViewSizeY = 192; // Height of window view. In original game: 184
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static const int kDibOffY = 0; // Offset into dib SrcY (old status line area). In original game: 8
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static const int kCompLineSize = 40; // number of bytes in a compressed line
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static const int kMaxLineSize = kCompLineSize - 2; // Max length of user input line
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static const int kMaxTextRows = 25; // Number of text lines in display
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static const int kMaxBoxChar = kMaxLineSize * kMaxTextRows; // Max chars on screen
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static const int kOvlSize = kCompLineSize * kYPix; // Size of an overlay file
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static const int kStateDontCare = 0xFF; // Any state allowed in command verb
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static const int kHeroIndex = 0; // In all enums, HERO is the first element
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static const int kArrowNumb = 2; // Number of arrows (left/right)
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static const int kLeftArrow = -2; // Cursor over Left arrow in inventory icon bar
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static const int kRightArrow = -3; // Cursor over Right arrow in inventory icon bar
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static const int kMaxPath = 256; // Max length of a full path name
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static const int kHeroMaxWidth = 24; // Maximum width of hero
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static const int kHeroMinWidth = 16; // Minimum width of hero
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typedef char Command[kMaxLineSize + 8]; // Command line (+spare for prompt,cursor)
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struct Config { // User's config (saved)
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bool _musicFl; // State of Music button/menu item
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bool _soundFl; // State of Sound button/menu item
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bool _turboFl; // State of Turbo button/menu item
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bool _playlist[kMaxTunes]; // Tune playlist
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};
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typedef byte Icondib[kXPix * kInvDy]; // Icon bar dib
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typedef byte Viewdib[(long)kXPix * kYPix]; // Viewport dib
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typedef byte Overlay[kOvlSize]; // Overlay file
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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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kDebugMusic = 1 << 9
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};
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enum HugoRegistered {
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kRegShareware = 0,
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kRegRegistered,
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kRegFreeware
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};
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/**
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* Inventory icon bar states
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*/
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enum Istate {kInventoryOff, kInventoryUp, kInventoryDown, kInventoryActive};
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/**
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* Game view state machine
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*/
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enum Vstate {kViewIdle, kViewIntroInit, kViewIntro, kViewPlay, kViewInvent, kViewExit};
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/**
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* Enumerate whether object is foreground, background or 'floating'
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* If floating, HERO can collide with it and fore/back ground is determined
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* by relative y-coord of object base. This is the general case.
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* If fore or background, no collisions can take place and object is either
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* behind or in front of all others, although can still be hidden by the
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* the overlay plane. OVEROVL means the object is FLOATING (to other
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* objects) but is never hidden by the overlay plane
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*/
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enum {kPriorityForeground, kPriorityBackground, kPriorityFloating, kPriorityOverOverlay};
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/**
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* Display list functions
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*/
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enum Dupdate {kDisplayInit, kDisplayAdd, kDisplayDisplay, kDisplayRestore};
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/**
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* Priority for sound effect
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*/
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enum Priority {kSoundPriorityLow, kSoundPriorityMedium, kSoundPriorityHigh};
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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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struct Status { // Game status (not saved)
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bool _storyModeFl; // Game is telling story - no commands
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bool _gameOverFl; // Game is over - hero knobbled
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bool _lookFl; // Toolbar "look" button pressed
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bool _recallFl; // Toolbar "recall" button pressed
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bool _newScreenFl; // New screen just loaded in dib_a
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bool _godModeFl; // Allow DEBUG features in live version
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bool _showBoundariesFl; // Flag used to show and hide boundaries,
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// used by the console
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bool _doQuitFl;
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bool _skipIntroFl;
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bool _helpFl;
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uint32 _tick; // Current time in ticks
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Vstate _viewState; // View state machine
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int16 _song; // Current song
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};
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/**
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* Structure to define an EXIT or other collision-activated hotspot
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*/
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struct Hotspot {
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int _screenIndex; // Screen in which hotspot appears
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int _x1, _y1, _x2, _y2; // Bounding box of hotspot
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uint16 _actIndex; // Actions to carry out if a 'hit'
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int16 _viewx, _viewy, _direction; // Used in auto-route mode
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};
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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 TextHandler;
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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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OSystem *_system;
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byte _numVariant;
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byte _gameVariant;
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int8 _soundSilence;
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int8 _soundTest;
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int8 _tunesNbr;
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uint16 _numScreens;
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uint16 _numStates;
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int8 _normalTPS; // Number of ticks (frames) per second.
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// 8 for Win versions, 9 for DOS versions
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Object *_hero;
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byte *_screenPtr;
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byte _heroImage;
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byte *_screenStates;
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Command _line; // Line of user text input
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Config _config; // User's config
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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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Maze _maze; // Maze control structure
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hugoBoot _boot; // Boot info structure
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GUI::Debugger *getDebugger();
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Common::RandomSource *_rnd;
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const char *_episode;
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Common::String _picDir;
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Command _statusLine;
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Command _scoreLine;
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const HugoGameDescription *_gameDescription;
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uint32 getFeatures() const;
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const char *getGameId() 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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// Used by the qsort function
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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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virtual bool canLoadGameStateCurrently();
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virtual bool canSaveGameStateCurrently();
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bool loadHugoDat();
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int8 getTPS() const;
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void initGame(const HugoGameDescription *gd);
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void initGamePart(const HugoGameDescription *gd);
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void endGame();
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void gameOverMsg();
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void initStatus();
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void readScreenFiles(const int screen);
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void setNewScreen(const int screen);
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void shutdown();
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void syncSoundSettings();
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Status &getGameStatus();
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int getScore() const;
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void setScore(const int newScore);
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void adjustScore(const int adjustment);
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int getMaxScore() const;
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void setMaxScore(const int newScore);
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Common::Error saveGameState(int slot, const Common::String &desc);
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Common::Error loadGameState(int slot);
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bool hasFeature(EngineFeature f) const;
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const char *getCopyrightString() const;
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Common::String getSavegameFilename(int slot);
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uint16 **loadLongArray(Common::SeekableReadStream &in);
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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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TextHandler *_text;
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TopMenu *_topMenu;
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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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static const int kTurboTps = 16; // This many in turbo mode
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Status _status; // Game status structure
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uint32 _lastTime;
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uint32 _curTime;
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static HugoEngine *s_Engine;
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HugoConsole *_console;
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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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void initPlaylist(bool playlist[kMaxTunes]);
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void initConfig();
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void initialize();
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void initMachine();
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void calcMaxScore();
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void resetConfig();
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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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