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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+ /*
+ * This code is based on Labyrinth of Time code with assistance of
+ *
+ * Copyright (c) 1993 Terra Nova Development
+ * Copyright (c) 2004 The Wyrmkeep Entertainment Co.
+ *
+ */
+
+#ifndef LAB_LAB_H
+#define LAB_LAB_H
+
+#include "common/system.h"
+#include "common/random.h"
+#include "common/rect.h"
+#include "common/savefile.h"
+#include "engines/engine.h"
+#include "engines/savestate.h"
+
+#include "lab/console.h"
+#include "lab/image.h"
+#include "lab/labsets.h"
+
+struct ADGameDescription;
+
+namespace Lab {
+
+struct MapData;
+struct Action;
+struct CloseData;
+struct Button;
+struct IntuiMessage;
+struct InventoryData;
+struct RoomData;
+struct Rule;
+struct TextFont;
+struct ViewData;
+
+class Anim;
+class DisplayMan;
+class EventManager;
+class Image;
+class Music;
+class Resource;
+class SpecialLocks;
+class Utils;
+
+struct SaveGameHeader {
+ byte _version;
+ SaveStateDescriptor _descr;
+ uint16 _roomNumber;
+ uint16 _direction;
+};
+
+enum GameFeatures {
+ GF_LOWRES = 1 << 0,
+ GF_WINDOWS_TRIAL = 1 << 1
+};
+
+typedef Common::List<Button *> ButtonList;
+
+struct CrumbData {
+ uint16 _roomNum;
+ uint16 _direction;
+};
+
+#define MAX_CRUMBS 128
+
+typedef Common::List<Rule> RuleList;
+typedef Common::List<Action> ActionList;
+typedef Common::List<CloseData> CloseDataList;
+typedef Common::List<ViewData> ViewDataList;
+
+enum Direction {
+ kDirectionNorth,
+ kDirectionSouth,
+ kDirectionEast,
+ kDirectionWest
+};
+
+enum MainButton {
+ kButtonNone = -1,
+ kButtonPickup,
+ kButtonUse,
+ kButtonOpen,
+ kButtonClose,
+ kButtonLook,
+ kButtonInventory,
+ kButtonLeft,
+ kButtonForward,
+ kButtonRight,
+ kButtonMap
+};
+
+enum MessageClass {
+ kMessageLeftClick,
+ kMessageRightClick,
+ kMessageButtonUp,
+ kMessageRawKey
+};
+
+class LabEngine : public Engine {
+ friend class Console;
+
+private:
+ bool _interfaceOff;
+ bool _isCrumbWaiting;
+ bool _lastTooLong;
+ bool _lastPage;
+ bool _mainDisplay;
+ bool _noUpdateDiff;
+ bool _quitLab;
+
+ byte *_blankJournal;
+
+ int _lastWaitTOFTicks;
+
+ uint16 _direction;
+ uint16 _highPalette[20];
+ uint16 _journalPage;
+ uint16 _maxRooms;
+ uint16 _monitorPage;
+ uint16 _monitorButtonHeight;
+
+ uint32 _extraGameFeatures;
+
+ Common::String _journalText;
+ Common::String _journalTextTitle;
+ Common::String _nextFileName;
+ Common::String _newFileName;
+ Common::String _monitorTextFilename;
+
+ const CloseData *_closeDataPtr;
+ ButtonList _journalButtonList;
+ ButtonList _mapButtonList;
+ Image *_imgMap, *_imgRoom, *_imgUpArrowRoom, *_imgDownArrowRoom, *_imgBridge;
+ Image *_imgHRoom, *_imgVRoom, *_imgMaze, *_imgHugeMaze, *_imgPath;
+ Image *_imgMapX[4];
+ InventoryData *_inventory;
+ MapData *_maps;
+ Image *_monitorButton;
+ Image *_journalBackImage;
+ TextFont *_journalFont;
+ bool _introPlaying;
+
+public:
+ bool _alternate;
+ bool _droppingCrumbs;
+ bool _followingCrumbs;
+ bool _followCrumbsFast;
+ bool _isCrumbTurning;
+ bool _isHiRes;
+
+ int _roomNum;
+
+ uint16 _highestCondition;
+ uint16 _manyRooms;
+ uint16 _numCrumbs;
+ uint16 _numInv;
+
+ uint32 _crumbTimestamp;
+
+ Common::String _curFileName;
+
+ Anim *_anim;
+ CrumbData _breadCrumbs[MAX_CRUMBS];
+ DisplayMan *_graphics;
+ EventManager *_event;
+ ButtonList _invButtonList;
+ ButtonList _moveButtonList;
+ Image *_invImages[10];
+ Image *_moveImages[20];
+ LargeSet *_conditions, *_roomsFound;
+ Music *_music;
+ Resource *_resource;
+ RoomData *_rooms;
+ TextFont *_msgFont;
+ SpecialLocks *_specialLocks;
+ Utils *_utils;
+ Console *_console;
+ GUI::Debugger *getDebugger() { return _console; }
+
+public:
+ LabEngine(OSystem *syst, const ADGameDescription *gameDesc);
+ ~LabEngine();
+
+ virtual Common::Error run();
+ void go();
+
+ const ADGameDescription *_gameDescription;
+ Common::Platform getPlatform() const;
+ uint32 getFeatures() const;
+
+ bool hasFeature(EngineFeature f) const;
+ Common::String generateSaveFileName(uint slot);
+
+ void changeVolume(int delta);
+ uint16 getDirection() { return _direction; }
+
+ /**
+ * Returns the current picture name.
+ */
+ Common::String getPictName(bool useClose);
+ uint16 getQuarters();
+ void setDirection(uint16 direction) { _direction = direction; };
+ void setQuarters(uint16 quarters);
+ void updateEvents();
+ void waitTOF();
+
+ Common::Error loadGameState(int slot);
+ Common::Error saveGameState(int slot, const Common::String &desc);
+ bool canLoadGameStateCurrently();
+ bool canSaveGameStateCurrently();
+
+private:
+ /**
+ * Checks whether all the conditions in a condition list are met.
+ */
+ bool checkConditions(const Common::Array<int16> &cond);
+
+ /**
+ * Decrements the current inventory number.
+ */
+ void decIncInv(uint16 *CurInv, bool dec);
+
+ /**
+ * Processes the action list.
+ */
+ void doActions(const ActionList &actionList);
+
+ /**
+ * Goes through the rules if an action is taken.
+ */
+ bool doActionRule(Common::Point pos, int16 action, int16 roomNum);
+
+ /**
+ * Does the work for doActionRule.
+ */
+ bool doActionRuleSub(int16 action, int16 roomNum, const CloseData *closePtr, bool allowDefaults);
+
+ /**
+ * Checks whether the close up is one of the special case closeups.
+ */
+ bool doCloseUp(const CloseData *closePtr);
+
+ /**
+ * Goes through the rules if the user tries to go forward.
+ */
+ bool doGoForward();
+
+ /**
+ * Does the journal processing.
+ */
+ void doJournal();
+
+ /**
+ * Goes through the rules if the user tries to go to the main view
+ */
+ bool doMainView();
+
+ /**
+ * Does the map processing.
+ */
+ void doMap(uint16 curRoom);
+
+ /**
+ * Does what's necessary for the monitor.
+ */
+ void doMonitor(const Common::String background, const Common::String textfile, bool isinteractive, Common::Rect textRect);
+
+ /**
+ * Does the things to properly set up the detective notes.
+ */
+ void doNotes();
+
+ /**
+ * Does the work for doActionRule.
+ */
+ bool doOperateRuleSub(int16 itemNum, int16 roomNum, const CloseData *closePtr, bool allowDefaults);
+
+ /**
+ * Goes through the rules if the user tries to operate an item on an object.
+ */
+ bool doOperateRule(Common::Point pos, int16 ItemNum);
+
+ /**
+ * Goes through the rules if the user tries to turn.
+ */
+ bool doTurn(uint16 from, uint16 to);
+
+ /**
+ * If the user hits the "Use" button; things that can get used on themselves.
+ */
+ bool doUse(uint16 curInv);
+
+ /**
+ * Does the things to properly set up the old west newspaper. Assumes that
+ * OpenHiRes already called.
+ */
+ void doWestPaper();
+
+ /**
+ * Draws the current direction to the screen.
+ */
+ void drawDirection(const CloseData *closePtr);
+
+ /**
+ * Draws the journal from page x.
+ */
+ void drawJournal(uint16 wipenum, bool needFade);
+
+ /**
+ * Draws the text to the back journal screen to the appropriate Page number
+ */
+ void drawJournalText();
+
+ /**
+ * Draws the map
+ */
+ void drawMap(uint16 curRoom, uint16 curMsg, uint16 floorNum, bool fadeIn);
+
+ /**
+ * Draws the text for the monitor.
+ */
+ void drawMonText(const char *text, TextFont *monitorFont, Common::Rect textRect, bool isinteractive);
+
+ /**
+ * Draws a room map.
+ */
+ void drawRoomMap(uint16 curRoom, bool drawMarkFl);
+
+ /**
+ * Draws the message for the room.
+ */
+ void drawRoomMessage(uint16 curInv, const CloseData *closePtr);
+ void drawStaticMessage(byte index);
+
+ /**
+ * Eats all the available messages.
+ */
+ void eatMessages();
+
+ /**
+ * Goes through the list of closeups to find a match.
+ * @note Known bug here. If there are two objects that have closeups, and
+ * some of the closeups have the same hit boxes, then this returns the first
+ * occurrence of the object with the same hit box.
+ */
+ const CloseData *findClosePtrMatch(const CloseData *closePtr, const CloseDataList &list);
+
+ /**
+ * Checks if a floor has been visited.
+ */
+ bool floorVisited(uint16 floorNum);
+
+ /**
+ * New code to allow quick(er) return navigation in game.
+ */
+ MainButton followCrumbs();
+ void freeMapData();
+ void freeScreens();
+ bool processEvent(MessageClass tmpClass, uint16 code, uint16 qualifier, Common::Point tmpPos,
+ uint16 &curInv, IntuiMessage *curMsg, bool &forceDraw, uint16 buttonId, uint16 &actionMode);
+
+ /**
+ * Gets the current inventory name.
+ */
+ Common::String getInvName(uint16 curInv);
+
+ /**
+ * Returns the floor to show when the down arrow is pressed
+ * @note The original did not show all the visited floors, but we do
+ */
+ uint16 getLowerFloor(uint16 floorNum);
+
+ /**
+ * Gets an object, if any, from the user's click on the screen.
+ */
+ const CloseData *getObject(Common::Point pos, const CloseData *closePtr);
+
+ /**
+ * Returns the floor to show when the up arrow is pressed
+ * @note The original did not show all the visited floors, but we do
+ */
+ uint16 getUpperFloor(uint16 floorNum);
+
+ /**
+ * Gets the current ViewDataPointer.
+ */
+ ViewData *getViewData(uint16 roomNum, uint16 direction);
+
+ /**
+ * Turns the interface off.
+ */
+ void interfaceOff();
+
+ /**
+ * Turns the interface on.
+ */
+ void interfaceOn();
+
+ /**
+ * Loads in the data for the journal.
+ */
+ void loadJournalData();
+
+ /**
+ * Loads in the map data.
+ */
+ void loadMapData();
+
+ /**
+ * The main game loop.
+ */
+ void mainGameLoop();
+ void showLab2Teaser();
+ void mayShowCrumbIndicator();
+ void mayShowCrumbIndicatorOff();
+
+ /**
+ * Permanently flips the imagery of a button.
+ */
+ void perFlipButton(uint16 buttonId);
+
+ /**
+ * process a arrow button movement.
+ */
+ uint16 processArrow(uint16 curDirection, uint16 arrow);
+
+ /**
+ * Processes user input.
+ */
+ void processJournal();
+
+ /**
+ * Processes the map.
+ */
+ void processMap(uint16 curRoom);
+
+ /**
+ * Processes user input.
+ */
+ void processMonitor(const char *ntext, TextFont *monitorFont, bool isInteractive, Common::Rect textRect);
+
+ /**
+ * Figures out what a room's coordinates should be.
+ */
+ Common::Rect roomCoords(uint16 curRoom);
+ bool saveRestoreGame();
+
+ /**
+ * Sets the current close up data.
+ */
+ void setCurrentClose(Common::Point pos, const CloseData **closePtrList, bool useAbsoluteCoords, bool next=false);
+
+ /**
+ * Takes the currently selected item.
+ */
+ bool takeItem(Common::Point pos);
+
+ /**
+ * Does the turn page wipe.
+ */
+ void turnPage(bool fromLeft);
+ bool processKey(IntuiMessage *curMsg, uint32 msgClass, uint16 &qualifier, Common::Point &curPos, uint16 &curInv, bool &forceDraw, uint16 code);
+ void processMainButton(uint16 &curInv, uint16 &lastInv, uint16 &oldDirection, bool &forceDraw, uint16 buttonId, uint16 &actionMode);
+ void processAltButton(uint16 &curInv, uint16 &lastInv, uint16 buttonId, uint16 &actionMode);
+ void performAction(uint16 actionMode, Common::Point curPos, uint16 &curInv);
+
+private:
+ /**
+ * Writes the game out to disk.
+ */
+ bool saveGame(int slot, const Common::String desc);
+
+ /**
+ * Reads the game from disk.
+ */
+ bool loadGame(int slot);
+ void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName);
+};
+
+bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header);
+
+} // End of namespace Lab
+
+#endif // LAB_LAB_H