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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.
+ *
+ */
+/**************************************************************************
+ * 様様様様様様様様様様様様様様様様様 *
+ * Nayma Software srl *
+ * e -= We create much MORE than ALL =- *
+ * u- z$$$c '. 様様様様様様様様様様様様様様様様様 *
+ * .d" d$$$$$b "b. *
+ * .z$* d$$$$$$$L ^*$c. *
+ * #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
+ * ^*$b 4$$$$$$$$$F .d$*" *
+ * ^$$. 4$$$$$$$$$F .$P" Module: Game.CPP............. *
+ * *$. '$$$$$$$$$ 4$P 4 *
+ * J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
+ * z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
+ * z$" "" #$F^ "" '$c *
+ * z$$beu .ue=" $ "=e.. .zed$$c *
+ * "#$e z$*" . `. ^*Nc e$"" *
+ * "$$". .r" ^4. .^$$" *
+ * ^.@*"6L=\ebu^+C$"*b." *
+ * "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
+ * ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
+ * " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
+ * *
+ * This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
+ * *
+ **************************************************************************/
+
+#ifndef TONY_GAME_H
+#define TONY_GAME_H
+
+#include "tony/adv.h"
+#include "tony/gfxcore.h"
+#include "tony/input.h"
+#include "tony/loc.h"
+#include "tony/utils.h"
+
+namespace Tony {
+
+class RMPointer : public RMGfxTask {
+private:
+ RMGfxSourceBuffer8 *m_pointer[16];
+ RMPoint m_hotspot[16];
+ RMPoint m_pos;
+
+ RMItem *m_specialPointer[16];
+
+ int m_nCurPointer;
+ int m_nCurSpecialPointer;
+
+ RMGfxSourceBuffer8 *m_nCurCustomPointer;
+
+public:
+ enum POINTER {
+ PTR_NONE = 0,
+ PTR_FRECCIASU,
+ PTR_FRECCIAGIU,
+ PTR_FRECCIASINISTRA,
+ PTR_FRECCIADESTRA,
+ PTR_FRECCIAMAPPA,
+ PTR_CUSTOM
+ };
+
+public:
+ // Constructor & destructor
+ RMPointer();
+ virtual ~RMPointer();
+
+ // Initialisation
+ void Init(void);
+
+ // Deinitialisation
+ void Close(void);
+
+ // Process a frame
+ void DoFrame(RMGfxTargetBuffer *bigBuf);
+
+ // Overloading of priorities
+ int Priority();
+
+ // Overloading draw method
+ void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
+
+ // Sets the current co-ordinates
+ void SetCoord(RMPoint pt) { m_pos = pt; }
+
+ // Overloading of the method to see if rising from the list
+ bool RemoveThis();
+
+ // Sets a new action as current
+ void SetAction(RMTonyAction action) { m_nCurPointer = action; }
+
+ // Sets a new pointer
+ void SetSpecialPointer(POINTER ptr) {
+ m_nCurSpecialPointer=ptr;
+ if (m_nCurSpecialPointer && m_nCurSpecialPointer != PTR_CUSTOM) m_specialPointer[ptr-1]->SetPattern(1);
+ }
+ POINTER GetSpecialPointer(void) { return (POINTER)m_nCurSpecialPointer; }
+
+ // Set the new custom pointer
+ void SetCustomPointer(RMGfxSourceBuffer8 *ptr) { m_nCurCustomPointer = ptr; }
+
+ // Return the current action to be applied according to the pointer
+ int CurAction(void);
+};
+
+class RMOptionButton: public RMGfxTaskSetPrior {
+public:
+ RMRect m_rect;
+ RMGfxSourceBuffer16 *m_buf;
+ bool m_bActive;
+ bool m_bHasGfx;
+ bool m_bDoubleState;
+
+public:
+ RMOptionButton(uint32 dwRes, RMPoint pt, bool bDoubleState = false);
+ RMOptionButton(RMRect pt);
+ virtual ~RMOptionButton();
+
+ bool DoFrame(RMPoint mousePos, bool bLeftClick, bool bRightClick);
+ void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
+ void AddToList(RMGfxTargetBuffer &bigBuf);
+ bool IsActive() { return m_bActive; }
+ void SetActiveState(bool bState) { m_bActive=bState; }
+};
+
+class RMOptionSlide : public RMGfxTaskSetPrior {
+private:
+ RMOptionButton* m_PushLeft;
+ RMOptionButton* m_PushRight;
+ RMGfxSourceBuffer16* m_SliderCenter;
+ RMGfxSourceBuffer16* m_SliderLeft;
+ RMGfxSourceBuffer16* m_SliderRight;
+ RMGfxSourceBuffer16* m_SliderSingle;
+ int m_nSlideSize;
+ RMPoint m_pos;
+ int m_nValue;
+ int m_nMax;
+ int m_nStep;
+
+public:
+ RMOptionSlide(RMPoint pt, int m_nRange=100, int m_nStartValue=0, int slideSize=300);
+ virtual ~RMOptionSlide();
+
+ bool DoFrame(RMPoint mousePos, bool bLeftClick, bool bRightClick);
+ void Draw(RMGfxTargetBuffer& bigBuf, RMGfxPrimitive* prim);
+ void AddToList(RMGfxTargetBuffer& bigBuf);
+
+ int GetValue() { return m_nValue; }
+};
+
+class RMOptionScreen : public RMGfxWoodyBuffer {
+private:
+ RMGfxSourceBuffer16 *m_menu;
+ RMGfxSourceBuffer16 *m_QuitConfirm;
+ RMGfxSourceBuffer16 *m_HideLoadSave;
+ RMOptionButton *m_ButtonQuitYes;
+ RMOptionButton *m_ButtonQuitNo;
+ RMOptionButton *m_ButtonExit;
+ RMOptionButton *m_ButtonQuit;
+ RMOptionButton *m_ButtonLoad;
+ RMOptionButton *m_ButtonSave;
+ RMOptionButton *m_ButtonGameMenu;
+ RMOptionButton *m_ButtonGfxMenu;
+ RMOptionButton *m_ButtonSoundMenu;
+ RMGfxSourceBuffer8 *m_SaveEasy;
+ RMGfxSourceBuffer8 *m_SaveHard;
+ RMGfxSourceBuffer16 *m_curThumb[6];
+ RMString m_curThumbName[6];
+ byte m_curThumbDiff[6];
+ RMOptionButton *m_ButtonSave_States[6];
+ RMOptionButton *m_ButtonSave_ArrowLeft;
+ RMOptionButton *m_ButtonSave_ArrowRight;
+ RMOptionButton *m_ButtonGfx_Tips;
+
+ RMOptionButton *m_ButtonSound_DubbingOn;
+ RMOptionButton *m_ButtonSound_MusicOn;
+ RMOptionButton *m_ButtonSound_SFXOn;
+
+ RMOptionSlide *m_SlideTonySpeed;
+ RMOptionSlide *m_SlideTextSpeed;
+
+
+ int m_statePos;
+ bool m_bEditSaveName;
+ int m_nEditPos;
+ char m_EditName[256];
+
+ union {
+ RMOptionButton *m_ButtonGame_Lock;
+ RMOptionButton *m_ButtonGfx_Anni30;
+ RMOptionSlide *m_SliderSound_Music;
+ };
+ union {
+ RMOptionButton *m_ButtonGame_TimerizedText;
+ RMOptionButton *m_ButtonGfx_AntiAlias;
+ RMOptionSlide *m_SliderSound_SFX;
+ };
+ union {
+ RMOptionButton *m_ButtonGame_Scrolling;
+ RMOptionButton *m_ButtonGfx_Sottotitoli;
+ RMOptionSlide *m_SliderSound_Dubbing;
+ };
+ union {
+ RMOptionButton *m_ButtonGame_InterUp;
+ RMOptionButton *m_ButtonGfx_Trans;
+ };
+
+ int m_FadeStep;
+ bool m_bExit;
+ bool m_bQuitConfirm;
+ int m_FadeY;
+ int m_FadeTime;
+ bool m_bLoadMenuOnly;
+ bool m_bNoLoadSave;
+ bool m_bAlterGfx;
+
+ enum STATE {
+ MENUGAME,
+ MENUGFX,
+ MENUSOUND,
+ MENULOAD,
+ MENUSAVE
+ };
+
+ STATE m_nState;
+ STATE m_nLastState;
+
+public:
+ RMOptionScreen();
+ virtual ~RMOptionScreen();
+
+ bool Init(RMGfxTargetBuffer& bigBuf);
+ bool InitLoadMenuOnly(RMGfxTargetBuffer &bigBuf, bool bAlternateGfx = false);
+ bool InitSaveMenuOnly(RMGfxTargetBuffer &bigBuf, bool bAlternateGfx = false);
+ bool InitNoLoadSave(RMGfxTargetBuffer &bigBuf);
+ void ReInit(RMGfxTargetBuffer &bigBuf);
+ bool Close();
+ bool IsClosing();
+
+ // Metodi in overloading da RMGfxTask
+ int Priority();
+ void Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);
+ bool RemoveThis();
+
+ // Polling per l'option screen
+ void DoFrame(RMInput *m_input);
+
+protected:
+
+ // Inizializza tutto per il nuovo stato
+ void InitState(void);
+ void CloseState(void);
+ void ChangeState(STATE newState);
+
+ // Ridisegna tutto il menu delle opzioni
+ void RefreshAll(void);
+ void RefreshThumbnails(void);
+
+ // Carica lo screenshot per il salvataggio
+ bool LoadThumbnailFromSaveState(int numState, byte *lpDestBuf, RMString &name, byte &diff);
+};
+
+} // End of namespace Tony
+
+#endif