/* 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. * */ #ifndef CGE_CGE_H #define CGE_CGE_H #include "common/random.h" #include "common/savefile.h" #include "common/serializer.h" #include "common/str.h" #include "common/rect.h" #include "engines/engine.h" #include "gui/debugger.h" #include "graphics/surface.h" #include "cge/console.h" #include "cge/bitmap.h" #include "cge/sound.h" struct ADGameDescription; namespace CGE { class Console; class Sprite; class Cluster; class Vga; class System; class Keyboard; class Mouse; class HorizLine; class InfoLine; class SceneLight; class CommandHandler; class EventManager; class ResourceManager; class Walk; class Text; class Talk; #define kSavegameVersion 3 #define kSavegameStrSize 11 #define kPocketX 174 #define kPocketY 176 #define kPocketDX 18 #define kPocketDY 22 #define kPocketNX 8 #define kPocketNY 1 #define kPocketSX 8 #define kPocketSY 3 #define kSceneDx 9 #define kSceneDy 10 #define kSceneNx 8 #define kSceneNy 3 #define kSceneMax kSceneNx * kSceneNy #define kPathMax 128 #define kCryptSeed 0xA5 #define kMaxFile 128 #define kMapXCnt 40 #define kMapZCnt 20 #define kMapTop 80 #define kSayTheEnd 41 // our engine debug channels enum { kCGEDebugBitmap = 1 << 0, kCGEDebugFile = 1 << 1, kCGEDebugEngine = 1 << 2 }; enum SnList { kNear, kTake }; enum CallbackType { kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume }; struct SavegameHeader { uint8 version; Common::String saveName; Graphics::Surface *thumbnail; int16 saveYear, saveMonth, saveDay; int16 saveHour, saveMinutes; uint32 playTime; }; extern const char *savegameStr; struct Bar { uint8 _horz; uint8 _vert; }; class Font { char _path[kPathMax]; void load(); CGEEngine *_vm; public: uint8 *_widthArr; uint16 *_pos; uint8 *_map; Font(CGEEngine *vm, const char *name); ~Font(); uint16 width(const char *text); void save(); }; class CGEEngine : public Engine { private: uint32 _lastFrame, _lastTick; void tick(); void syncHeader(Common::Serializer &s); void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header); void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny); bool savegameExists(int slotNumber); Common::String generateSaveName(int slot); public: CGEEngine(OSystem *syst, const ADGameDescription *gameDescription); ~CGEEngine(); virtual bool hasFeature(EngineFeature f) const; virtual bool canLoadGameStateCurrently(); virtual bool canSaveGameStateCurrently(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &desc); static const int _maxSceneArr[5]; bool _quitFlag; bool _showBoundariesFl; const ADGameDescription *_gameDescription; int _startupMode; int _oldLev; int _pocPtr; bool _music; int _pocref[kPocketNX]; uint8 _volume[2]; int _maxScene; bool _flag[4]; bool _dark; bool _game; bool _endGame; int _now; int _lev; int _mode; int _gameCase2Cpt; int _offUseCount; Dac *_bitmapPalette; uint8 _clusterMap[kMapZCnt][kMapXCnt]; Sprite *_sprTv; Sprite *_sprK1; Sprite *_sprK2; Sprite *_sprK3; Common::Point _heroXY[kSceneMax]; Bar _barriers[kSceneMax + 1]; Font *_font; Vga *_vga; System *_sys; Sprite *_pocLight; Keyboard *_keyboard; Mouse *_mouse; Sprite *_sprite; Sprite *_miniScene; Sprite *_shadow; HorizLine *_horzLine; InfoLine *_infoLine; InfoLine *_debugLine; SceneLight *_sceneLight; CommandHandler *_commandHandler; CommandHandler *_commandHandlerTurbo; EventManager *_eventManager; Fx *_fx; Sound *_sound; ResourceManager *_resman; Sprite *_pocket[kPocketNX]; Walk *_hero; Text *_text; Talk *_talk; Common::RandomSource _randomSource; MusicPlayer *_midiPlayer; BitmapPtr *_miniShp; BitmapPtr *_miniShpList; int _startGameSlot; virtual Common::Error run(); GUI::Debugger *getDebugger() { return _console; } void cge_main(); void switchScene(int newScene); void startCountDown(); void quit(); void resetQSwitch(); void optionTouch(int opt, uint16 mask); void resetGame(); bool loadGame(int slotNumber, SavegameHeader *header = NULL, bool tiny = false); void setMapBrick(int x, int z); void switchMapping(); void loadSprite(const char *fname, int ref, int scene, int col, int row, int pos); void loadScript(const char *fname); void loadUser(); void runGame(); bool showTitle(const char *name); void movie(const char *ext); void inf(const char *text, bool wideSpace = false); void selectSound(); void dummy() {} void NONE(); void SB(); void sceneDown(); void sceneUp(); void xScene(); void qGame(); void SBM(); void GUS(); void GUSM(); void MIDI(); void AUTO(); void setPortD(); void setPortM(); void setIRQ(); void setDMA(); void mainLoop(); void handleFrame(); void saveGame(int slotNumber, const Common::String &desc); WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail = true); void switchMusic(); void selectPocket(int n); void expandSprite(Sprite *spr); void contractSprite(Sprite *spr); int findPocket(Sprite *spr); void feedSnail(Sprite *spr, SnList snq); void pocFul(); void hide1(Sprite *spr); void loadMapping(); void heroCover(int cvr); void trouble(int seq, int text); void offUse(); void tooFar(); void loadHeroXY(); void keyClick(); void switchColorMode(); void killSprite(); void switchDebug(); void miniStep(int stp); void postMiniStep(int stp); void showBak(int ref); void initSceneValues(); char *mergeExt(char *buf, const char *name, const char *ext); int takeEnum(const char **tab, const char *text); int newRandom(int range); void sndSetVolume(); Sprite *locate(int ref); Sprite *spriteAt(int x, int y); Cluster XZ(int16 x, int16 y); void killText(); void snBackPt(Sprite *spr, int stp); void snHBarrier(const int scene, const int barX); void snVBarrier(const int scene, const int barY); void snCover(Sprite *spr, int xref); void snFlag(int indx, bool v); void snFlash(bool on); void snGame(Sprite *spr, int num); void snGhost(Bitmap *bmp); void snGive(Sprite *spr, int stp); void snHide(Sprite *spr, int val); void snKeep(Sprite *spr, int stp); void snKill(Sprite *spr); void snLevel(Sprite *spr, int lev); void snLight(bool in); void snMouse(bool on); void snNNext(Sprite *spr, int p); void snPort(Sprite *spr, int port); void snReach(Sprite *spr, int mode); void snRelZ(Sprite *spr, int z); void snRNNext(Sprite *spr, int p); void snRTNext(Sprite *spr, int p); void snSend(Sprite *spr, int val); void snRelX(Sprite *spr, int x); void snRelY(Sprite *spr, int y); void snRmNear(Sprite *spr); void snRmTake(Sprite *spr); void snRSeq(Sprite *spr, int val); void snSeq(Sprite *spr, int val); void snSetRef(Sprite *spr, int nr); void snSetX(Sprite *spr, int x); void snSetX0(int scene, int x0); void snSetXY(Sprite *spr, uint16 xy); void snSetY(Sprite *spr, int y); void snSetY0(int scene, int y0); void snSetZ(Sprite *spr, int z); void snSlave(Sprite *spr, int ref); void snSound(Sprite *spr, int wav); void snSwap(Sprite *spr, int xref); void snTNext(Sprite *spr, int p); void snTrans(Sprite *spr, int trans); void snUncover(Sprite *spr, Sprite *xspr); void snWalk(Sprite *spr, int x, int y); void snZTrim(Sprite *spr); protected: int _recentStep; private: CGEConsole *_console; void init(); void deinit(); }; // Example console class class Console : public GUI::Debugger { public: Console(CGEEngine *vm) {} virtual ~Console() {} }; } // End of namespace CGE #endif