/* 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_H #define CGE_H #include "cge/general.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 "engines/advancedDetector.h" #include "cge/console.h" #include "cge/bitmap.h" #include "cge/sound.h" namespace CGE { class Console; class Sprite; #define kSavegameVersion 2 #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 kCaveDx 9 #define kCaveDy 10 #define kCaveNx 8 #define kCaveNy 3 #define kCaveMax kCaveNx * kCaveNy // our engine debug channels enum { kCGEDebugBitmap = 1 << 0, kCGEDebugFile = 1 << 1, kCGEDebugEngine = 1 << 2 }; enum SnList { kNear, kTake }; enum CallbackType { kNullCB = 0, kQGame, kMiniStep, kXCave, kSndSetVolume }; struct SavegameHeader { uint8 version; Common::String saveName; Graphics::Surface *thumbnail; int saveYear, saveMonth, saveDay; int saveHour, saveMinutes; int totalFrames; }; extern const char *savegameStr; struct Bar { uint8 _horz; uint8 _vert; }; class CGEEngine : public Engine { private: uint32 _lastFrame, _lastTick; void tick(); void syncHeader(Common::Serializer &s); static void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header); void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny = false); 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 _maxCaveArr[5]; const ADGameDescription *_gameDescription; int _startupMode; int _demoText; int _oldLev; int _pocPtr; bool _music; int _pocref[kPocketNX]; uint8 _volume[2]; int _maxCave; bool _flag[4]; bool _dark; bool _game; bool _finis; int _now; int _lev; int _mode; int _soundOk; int _gameCase2Cpt; int _offUseCount; Sprite *_sprTv; Sprite *_sprK1; Sprite *_sprK2; Sprite *_sprK3; Common::Point _heroXY[kCaveMax]; Bar _barriers[kCaveMax]; Common::RandomSource _randomSource; MusicPlayer _midiPlayer; BitmapPtr *_miniShp; BitmapPtr *_miniShpList; int _startGameSlot; virtual Common::Error run(); GUI::Debugger *getDebugger() { return _console; } void cge_main(); void switchCave(int cav); 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 cav, 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); void selectSound(); void dummy() {} void NONE(); void SB(); void caveDown(); void caveUp(); void xCave(); 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); static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header); 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 saveSound(); 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 initCaveValues(); void snBackPt(Sprite *spr, int stp); void snHBarrier(const int cave, const int barX); void snVBarrier(const int cave, 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 cav, int x0); void snSetXY(Sprite *spr, uint16 xy); void snSetY(Sprite *spr, int y); void snSetY0(int cav, 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