/* 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 original Sfinx source code * Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon */ #ifndef CGE2_CGE2_H #define CGE2_CGE2_H #include "common/random.h" #include "common/savefile.h" #include "common/serializer.h" #include "engines/engine.h" #include "common/system.h" #include "cge2/fileio.h" #include "cge2/console.h" #include "audio/mixer.h" struct ADGameDescription; namespace CGE2 { class Vga; class Sprite; class MusicPlayer; class Fx; class Sound; class Text; struct HeroTab; class FXP; class V3D; class V2D; struct Dac; class Spare; class CommandHandler; class InfoLine; class Mouse; class Keyboard; class Talk; class Hero; class Bitmap; class System; class EventManager; class Font; class Map; struct SavegameHeader; #define kScrWidth 320 #define kScrHeight 240 #define kScrDepth 480 #define kPanHeight 40 #define kWorldHeight (kScrHeight - kPanHeight) #define kMaxFile 128 #define kPathMax 128 #define kDimMax 8 #define kWayMax 10 #define kPocketMax 4 #define kSceneMax 100 #define kMaxPoint 4 #define kInfoX 160 #define kInfoY -11 #define kInfoW 180 #define kPocketsWidth 59 #define kLineMax 512 #define kIntroExt ".I80" #define kTabName "CGE.TAB" #define kPocketFull 170 #define kGameFrameDelay (750 / 50) #define kGameTickDelay (750 / 62) #define kMusicRef 122 #define kPowerRef 123 #define kDvolRef 124 #define kMvolRef 125 #define kBusyRef 127 #define kOffUseCount 130 #define kOffUseText 131 #define kSysTimeRate 6 // 12 Hz #define kBlinkRate 4 // 3 Hz #define kQuitTitle 200 #define kQuitText 201 #define kNoQuitText 202 #define kSavegameVersion 2 #define kSavegameStrSize 12 #define kSavegameStr "SCUMMVM_CGE2" #define kColorNum 6 struct SavegameHeader { uint8 version; Common::String saveName; Graphics::Surface *thumbnail; int16 saveYear, saveMonth, saveDay; int16 saveHour, saveMinutes; uint32 playTime; }; enum ColorBank { kCBRel, kCBStd, kCBSay, kCBInf, kCBMnu, kCBWar }; enum GamePhase { kPhaseInGame, kPhaseIntro, kPhaseOver }; // our engine debug channels enum { kCGE2DebugOpcode = 1 << 0 }; enum CallbackType { kNullCB = 0, kQGame, kXScene }; enum Action { kNear, kMTake, kFTake, kActions }; typedef void (CGE2Engine::*NotifyFunctionType)(); class CGE2Engine : public Engine { private: uint32 _lastFrame, _lastTick; void tick(); CGE2Console *_console; void init(); void deinit(); Common::String generateSaveName(int slot); void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header); void saveGame(int slotNumber, const Common::String &desc); bool loadGame(int slotNumber); void syncHeader(Common::Serializer &s); void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream); void resetGame(); public: CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription); virtual bool hasFeature(EngineFeature f) const; virtual bool canSaveGameStateCurrently(); virtual bool canLoadGameStateCurrently(); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual Common::Error loadGameState(int slot); virtual Common::Error run(); WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail = true); GUI::Debugger *getDebugger() { return _console; } bool showTitle(const char *name); void cge2_main(); char *mergeExt(char *buf, const char *name, const char *ext); void inf(const char *text, ColorBank col = kCBInf); void movie(const char *ext); void runGame(); void loadHeroes(); void loadScript(const char *fname, bool onlyToolbar = false); Sprite *loadSprite(const char *fname, int ref, int scene, V3D &pos); void badLab(const char *fn); void sceneUp(int cav); void sceneDown(); void closePocket(); void switchScene(int scene); void storeHeroPos(); void showBak(int ref); void loadTab(); int newRandom(int range); void openPocket(); void selectPocket(int n); void busy(bool on); void feedSnail(Sprite *spr, Action snq, Hero *hero); int freePockets(int sx); int findActivePocket(int ref); void pocFul(); void killText(); void mainLoop(); void handleFrame(); Sprite *locate(int ref); bool isHero(Sprite *spr); void loadUser(); void loadPos(); void releasePocket(Sprite *spr); void switchHero(int sex); void offUse(); void setAutoColors(); bool cross(const V2D &a, const V2D &b, const V2D &c, const V2D &d); bool contain(const V2D &a, const V2D &b, const V2D &p); long det(const V2D &a, const V2D &b, const V2D &c); int sgn(long n); int mapCross(const V2D &a, const V2D &b); Sprite *spriteAt(V2D pos); void keyClick(); void swapInPocket(Sprite *spr, Sprite *xspr); void busyStep(); void optionTouch(int opt, uint16 mask); void switchColorMode(); void switchMusic(); void quit(); void setVolume(int idx, int cnt); void checkVolumeSwitches(); void switchCap(); void switchVox(); void switchSay(); void initToolbar(); void initVolumeSwitch(Sprite *volSwitch, int val); void checkMute(); void checkSounds(); void setEye(const V3D &e); void setEye(const V2D& e2, int z = -kScrWidth); void setEye(const char *s); int number(char *s); char *token(char *s); char *tail(char *s); int takeEnum(const char **tab, const char *text); ID ident(const char *s); bool testBool(char *s); void snKill(Sprite *spr); void snHide(Sprite *spr, int val); void snMidi(int val); void snSeq(Sprite *spr, int val); void snRSeq(Sprite *spr, int val); void snSend(Sprite *spr, int val); void snSwap(Sprite *spr, int val); void snCover(Sprite *spr, int val); void snUncover(Sprite *spr, Sprite *spr2); void snKeep(Sprite *spr, int val); void snGive(Sprite *spr, int val); void snGoto(Sprite *spr, int val); void snPort(Sprite *spr, int port); void snMouse(bool on); void snNNext(Sprite *spr, Action act, int val); void snRNNext(Sprite *spr, int val); void snRMTNext(Sprite *spr, int val); void snRFTNext(Sprite *spr, int val); void snRmNear(Sprite *spr); void snRmMTake(Sprite *spr); void snRmFTake(Sprite *spr); void snSetRef(Sprite *spr, int val); void snFlash(bool on); void snCycle(int cnt); void snWalk(Sprite *spr, int val); void snReach(Sprite *spr, int val); void snSound(Sprite *spr, int wav, Audio::Mixer::SoundType soundType = Audio::Mixer::kSFXSoundType); void snRoom(Sprite *spr, bool on); void snGhost(Bitmap *bmp); void snSay(Sprite *spr, int val); void hide1(Sprite *spr); Sprite *expandSprite(Sprite *spr); void qGame(); void xScene(); const ADGameDescription *_gameDescription; Common::RandomSource _randomSource; bool _quitFlag; Dac *_bitmapPalette; GamePhase _gamePhase; // Original name: startupmode int _now; int _sex; int _mouseTop; bool _dark; int _waitSeq; int _waitRef; struct { int *_wait; int _ref[2]; } _soundStat; bool _taken; bool _endGame; int _req; NotifyFunctionType _midiNotify; NotifyFunctionType _spriteNotify; int _startGameSlot; bool _sayCap; bool _sayVox; int _oldMusicVolume; int _oldSfxVolume; bool _music; bool _muteAll; ResourceManager *_resman; Vga *_vga; MusicPlayer *_midiPlayer; Fx *_fx; Sound *_sound; Text *_text; HeroTab *_heroTab[2]; V3D *_eye; V3D *_eyeTab[kSceneMax]; Spare *_spare; CommandHandler *_commandHandler; CommandHandler *_commandHandlerTurbo; Font *_font; InfoLine *_infoLine; Mouse *_mouse; Keyboard *_keyboard; Talk *_talk; V3D *_point[kMaxPoint]; System *_sys; Sprite *_busyPtr; Sprite *_vol[2]; EventManager *_eventManager; Map *_map; }; } // End of namespace CGE2 #endif // CGE2_CGE2_H