/* 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_H #define CGE2_H #include "common/random.h" #include "engines/engine.h" #include "engines/advancedDetector.h" #include "common/system.h" #include "cge2/fileio.h" namespace CGE2 { class Vga; class Sprite; class MusicPlayer; class Fx; class Sound; class Text; struct HeroTab; 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; #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 kCaveMax 100 #define kMaxPoint 4 #define kInfoX 160 #define kInfoY -11 #define kInfoW 180 enum CallbackType { kNullCB = 0, kQGame, kMiniStep, kXScene, kSoundSetVolume }; enum Action { kNear, kMTake, kFTake, kActions }; class Font { char _path[kPathMax]; void load(); CGE2Engine *_vm; public: uint8 *_widthArr; uint16 *_pos; uint8 *_map; Font(CGE2Engine *vm, const char *name); ~Font(); uint16 width(const char *text); void save(); }; class CGE2Engine : public Engine { private: uint32 _lastFrame, _lastTick; void tick(); public: CGE2Engine(OSystem *syst, const ADGameDescription *gameDescription); 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); virtual Common::Error run(); bool showTitle(const char *name); void cge2_main(); char *mergeExt(char *buf, const char *name, const char *ext); void inf(const char *text, bool wideSpace = false); void movie(const char *ext); void runGame(); void loadScript(const char *fname); void loadSprite(const char *fname, int ref, int scene, V3D &pos); void badLab(const char *fn); void caveUp(int cav); void switchCave(int cav); void showBak(int ref); void loadTab(); int newRandom(int range); void loadMap(int cav); 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); Sprite *spriteAt(int x, int y); bool isHero(Sprite *spr); void loadUser(); void checkSaySwitch(); void qGame(); void loadPos(); void releasePocket(Sprite *spr); void switchHero(bool sex); 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 snSetDlg(int clr, int set); void snMskDlg(int clr, int set); 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 snFocus(int val); void snKeep(Sprite *spr, int val); void snGive(Sprite *spr, int val); void snGoto(Sprite *spr, int val); void snMove(Sprite *spr, V3D pos); void snSlave(Sprite *spr, int val); void snTrans(Sprite *spr, int val); void snPort(Sprite *spr, int val); void snMouse(int val); 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 snFlag(int ref, int val); void snSetRef(Sprite *spr, int val); void snBackPt(Sprite *spr, int val); void snFlash(int val); void snLight(int val); void snWalk(Sprite *spr, int val); void snReach(Sprite *spr, int val); void snSound(Sprite *spr, int wav); void snRoom(Sprite *spr, int val); void snGhost(Bitmap *bmp); void hide1(Sprite *spr); const ADGameDescription *_gameDescription; Common::RandomSource _randomSource; bool _quitFlag; Dac *_bitmapPalette; int _mode; bool _music; int _startupMode; int _now; bool _sex; int _mouseTop; bool _dark; int _waitSeq; int _waitRef; struct CommandStat { int *_wait; int _ref[2]; } _commandStat; bool _taken; bool _endGame; bool _flag[4]; ResourceManager *_resman; Vga *_vga; Sprite *_sprite; MusicPlayer *_midiPlayer; Fx *_fx; Sound *_sound; Text *_text; HeroTab *_heroTab[2]; V3D *_eye; V3D *_eyeTab[kCaveMax]; Spare *_spare; CommandHandler *_commandHandler; CommandHandler *_commandHandlerTurbo; InfoLine *_infoLine; Mouse *_mouse; Keyboard *_keyboard; Talk *_talk; V3D *_point[kMaxPoint]; System *_sys; Sprite *_busyPtr; Sprite *_vol[2]; EventManager *_eventManager; private: void init(); void deinit(); }; } // End of namespace CGE2 #endif // CGE2_H