/* 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 DREAMBASE_H #define DREAMBASE_H #include "common/scummsys.h" #include "dreamweb/segment.h" namespace DreamWeb { class DreamWebEngine; } namespace DreamGen { /** * This class is one of the parent classes of DreamGenContext. Its sole purpose * is to allow us to incrementally move things out of DreamGenContext into this * base class, as soon as they don't modify any context registers (ax, bx, cx, ...) * anymore. * Ultimately, DreamGenContext should be empty, at which point it can be removed * together with class Context. When that happens, we can probably merge * DreamBase into DreamWebEngine. */ class DreamBase : public SegmentManager { protected: DreamWeb::DreamWebEngine *engine; public: DreamBase(DreamWeb::DreamWebEngine *en) : engine(en) { } public: // from monitor.cpp void printOuterMon(); void showCurrentFile(); void accessLightOn(); void accessLightOff(); void turnOnPower(); void powerLightOn(); void powerLightOff(); void printLogo(); void scrollMonitor(); const char *monPrint(const char *string); void lockLightOn(); void lockLightOff(); // from pathfind.cpp Common::Point _lineData[200]; // Output of Bresenham void checkDest(const RoomPaths *roomsPaths); RoomPaths *getRoomsPaths(); void faceRightWay(); void setWalk(); void autoSetWalk(); void findXYFromPath(); void bresenhams(); void workoutFrames(); // from print.cpp uint8 getNextWord(const Frame *charSet, const uint8 *string, uint8 *totalWidth, uint8 *charCount); void printChar(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height); void printChar(const Frame* charSet, uint16 x, uint16 y, uint8 c, uint8 nextChar, uint8 *width, uint8 *height); void printBoth(const Frame* charSet, uint16 *x, uint16 y, uint8 c, uint8 nextChar); uint8 printDirect(const uint8** string, uint16 x, uint16 *y, uint8 maxWidth, bool centered); uint8 printDirect(const uint8* string, uint16 x, uint16 y, uint8 maxWidth, bool centered); uint8 getNumber(const Frame *charSet, const uint8 *string, uint16 maxWidth, bool centered, uint16 *offset); uint8 kernChars(uint8 firstChar, uint8 secondChar, uint8 width); uint8 printSlow(const uint8 *string, uint16 x, uint16 y, uint8 maxWidth, bool centered); uint16 waitFrames(); void printCurs(); void delCurs(); // from saveload.cpp char _saveNames[17*7]; char _saveNamesOld[17*7]; void showNames(); // from sound.cpp void volumeAdjust(); void cancelCh0(); void cancelCh1(); void loadRoomsSample(); void playChannel0(uint8 index, uint8 repeat); void playChannel1(uint8 index); // from sprite.cpp Sprite *spriteTable(); Reel *getReelStart(uint16 reelPointer); const Frame *findSource(uint16 &frame); void showReelFrame(Reel *reel); const Frame *getReelFrameAX(uint16 frame); void soundOnReels(uint16 reelPointer); // from stubs.cpp void crosshair(); void showBlink(); void dumpBlink(); void dumpPointer(); void showPointer(); void delPointer(); void showRyanPage(); Frame *tempGraphics(); Frame *tempGraphics2(); Frame *tempGraphics3(); void showArrows(); void showOpBox(); void middlePanel(); void showDiary(); void readMouse(); uint16 readMouseState(); void hangOn(uint16 frameCount); bool quitRequested(); void lockMon(); uint8 *textUnder(); void readKey(); void findOrMake(uint8 index, uint8 value, uint8 type); DynObject *getFreeAd(uint8 index); DynObject *getExAd(uint8 index); DynObject *getEitherAdCPP(); // from use.cpp void placeFreeObject(uint8 index); void removeFreeObject(uint8 index); // from vgafades.cpp uint8 *mainPalette(); uint8 *startPalette(); uint8 *endPalette(); void clearStartPal(); void clearEndPal(); void palToStartPal(); void endPalToStart(); void startPalToEnd(); void palToEndPal(); void doFade(); void fadeCalculation(); void fadeScreenUp(); void fadeScreenUps(); void fadeScreenUpHalf(); void fadeScreenDown(); void fadeScreenDowns(); // from vgagrafx.cpp uint8 _workspace[(0x1000 + 2) * 16]; inline uint8 *workspace() { return _workspace; } void clearWork(); uint8 *mapStore(); void panelToMap(); void mapToPanel(); void dumpMap(); void transferInv(); void multiGet(uint8 *dst, uint16 x, uint16 y, uint8 width, uint8 height); void multiPut(const uint8 *src, uint16 x, uint16 y, uint8 width, uint8 height); void multiDump(uint16 x, uint16 y, uint8 width, uint8 height); void workToScreenCPP(); void printUnderMon(); void cls(); void frameOutV(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, int16 x, int16 y); void frameOutNm(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameOutBh(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void frameOutFx(uint8 *dst, const uint8 *src, uint16 pitch, uint16 width, uint16 height, uint16 x, uint16 y); void doShake(); void vSync(); void setMode(); void showPCX(const Common::String &name); void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag, uint8 *width, uint8 *height); void showFrame(const Frame *frameData, uint16 x, uint16 y, uint16 frameNumber, uint8 effectsFlag); void loadPalFromIFF(); void createPanel(); void createPanel2(); void showPanel(); }; } // End of namespace DreamGen #endif