/* 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 DREAMWEB_H #define DREAMWEB_H #include "common/error.h" #include "common/file.h" #include "common/random.h" #include "common/rect.h" #include "common/savefile.h" #include "common/scummsys.h" #include "common/system.h" #include "audio/audiostream.h" #include "audio/mixer.h" #include "engines/advancedDetector.h" #include "engines/engine.h" #include "dreamweb/dreamgen.h" #include "dreamweb/console.h" namespace DreamGen { // These are for ReelRoutine::reelPointer, which is a callback field. const uint16 addr_backobject = 0xc170; const uint16 addr_mainman = 0xc138; } namespace DreamWeb { // Engine Debug Flags enum { kDebugAnimation = (1 << 0), kDebugSaveLoad = (1 << 1) }; struct DreamWebGameDescription { ADGameDescription desc; }; class DreamWebEngine : public Engine { private: DreamWebConsole *_console; bool _vSyncInterrupt; protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: DreamWebEngine(OSystem *syst, const DreamWebGameDescription *gameDesc); virtual ~DreamWebEngine(); void setVSyncInterrupt(bool flag); void waitForVSync(); Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &desc); bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); uint8 randomNumber() { return _rnd.getRandomNumber(255); } void openFile(const Common::String &name); uint32 readFromFile(uint8 *data, unsigned size); uint32 skipBytes(uint32 bytes); void closeFile(); void mouseCall(uint16 *x, uint16 *y, uint16 *state); //fill mouse pos and button state void processEvents(); void setPalette(); void fadeDos(); void blit(const uint8 *src, int pitch, int x, int y, int w, int h); void cls(); void getPalette(uint8 *data, uint start, uint count); void setPalette(const uint8 *data, uint start, uint count); void openSaveFileForWriting(const Common::String &name); uint writeToSaveFile(const uint8 *data, uint size); bool openSaveFileForReading(const Common::String &name); uint readFromSaveFile(uint8 *data, uint size); void setShakePos(int pos) { _system->setShakePos(pos); } void printUnderMonitor(); void quit(); void loadSounds(uint bank, const Common::String &file); bool loadSpeech(const Common::String &filename); void enableSavingOrLoading(bool enable = true) { _enableSavingOrLoading = enable; } Common::Language getLanguage() const { return _language; } uint8 modifyChar(uint8 c) const; void stopSound(uint8 channel); private: void keyPressed(uint16 ascii); void setSpeed(uint speed); void soundHandler(); void playSound(uint8 channel, uint8 id, uint8 loops); const DreamWebGameDescription *_gameDescription; Common::RandomSource _rnd; Common::File _file; Common::OutSaveFile *_outSaveFile; Common::InSaveFile *_inSaveFile; uint _speed; bool _turbo; uint _oldMouseState; bool _enableSavingOrLoading; Common::Language _language; struct Sample { uint offset; uint size; Sample(): offset(), size() {} }; struct SoundData { Common::Array samples; Common::Array data; }; SoundData _soundData[2]; Common::Array _speechData; Audio::SoundHandle _channelHandle[2]; uint8 _channel0, _channel1; DreamGen::DreamGenContext _context; }; } // End of namespace DreamWeb #endif