/* 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" #include "dreamweb/structs.h" namespace DreamGen { // These are for ReelRoutine::reelPointer, which is a callback field. const uint16 addr_backobject = 0xc170; const uint16 addr_mainman = 0xc138; // Output of Bresenham extern Common::Point g_lineData[200]; // Keyboard buffer. data.word(kBufferin) and data.word(kBufferout) are indexes // into this, making it a ring buffer extern uint8 g_keyBuffer[16]; } 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); DreamGen::Frame *icons1() const { return (DreamGen::Frame *)_icons1; } DreamGen::Frame *icons2() const { return (DreamGen::Frame *)_icons2; } void setIcons1(void *frames) { assert(_icons1 == NULL); _icons1 = frames; } void setIcons2(void *frames) { assert(_icons2 == NULL); _icons2 = frames; } void freeIcons1() { free(_icons1); _icons1 = NULL; } void freeIcons2() { free(_icons2); _icons2 = NULL; } DreamGen::Frame *tempCharset() const { return (DreamGen::Frame *)_tempCharset; } void setTempCharset(void *frames) { assert(_tempCharset == NULL); _tempCharset = frames; } void freeTempCharset() { free(_tempCharset); _tempCharset = NULL; } DreamGen::Frame *currentCharset() const { return _currentCharset; } void setCurrentCharset(DreamGen::Frame *charset) { _currentCharset = charset; } 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; void *_icons1; void *_icons2; void *_tempCharset; DreamGen::Frame *_currentCharset; DreamGen::DreamGenContext _context; }; } // End of namespace DreamWeb #endif