/* 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 GOB_PREGOB_PREGOB_H #define GOB_PREGOB_PREGOB_H #include "common/str.h" #include "common/array.h" #include "gob/util.h" #include "gob/aniobject.h" #include "gob/pregob/txtfile.h" namespace Gob { class GobEngine; class ANIFile; class Surface; class SoundDesc; class GCTFile; class PreGob { public: PreGob(GobEngine *vm); virtual ~PreGob(); virtual void run() = 0; struct AnimProperties { uint16 animation; uint16 frame; ANIObject::Mode mode; bool visible; bool paused; bool hasPosition; int16 x; int16 y; }; protected: typedef Common::Array ANIList; static const char kLanguageSuffixShort[5]; static const char *kLanguageSuffixLong [5]; GobEngine *_vm; // -- Graphics -- /** Initialize the game screen. */ void initScreen(); void fadeOut(); ///< Fade to black. void fadeIn(); ///< Fade to the current palette. void clearScreen(); /** Change the palette. * * @param palette The palette to change to. * @param size Size of the palette in colors. */ void setPalette(const byte *palette, uint16 size); ///< Change the palette /** Add a new cursor that can be manipulated to the stack. */ void addCursor(); /** Remove the top-most cursor from the stack. */ void removeCursor(); /** Set the current cursor. */ void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY); /** Set the current cursor. */ void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom, int16 hotspotX, int16 hotspotY); /** Show the cursor. */ void showCursor(); /** Hide the cursor. */ void hideCursor(); /** Is the cursor currently visible? */ bool isCursorVisible() const; /** Remove an animation from the screen. */ void clearAnim(ANIObject &anim); /** Draw an animation to the screen, advancing it. */ void drawAnim(ANIObject &anim); /** Clear and draw an animation to the screen, advancing it. */ void redrawAnim(ANIObject &anim); /** Remove animations from the screen. */ void clearAnim(const ANIList &anims); /** Draw animations to the screen, advancing them. */ void drawAnim(const ANIList &anims); /** Clear and draw animations to the screen, advancing them. */ void redrawAnim(const ANIList &anims); void loadAnims(ANIList &anims, ANIFile &ani, uint count, const AnimProperties *props) const; void freeAnims(ANIList &anims) const; void setAnim(ANIObject &anim, const AnimProperties &props) const; /** Wait for the frame to end, handling screen updates and optionally update input. */ void endFrame(bool doInput); // -- Sound -- /** Load all sounds that can be played interactively in the game. */ void loadSounds(const char * const *sounds, uint soundCount); /** Free all loaded sound. */ void freeSounds(); /** Play a loaded sound. */ void playSound(uint sound, int16 frequency = 0, int16 repCount = 0); /** Stop all sound playback. */ void stopSound(); /** Play a sound until it ends or is interrupted by a keypress. */ void playSoundFile(const Common::String &file, int16 frequency = 0, int16 repCount = 0, bool interruptible = true); /** Beep the PC speaker. */ void beep(int16 frequency, int32 length); // -- Input -- /** Check mouse and keyboard input. */ int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); /** Wait for mouse or keyboard input. */ int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons); /** Wait for mouse or keyboard input, but don't care about what was done with the mouse. */ int16 waitInput(); /** Did we have mouse or keyboard input? */ bool hasInput(); // -- TXT helpers -- /** Get the name of a localized file. */ Common::String getLocFile(const Common::String &file) const; /** Open a TXT file. */ TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const; /** Called by loadTXT() to fix strings within the TXT file. */ virtual void fixTXTStrings(TXTFile &txt) const; // -- GCT helpers -- GCTFile *loadGCT(const Common::String &gctFile) const; private: /** Did we fade out? */ bool _fadedOut; /** All loaded sounds. */ Common::Array _sounds; /** Load a sound file. */ bool loadSound(SoundDesc &sound, const Common::String &file) const; }; } // End of namespace Gob #endif // GOB_PREGOB_PREGOB_H