/* 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 TINSEL_TINSEL_H #define TINSEL_TINSEL_H #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/events.h" #include "common/keyboard.h" #include "common/random.h" #include "common/util.h" #include "engines/engine.h" #include "gui/debugger.h" #include "tinsel/debugger.h" #include "tinsel/graphics.h" #include "tinsel/sound.h" #include "tinsel/dw.h" /** * This is the namespace of the Tinsel engine. * * Status of this engine: Complete * * Games using this engine: * - Discworld * - Discworld 2: Missing Presumed ...!? */ namespace Tinsel { class BMVPlayer; class Config; class MidiDriver; class MidiMusicPlayer; class PCMMusicPlayer; class SoundManager; typedef Common::List RectList; enum TinselGameID { GID_DW1 = 0, GID_DW2 = 1 }; enum TinselGameFeatures { GF_SCNFILES = 1 << 0, GF_ENHANCED_AUDIO_SUPPORT = 1 << 1, GF_ALT_MIDI = 1 << 2, // Alternate sequence in midi.dat file // The GF_USE_?FLAGS values specify how many country flags are displayed // in the subtitles options dialog. // None of these defined -> 1 language, in ENGLISH.TXT GF_USE_3FLAGS = 1 << 3, // French, German, Spanish GF_USE_4FLAGS = 1 << 4, // French, German, Spanish, Italian GF_USE_5FLAGS = 1 << 5 // All 5 flags }; /** * The following is the ScummVM definitions of the various Tinsel versions: * TINSEL_V0 - This was an early engine version that was only used in the Discworld 1 * demo. * TINSEL_V1 - This was the engine version used by Discworld 1. Note that there were two * major releases: an earlier version that used *.gra files, and a later one that * used *.scn files, and contained certain script and engine bugfixes. In ScummVM, * we treat both releases as 'Tinsel 1', since the engine fixes from the later * version work equally well the earlier version data. * TINSEL_V2 - This is the engine used for the Discworld 2 game. */ enum TinselEngineVersion { TINSEL_V0 = 0, TINSEL_V1 = 1, TINSEL_V2 = 2 }; enum { kTinselDebugAnimations = 1 << 0, kTinselDebugActions = 1 << 1, kTinselDebugSound = 1 << 2, kTinselDebugMusic = 2 << 3 }; #define DEBUG_BASIC 1 #define DEBUG_INTERMEDIATE 2 #define DEBUG_DETAILED 3 struct TinselGameDescription; enum TinselKeyDirection { MSK_LEFT = 1, MSK_RIGHT = 2, MSK_UP = 4, MSK_DOWN = 8, MSK_DIRECTION = MSK_LEFT | MSK_RIGHT | MSK_UP | MSK_DOWN }; typedef bool (*KEYFPTR)(const Common::KeyState &); #define SCREEN_WIDTH (_vm->screen().w) // PC screen dimensions #define SCREEN_HEIGHT (_vm->screen().h) #define SCRN_CENTER_X ((SCREEN_WIDTH - 1) / 2) // screen center x #define SCRN_CENTER_Y ((SCREEN_HEIGHT - 1) / 2) // screen center y #define UNUSED_LINES 48 #define EXTRA_UNUSED_LINES 3 //#define SCREEN_BOX_HEIGHT1 (SCREEN_HEIGHT - UNUSED_LINES) //#define SCREEN_BOX_HEIGHT2 (SCREEN_BOX_HEIGHT1 - EXTRA_UNUSED_LINES) #define SCREEN_BOX_HEIGHT1 SCREEN_HEIGHT #define SCREEN_BOX_HEIGHT2 SCREEN_HEIGHT #define GAME_FRAME_DELAY (1000 / ONE_SECOND) #define TinselVersion (_vm->getVersion()) #define TinselV0 (TinselVersion == TINSEL_V0) #define TinselV1 (TinselVersion == TINSEL_V1) #define TinselV2 (TinselVersion == TINSEL_V2) #define TinselV2Demo (TinselVersion == TINSEL_V2 && _vm->getIsADGFDemo()) #define TinselV1PSX (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformPSX) #define TinselV1Mac (TinselVersion == TINSEL_V1 && _vm->getPlatform() == Common::kPlatformMacintosh) #define READ_16(v) (TinselV1Mac ? READ_BE_UINT16(v) : READ_LE_UINT16(v)) #define READ_32(v) (TinselV1Mac ? READ_BE_UINT32(v) : READ_LE_UINT32(v)) #define FROM_16(v) (TinselV1Mac ? FROM_BE_16(v) : FROM_LE_16(v)) #define FROM_32(v) (TinselV1Mac ? FROM_BE_32(v) : FROM_LE_32(v)) #define TO_32(v) (TinselV1Mac ? TO_BE_32(v) : TO_LE_32(v)) // Global reference to the TinselEngine object extern TinselEngine *_vm; class TinselEngine : public Engine { int _gameId; Common::KeyState _keyPressed; Common::RandomSource _random; Graphics::Surface _screenSurface; Common::Point _mousePos; uint8 _dosPlayerDir; Console *_console; GUI::Debugger *getDebugger() { return _console; } static const char *const _sampleIndices[][3]; static const char *const _sampleFiles[][3]; static const char *const _textFiles[][3]; protected: // Engine APIs virtual void initializePath(const Common::FSNode &gamePath); virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; Common::Error loadGameState(int slot); #if 0 Common::Error saveGameState(int slot, const Common::String &desc); #endif bool canLoadGameStateCurrently(); #if 0 bool canSaveGameStateCurrently(); #endif public: TinselEngine(OSystem *syst, const TinselGameDescription *gameDesc); virtual ~TinselEngine(); int getGameId() { return _gameId; } const TinselGameDescription *_gameDescription; uint32 getGameID() const; uint32 getFeatures() const; Common::Language getLanguage() const; uint16 getVersion() const; uint32 getFlags() const; Common::Platform getPlatform() const; bool getIsADGFDemo() const; bool isV1CD() const; const char *getSampleIndex(LANGUAGE lang); const char *getSampleFile(LANGUAGE lang); const char *getTextFile(LANGUAGE lang); MidiDriver *_driver; SoundManager *_sound; MidiMusicPlayer *_midiMusic; PCMMusicPlayer *_pcmMusic; BMVPlayer *_bmv; Config *_config; KEYFPTR _keyHandler; /** Stack of pending mouse button events. */ Common::List _mouseButtons; /** Stack of pending keypresses. */ Common::List _keypresses; /** List of all clip rectangles. */ RectList _clipRects; private: void NextGameCycle(); void CreateConstProcesses(); void RestartGame(); void RestartDrivers(); void ChopDrivers(); void ProcessKeyEvent(const Common::Event &event); bool pollEvent(); public: const Common::String getTargetName() const { return _targetName; } Common::String getSavegameFilename(int16 saveNum) const; Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; } Graphics::Surface &screen() { return _screenSurface; } Common::Point getMousePosition() const { return _mousePos; } void setMousePosition(Common::Point pt) { // Clip mouse position to be within the screen coordinates pt.x = CLIP(pt.x, 0, SCREEN_WIDTH - 1); pt.y = CLIP(pt.y, 0, SCREEN_HEIGHT - 1); int yOffset = TinselV2 ? (g_system->getHeight() - _screenSurface.h) / 2 : 0; g_system->warpMouse(pt.x, pt.y + yOffset); _mousePos = pt; } void divertKeyInput(KEYFPTR fptr) { _keyHandler = fptr; } int getRandomNumber(int maxNumber) { return _random.getRandomNumber(maxNumber); } uint8 getKeyDirection() const { return _dosPlayerDir; } }; // Externally available methods void CuttingScene(bool bCutting); void CDChangeForRestore(int cdNumber); void CdHasChanged(); } // End of namespace Tinsel #endif /* TINSEL_TINSEL_H */