1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
|
/* 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 CGE_H
#define CGE_H
#include "cge/general.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/str.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "graphics/surface.h"
#include "engines/advancedDetector.h"
#include "cge/console.h"
#include "cge/bitmap.h"
#include "cge/sound.h"
namespace CGE {
class Console;
class Sprite;
#define kSavegameVersion 1
#define kSavegameStrSize 11
#define kPocketX 174
#define kPocketY 176
#define kPocketDX 18
#define kPocketDY 22
#define kPocketNX 8
#define kPocketNY 1
#define kPocketSX 8
#define kPocketSY 3
// our engine debug channels
enum {
kCGEDebugBitmap = 1 << 0,
kCGEDebugFile = 1 << 1,
kCGEDebugEngine = 1 << 2
};
enum SnList {
kNear, kTake
};
enum CallbackType {
kNullCB = 0, kQGame, kMiniStep, kXCave, kSelectSound,
kSnSelect, kSndSetVolume
};
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
int totalFrames;
};
extern const char *savegameStr;
struct Bar {
uint8 _horz;
uint8 _vert;
};
struct Hxy {
int _x;
int _y;
};
class CGEEngine : public Engine {
private:
uint32 _lastFrame, _lastTick;
void tick();
void syncHeader(Common::Serializer &s);
static void writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header);
void syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream, bool tiny = false);
bool savegameExists(int slotNumber);
Common::String generateSaveName(int slot);
public:
CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
~CGEEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
const ADGameDescription *_gameDescription;
bool _isDemo;
int _startupMode;
int _demoText;
int _oldLev;
int _pocPtr;
bool _music;
int _pocref[kPocketNX];
uint8 _volume[2];
int _maxCaveArr[5];
int _maxCave;
bool _flag[4];
bool _dark;
bool _game;
int _now;
int _lev;
char _usrFnam[15];
int _mode;
int _soundOk;
int _gameCase2Cpt;
Sprite *_sprTv;
Sprite *_sprK1;
Sprite *_sprK2;
Sprite *_sprK3;
uint8 _caveDx;
uint8 _caveDy;
uint8 _caveNx;
uint8 _caveNy;
uint16 _caveMax;
Hxy *_heroXY;
Bar *_barriers;
Common::RandomSource _randomSource;
MusicPlayer _midiPlayer;
BitmapPtr *_miniShp;
BitmapPtr *_miniShpList;
int _startGameSlot;
virtual Common::Error run();
GUI::Debugger *getDebugger() {
return _console;
}
void cge_main();
void switchCave(int cav);
void startCountDown();
void quit();
void resetQSwitch();
void optionTouch(int opt, uint16 mask);
void resetGame();
bool loadGame(int slotNumber, SavegameHeader *header = NULL, bool tiny = false);
void setMapBrick(int x, int z);
void switchMapping();
void loadSprite(const char *fname, int ref, int cav, int col, int row, int pos);
void loadScript(const char *fname);
void loadUser();
void runGame();
bool showTitle(const char *name);
void movie(const char *ext);
void takeName();
void inf(const char *text);
void selectSound();
void dummy() {}
void NONE();
void SB();
void caveDown();
void caveUp();
void xCave();
void qGame();
void SBM();
void GUS();
void GUSM();
void MIDI();
void AUTO();
void setPortD();
void setPortM();
void setIRQ();
void setDMA();
void mainLoop();
void handleFrame();
void saveGame(int slotNumber, const Common::String &desc);
static bool readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header);
void switchMusic();
void selectPocket(int n);
void expandSprite(Sprite *spr);
void contractSprite(Sprite *spr);
int findPocket(Sprite *spr);
void feedSnail(Sprite *spr, SnList snq);
void pocFul();
void hide1(Sprite *spr);
void loadMapping();
void saveMapping();
void saveSound();
void heroCover(int cvr);
void trouble(int seq, int text);
void offUse();
void tooFar();
void loadHeroXY();
void keyClick();
void switchColorMode();
void killSprite();
void pushSprite();
void pullSprite();
void sayDebug();
void nextStep();
void switchDebug();
void miniStep(int stp);
void AltCtrlDel();
void postMiniStep(int stp);
void showBak(int ref);
void initCaveValues();
void freeCaveValues();
void snBackPt(Sprite *spr, int stp);
void snBarrier(int cav, int bar, bool horz);
void snCover(Sprite *spr, int xref);
void snFlag(int indx, bool v);
void snFlash(bool on);
void snGame(Sprite *spr, int num);
void snGhost(Bitmap *bmp);
void snGive(Sprite *spr, int stp);
void snHide(Sprite *spr, int val);
void snKeep(Sprite *spr, int stp);
void snKill(Sprite *spr);
void snLevel(Sprite *spr, int lev);
void snLight(bool in);
void snMouse(bool on);
void snNNext(Sprite *spr, int p);
void snPort(Sprite *spr, int port);
void snReach(Sprite *spr, int mode);
void snRelZ(Sprite *spr, int z);
void snRNNext(Sprite *spr, int p);
void snRTNext(Sprite *spr, int p);
void snSelect();
void snSend(Sprite *spr, int val);
void snRelX(Sprite *spr, int x);
void snRelY(Sprite *spr, int y);
void snRmNear(Sprite *spr);
void snRmTake(Sprite *spr);
void snRSeq(Sprite *spr, int val);
void snSeq(Sprite *spr, int val);
void snSetRef(Sprite *spr, int nr);
void snSetX(Sprite *spr, int x);
void snSetX0(int cav, int x0);
void snSetXY(Sprite *spr, uint16 xy);
void snSetY(Sprite *spr, int y);
void snSetY0(int cav, int y0);
void snSetZ(Sprite *spr, int z);
void snSlave(Sprite *spr, int ref);
void snSound(Sprite *spr, int wav, int cnt);
void snSwap(Sprite *spr, int xref);
void snTNext(Sprite *spr, int p);
void snTrans(Sprite *spr, int trans);
void snUncover(Sprite *spr, Sprite *xspr);
void snWalk(Sprite *spr, int x, int y);
void snZTrim(Sprite *spr);
protected:
int _recentStep;
private:
CGEConsole *_console;
void setup();
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(CGEEngine *vm) {}
virtual ~Console() {}
};
} // End of namespace CGE
#endif
|