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/* 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 "engines/engine.h"
#include "gui/debugger.h"
#include "graphics/surface.h"
#include "engines/advancedDetector.h"
#include "cge/console.h"
#include "cge/bitmap.h"

#define CGE_SAVEGAME_VERSION 1

namespace CGE {

class Console;
class Sprite;

// our engine debug channels
enum {
    kCGEDebug = 1 << 0
};

enum SNLIST { NEAR, TAKE };

#define POCKET_NX   8

struct SavTab {
	void *Ptr;
	int Len;
	uint8 Flg;
};

class CGEEngine : public Engine {
private:
	uint32 _lastFrame;
	void tick();
public:
	CGEEngine(OSystem *syst, const ADGameDescription *gameDescription);
	~CGEEngine();

	const   ADGameDescription *_gameDescription;
	bool   _isDemo;
	int    _startupMode;
	int    _demoText;
	int    _oldLev;
	bool   _jbw;
	int    _pocPtr;
	SavTab _savTab[16];
	bool   _music;
	int    _pocref[POCKET_NX];
	uint8  _volume[2];
	int    _maxCaveArr[5];

	int    _maxCave;
	bool   _flag[4];
	bool   _dark;
	bool   _game;
	int    _now;
	int    _lev;

	Common::RandomSource _randomSource;

	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 loadGame(XFile &file, bool tiny);
	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 *txt);
	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 SaveGame(XFile &file);
	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 snBackPt(Sprite *spr, int stp);
	void snBarrier(int cav, int bar, bool horz);
	void snCover(Sprite *spr, int xref);
	void snFlag(int fn, 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 *sprel, int p);
	void snPort(Sprite *spr, int port);
	void snReach(Sprite *spr, int mode);
	void snRelZ(Sprite *spr, int z);
	void snRNNext(Sprite *sprel, int p);
	void snRTNext(Sprite *sprel, 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 *sprel, 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);

private:
	CGEConsole *_console;
	void setup();
};

// Example console class
class Console : public GUI::Debugger {
public:
	Console(CGEEngine *vm) {}
	virtual ~Console() {}
};

} // End of namespace CGE

#endif