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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 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;
// 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 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);
Common::String getSavegameFilename(int slot) const;
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::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<Sample> samples;
Common::Array<uint8> data;
};
SoundData _soundData[2];
Common::Array<uint8> _speechData;
Audio::SoundHandle _channelHandle[2];
uint8 _channel0, _channel1;
void *_icons1;
void *_icons2;
void *_tempCharset;
DreamGen::Frame *_currentCharset;
DreamGen::DreamGenContext _context;
DreamGen::DreamBase &_base;
};
} // End of namespace DreamWeb
#endif
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