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
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
|
/* 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 FULLPIPE_FULLPIPE_H
#define FULLPIPE_FULLPIPE_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/keyboard.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/system.h"
#include "engines/engine.h"
#include "gui/debugger.h"
#include "fullpipe/console.h"
struct ADGameDescription;
namespace Audio {
class SoundHandle;
}
namespace Fullpipe {
enum FullpipeGameFeatures {
};
enum {
kDebugPathfinding = 1 << 0,
kDebugDrawing = 1 << 1,
kDebugLoading = 1 << 2,
kDebugAnimation = 1 << 3,
kDebugMemory = 1 << 4,
kDebugEvents = 1 << 5,
kDebugBehavior = 1 << 6,
kDebugInventory = 1 << 7,
kDebugSceneLogic = 1 << 8,
kDebugInteractions = 1 << 9
};
class BehaviorManager;
class BaseModalObject;
class GameLoader;
class GameVar;
class InputController;
class Inventory2;
struct CursorInfo;
struct EntranceInfo;
class ExCommand;
class Floaters;
class GameProject;
class GameObject;
class GlobalMessageQueueList;
struct MessageHandler;
class MessageQueue;
struct MovTable;
class AniHandler;
class NGIArchive;
class PictureObject;
struct PreloadItem;
class Scene;
class SoundList;
class StaticANIObject;
class Vars;
int global_messageHandler1(ExCommand *cmd);
int global_messageHandler2(ExCommand *cmd);
int global_messageHandler3(ExCommand *cmd);
int global_messageHandler4(ExCommand *cmd);
void global_messageHandler_handleSound(ExCommand *cmd);
class FullpipeEngine : public ::Engine {
protected:
Common::Error run();
public:
FullpipeEngine(OSystem *syst, const ADGameDescription *gameDesc);
virtual ~FullpipeEngine();
Console *_console;
GUI::Debugger *getDebugger() { return _console; }
void initialize();
void restartGame();
void setMusicAllowed(int val) { _musicAllowed = val; }
// Detection related functions
const ADGameDescription *_gameDescription;
uint32 getFeatures() const;
bool isDemo();
Common::Language getLanguage() const;
Common::RandomSource *_rnd;
Common::KeyCode _keyState;
uint16 _buttonState;
void updateEvents();
Graphics::Surface *_backgroundSurface;
Graphics::PixelFormat *_origFormat;
GameLoader *_gameLoader;
GameProject *_gameProject;
bool loadGam(const char *fname, int scene = 0);
GameVar *getGameLoaderGameVar();
InputController *getGameLoaderInputController();
int _gameProjectVersion;
int _pictureScale;
int _scrollSpeed;
bool _updateFlag;
bool _flgCanOpenMap;
bool _gamePaused;
bool _flgGameIsRunning;
bool _inputArFlag;
bool _recordEvents;
bool _mainMenu_debugEnabled;
Common::Rect _sceneRect;
int _sceneWidth;
int _sceneHeight;
Scene *_currentScene;
Scene *_loaderScene;
Scene *_scene2;
Scene *_scene3;
StaticANIObject *_aniMan;
StaticANIObject *_aniMan2;
byte *_globalPalette;
InputController *_inputController;
bool _inputDisabled;
int _currentCheat;
int _currentCheatPos;
void defHandleKeyDown(int key);
SoundList *_currSoundList1[11];
int _currSoundListCount;
bool _soundEnabled;
bool _flgSoundList;
char _sceneTracks[10][260];
int _numSceneTracks;
bool _sceneTrackHasSequence;
int _musicMinDelay;
int _musicMaxDelay;
int _musicLocal;
char _trackName[2600];
int _trackStartDelay;
char _sceneTracksCurrentTrack[260];
bool _sceneTrackIsPlaying;
void stopAllSounds();
void toggleMute();
void playSound(int id, int flag);
void playTrack(GameVar *sceneVar, const char *name, bool delayed);
int getSceneTrack();
void updateTrackDelay();
void startSceneTrack();
void startSoundStream1(const char *trackName);
void playOggSound(const char *trackName, Audio::SoundHandle *stream);
void stopSoundStream2();
void stopAllSoundStreams();
void stopAllSoundInstances(int id);
void updateSoundVolume();
void setMusicVolume(int vol);
int _sfxVolume;
int _musicVolume;
GlobalMessageQueueList *_globalMessageQueueList;
MessageHandler *_messageHandlers;
int _msgX;
int _msgY;
int _msgObjectId2;
int _msgId;
Common::List<ExCommand *> _exCommandList;
bool _isProcessingMessages;
int _mouseVirtX;
int _mouseVirtY;
Common::Point _mouseScreenPos;
BehaviorManager *_behaviorManager;
MovTable *_movTable;
Floaters *_floaters;
AniHandler *_aniHandler;
Common::Array<Common::Point *> _arcadeKeys;
void initMap();
void updateMap(PreloadItem *pre);
void updateMapPiece(int mapId, int update);
void updateScreen();
void freeGameLoader();
void cleanup();
bool _gameContinue;
bool _needRestart;
bool _flgPlayIntro;
int _musicAllowed;
bool _normalSpeed;
void enableSaves() { _isSaveAllowed = true; }
void disableSaves(ExCommand *ex);
bool isSaveAllowed();
void initObjectStates();
void setLevelStates();
void setSwallowedEggsState();
void loadAllScenes();
void initCursors();
void addCursor(CursorInfo *cursorInfo, Scene *inv, int pictureId, int hotspotX, int hotspotY, int itemPictureOffsX, int itemPictureOffsY);
int32 _mapTable[200];
Scene *_inventoryScene;
Inventory2 *_inventory;
int _currSelectedInventoryItemId;
int32 _updateTicks;
int32 _lastInputTicks;
int32 _lastButtonUpTicks;
BaseModalObject *_modalObject;
int (*_updateScreenCallback)();
int (*_updateCursorCallback)();
void drawAlphaRectangle(int x1, int y1, int x2, int y2, int alpha);
void sceneFade(Scene *sc, bool direction);
int _cursorId;
int _minCursorId;
int _maxCursorId;
Common::Array<int> _objectIdCursors;
GameObject *_objectAtCursor;
int _objectIdAtCursor;
void setCursor(int id);
void updateCursorCommon();
int getObjectState(const char *objname);
void setObjectState(const char *name, int state);
int getObjectEnumState(const char *name, const char *state);
void sceneAutoScrolling();
bool sceneSwitcher(EntranceInfo *entrance);
Scene *accessScene(int sceneId);
void setSceneMusicParameters(GameVar *var);
int convertScene(int scene);
int getSceneEntrance(int scene);
int getSceneFromTag(int tag);
NGIArchive *_currArchive;
void openMap();
void openHelp();
void openMainMenu();
PictureObject *_arcadeOverlay;
PictureObject *_arcadeOverlayHelper;
int _arcadeOverlayX;
int _arcadeOverlayY;
int _arcadeOverlayMidX;
int _arcadeOverlayMidY;
void initArcadeKeys(const char *varname);
void processArcade(ExCommand *ex);
void winArcade();
void setArcadeOverlay(int picId);
int drawArcadeOverlay(int adjust);
void getAllInventory();
StaticANIObject *_lastLiftButton;
MessageQueue *_liftEnterMQ;
MessageQueue *_liftExitMQ;
StaticANIObject *_lift;
int _liftX;
int _liftY;
int lift_getButtonIdP(int objid);
int lift_getButtonIdH(int objid);
int lift_getButtonIdN(int objid);
void lift_setButton(const char *name, int state);
void lift_init(Scene *sc, int qu1, int qu2);
void lift_setButtonStatics(Scene *sc, int buttonId);
void lift_exitSeq(ExCommand *ex);
void lift_closedoorSeq();
void lift_clickButton();
void lift_walkAndGo();
void lift_goAnimation();
void lift_animateButton(StaticANIObject *button);
void lift_startExitQueue();
void lift_hoverButton(ExCommand *ex);
bool lift_checkButton(const char *varname);
void lift_openLift();
GameVar *_musicGameVar;
Audio::SoundHandle *_soundStream1;
Audio::SoundHandle *_soundStream2;
Audio::SoundHandle *_soundStream3;
Audio::SoundHandle *_soundStream4;
bool _stream2playing;
public:
bool _isSaveAllowed;
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
virtual bool canLoadGameStateCurrently() { return true; }
virtual bool canSaveGameStateCurrently() { return _isSaveAllowed; }
virtual bool hasFeature(EngineFeature f) const;
};
extern FullpipeEngine *g_fp;
extern Vars *g_vars;
} // End of namespace Fullpipe
#endif /* FULLPIPE_FULLPIPE_H */
|