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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 GOB_PREGOB_PREGOB_H
#define GOB_PREGOB_PREGOB_H
#include "common/str.h"
#include "common/array.h"
#include "gob/util.h"
#include "gob/aniobject.h"
#include "gob/pregob/txtfile.h"
namespace Gob {
class GobEngine;
class ANIFile;
class Surface;
class SoundDesc;
class GCTFile;
class PreGob {
public:
PreGob(GobEngine *vm);
virtual ~PreGob();
virtual void run() = 0;
struct AnimProperties {
uint16 animation;
uint16 frame;
ANIObject::Mode mode;
bool visible;
bool paused;
bool hasPosition;
int16 x;
int16 y;
};
protected:
typedef Common::Array<ANIObject *> ANIList;
static const char kLanguageSuffixShort[5];
static const char *kLanguageSuffixLong [5];
GobEngine *_vm;
// -- Graphics --
/** Initialize the game screen. */
void initScreen();
void fadeOut(); ///< Fade to black.
void fadeIn(); ///< Fade to the current palette.
void clearScreen();
/** Change the palette.
*
* @param palette The palette to change to.
* @param size Size of the palette in colors.
*/
void setPalette(const byte *palette, uint16 size); ///< Change the palette
/** Add a new cursor that can be manipulated to the stack. */
void addCursor();
/** Remove the top-most cursor from the stack. */
void removeCursor();
/** Set the current cursor. */
void setCursor(Surface &sprite, int16 hotspotX, int16 hotspotY);
/** Set the current cursor. */
void setCursor(Surface &sprite, int16 left, int16 top, int16 right, int16 bottom,
int16 hotspotX, int16 hotspotY);
/** Show the cursor. */
void showCursor();
/** Hide the cursor. */
void hideCursor();
/** Is the cursor currently visible? */
bool isCursorVisible() const;
/** Remove an animation from the screen. */
void clearAnim(ANIObject &anim);
/** Draw an animation to the screen, advancing it. */
void drawAnim(ANIObject &anim);
/** Clear and draw an animation to the screen, advancing it. */
void redrawAnim(ANIObject &anim);
/** Remove animations from the screen. */
void clearAnim(const ANIList &anims);
/** Draw animations to the screen, advancing them. */
void drawAnim(const ANIList &anims);
/** Clear and draw animations to the screen, advancing them. */
void redrawAnim(const ANIList &anims);
void loadAnims(ANIList &anims, ANIFile &ani, uint count, const AnimProperties *props) const;
void freeAnims(ANIList &anims) const;
void setAnim(ANIObject &anim, const AnimProperties &props) const;
/** Wait for the frame to end, handling screen updates and optionally update input. */
void endFrame(bool doInput);
// -- Sound --
/** Load all sounds that can be played interactively in the game. */
void loadSounds(const char * const *sounds, uint soundCount);
/** Free all loaded sound. */
void freeSounds();
/** Play a loaded sound. */
void playSound(uint sound, int16 frequency = 0, int16 repCount = 0);
/** Stop all sound playback. */
void stopSound();
/** Play a sound until it ends or is interrupted by a keypress. */
void playSoundFile(const Common::String &file, int16 frequency = 0, int16 repCount = 0, bool interruptible = true);
/** Beep the PC speaker. */
void beep(int16 frequency, int32 length);
// -- Input --
/** Check mouse and keyboard input. */
int16 checkInput(int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
/** Wait for mouse or keyboard input. */
int16 waitInput (int16 &mouseX, int16 &mouseY, MouseButtons &mouseButtons);
/** Wait for mouse or keyboard input, but don't care about what was done with the mouse. */
int16 waitInput();
/** Did we have mouse or keyboard input? */
bool hasInput();
// -- TXT helpers --
/** Get the name of a localized file. */
Common::String getLocFile(const Common::String &file) const;
/** Open a TXT file. */
TXTFile *loadTXT(const Common::String &txtFile, TXTFile::Format format) const;
/** Called by loadTXT() to fix strings within the TXT file. */
virtual void fixTXTStrings(TXTFile &txt) const;
// -- GCT helpers --
GCTFile *loadGCT(const Common::String &gctFile) const;
private:
/** Did we fade out? */
bool _fadedOut;
/** All loaded sounds. */
Common::Array<SoundDesc> _sounds;
/** Load a sound file. */
bool loadSound(SoundDesc &sound, const Common::String &file) const;
};
} // End of namespace Gob
#endif // GOB_PREGOB_PREGOB_H
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