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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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_H
#define LAB_H
#include "common/array.h"
#include "common/events.h"
#include "engines/engine.h"
#include "lab/labfun.h"
struct ADGameDescription;
namespace Lab {
enum GameFeatures {
GF_LOWRES = 1 << 0,
GF_WINDOWS_TRIAL = 1 << 1
};
struct Image {
uint16 Width;
uint16 Height;
byte *ImageData;
};
#define ONESECOND 1000
class LabEngine : public Engine {
public:
LabEngine(OSystem *syst, const ADGameDescription *gameDesc);
~LabEngine();
virtual Common::Error run();
void go();
const ADGameDescription *_gameDescription;
Common::Platform getPlatform() const;
uint32 getFeatures() const;
bool hasFeature(EngineFeature f) const;
Common::String generateSaveFileName(uint slot);
//void showMainMenu();
LargeSet *_conditions, *_roomsFound;
int _screenWidth;
int _screenHeight;
int _screenBytesPerPage;
// timing.cpp
void getTime(uint32 *secs, uint32 *micros);
void addCurTime(uint32 sec, uint32 micros, uint32 *timeSec, uint32 *timeMicros);
void anyTimeDiff(uint32 sec1, uint32 micros1, uint32 sec2, uint32 micros2, uint32 *diffSecs, uint32 *diffMicros);
void timeDiff(uint32 sec, uint32 micros, uint32 *diffSec, uint32 *diffMicros);
void waitForTime(uint32 sec, uint32 micros);
private:
uint32 _extraGameFeatures;
// timing.cpp
void microDelay(uint32 secs, uint32 micros);
// vga.cpp
byte _curvgapal[256 * 3];
byte _curapen;
public:
byte *_currentDsplayBuffer;
Common::Point _mousePos;
private:
byte *_displayBuffer;
int _lastWaitTOFTicks;
uint16 _nextKeyIn;
uint16 _keyBuf[64];
uint16 _nextKeyOut;
bool _mouseAtEdge;
public:
byte *_tempScrollData;
private:
bool createScreen(bool HiRes);
public:
void waitTOF();
void setAPen(uint16 pennum);
void writeColorRegs(byte *buf, uint16 first, uint16 numreg);
byte *getVGABaseAddr();
void readScreenImage(Image *Im, uint16 x, uint16 y);
void WSDL_UpdateScreen();
void rectFill(uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void scrollDisplayX(int16 dx, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void scrollDisplayY(int16 dy, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void ghoastRect(uint16 pencolor, uint16 x1, uint16 y1, uint16 x2, uint16 y2);
void bltBitMap(Image *ImSource, uint16 xs, uint16 ys, Image *ImDest, uint16 xd, uint16 yd, uint16 width, uint16 height);
void VGASetPal(void *cmap, uint16 numcolors);
void drawHLine(uint16 x, uint16 y1, uint16 y2);
void drawVLine(uint16 x1, uint16 y, uint16 x2);
void drawImage(Image *Im, uint16 x, uint16 y);
bool WSDL_HasNextChar();
uint16 WSDL_GetNextChar();
void WSDL_ProcessInput(bool can_delay);
void writeColorReg(byte *buf, uint16 regnum);
void writeColorRegsSmooth(byte *buf, uint16 first, uint16 numreg);
void drawPanel();
private:
void quickWaitTOF();
/*---------- Drawing Routines ----------*/
void drawMaskImage(Image *Im, uint16 x, uint16 y);
Common::Point WSDL_GetMousePos();
void changeVolume(int delta);
void WSDL_SetColors(byte *buf, uint16 first, uint16 numreg, uint16 slow);
// engine.cpp
bool setUpScreens();
void perFlipGadget(uint16 gadID);
bool doCloseUp(CloseDataPtr cptr);
void mainGameLoop();
bool doUse(uint16 curInv);
void mayShowCrumbIndicator();
void mayShowCrumbIndicatorOff();
};
extern LabEngine *g_lab;
} // End of namespace Lab
#endif // LAB_H
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