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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.
*
* $URL$
* $Id$
*
*/
#ifndef LASTEXPRESS_HELPERS_H
#define LASTEXPRESS_HELPERS_H
//////////////////////////////////////////////////////////////////////////
// Misc helpers
//////////////////////////////////////////////////////////////////////////
// Misc
#define getArchive(name) _engine->getResourceManager()->getFileStream(name)
#define rnd(value) _engine->getRandom().getRandomNumber(value - 1)
// Engine subclasses
#define getLogic() _engine->getGameLogic()
#define getMenu() _engine->getGameMenu()
// Logic
#define getAction() getLogic()->getGameAction()
#define getBeetle() getLogic()->getGameBeetle()
#define getFight() getLogic()->getGameFight()
#define getEntities() getLogic()->getGameEntities()
#define getSaveLoad() getLogic()->getGameSaveLoad()
#define isNight() getLogic()->getGameState()->isNightTime()
// State
#define getState() getLogic()->getGameState()->getGameState()
#define getEvent(id) getState()->events[id]
#define getFlags() getLogic()->getGameState()->getGameFlags()
#define getInventory() getLogic()->getGameState()->getGameInventory()
#define getObjects() getLogic()->getGameState()->getGameObjects()
#define getProgress() getState()->progress
#define getSavePoints() getLogic()->getGameState()->getGameSavePoints()
#define getGlobalTimer() getLogic()->getGameState()->getTimer()
#define setGlobalTimer(timer) getLogic()->getGameState()->setTimer(timer)
#define setCoords(coords) getLogic()->getGameState()->setCoordinates(coords)
#define getCoords() getLogic()->getGameState()->getCoordinates()
#define setFrameCount(count) _engine->setFrameCounter(count)
#define getFrameCount() _engine->getFrameCounter()
// Scenes
#define getScenes() _engine->getSceneManager()
// Sound
#define getSound() _engine->getSoundManager()
// Others
#define getEntityData(entity) getEntities()->getData(entity)
//////////////////////////////////////////////////////////////////////////
// Graphics
//////////////////////////////////////////////////////////////////////////
// Sequences
#define loadSequence(name) Sequence::load(name, getArchive(name))
#define loadSequence1(name, field30) Sequence::load(name, getArchive(name), field30)
#define clearBg(type) _engine->getGraphicsManager()->clear(type)
#define showScene(index, type) _engine->getGraphicsManager()->draw(getScenes()->get(index), type);
#define askForRedraw() _engine->getGraphicsManager()->change();
#define redrawScreen() _engine->getGraphicsManager()->update(); _engine->_system->updateScreen();
// Used to delete entity sequences
#define SAFE_DELETE(_p) { if(_p) { delete (_p); (_p) = NULL; } }
//////////////////////////////////////////////////////////////////////////
// Output
//////////////////////////////////////////////////////////////////////////
extern const char *g_actionNames[];
extern const char *g_directionNames[];
extern const char *g_entityNames[];
#define ACTION_NAME(action) (action > 18 ? Common::String::printf("%d", action).c_str() : g_actionNames[action])
#define DIRECTION_NAME(direction) (direction >= 6 ? "INVALID" : g_directionNames[direction])
#define ENTITY_NAME(index) (index >= 40 ? "INVALID" : g_entityNames[index])
#endif // LASTEXPRESS_HELPERS_H
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