scummvm/engines/mediastation/mediastation.h
2025-03-25 18:21:36 -04:00

140 lines
4.1 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef MEDIASTATION_H
#define MEDIASTATION_H
#include "audio/mixer.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/hash-str.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/events.h"
#include "common/util.h"
#include "engines/engine.h"
#include "engines/savestate.h"
#include "graphics/screen.h"
#include "mediastation/detection.h"
#include "mediastation/datafile.h"
#include "mediastation/boot.h"
#include "mediastation/context.h"
#include "mediastation/asset.h"
#include "mediastation/cursors.h"
namespace MediaStation {
struct MediaStationGameDescription;
// Most Media Station titles follow this file structure from the root directory
// of the CD-ROM:
// - [TITLE].EXE (main game executable, name vares based on game)
// - DATA/ (subdirectory that holds actual game data including bytecode)
// - 100.CXT
// - ... other CXTs, varies per title
static const char *const directoryGlobs[] = {
"DATA", // For most titles
"program", // For D.W. the Picky Eater
"PZDATA", // For Puzzle Castle demo
nullptr
};
class MediaStationEngine : public Engine {
public:
MediaStationEngine(OSystem *syst, const ADGameDescription *gameDesc);
~MediaStationEngine() override;
uint32 getFeatures() const;
Common::String getGameId() const;
Common::Platform getPlatform() const;
const char *getAppName() const;
bool hasFeature(EngineFeature f) const override {
return
(f == kSupportsReturnToLauncher);
};
bool isFirstGenerationEngine();
void processEvents();
void refreshActiveHotspot();
void redraw();
void setPalette(Asset *palette);
void addPlayingAsset(Asset *assetToAdd);
Asset *getAssetById(uint assetId);
Asset *getAssetByChunkReference(uint chunkReference);
Function *getFunctionById(uint functionId);
Operand callMethod(BuiltInMethod methodId, Common::Array<Operand> &args);
Operand callBuiltInFunction(BuiltInFunction function, Common::Array<Operand> &args);
Common::HashMap<uint32, Variable *> _variables;
Common::RandomSource _randomSource;
Graphics::Screen *_screen = nullptr;
Context *_currentContext = nullptr;
Common::Point _mousePos;
Common::Array<Common::Rect> _dirtyRects;
bool _needsHotspotRefresh = false;
// All Media Station titles run at 640x480.
const uint16 SCREEN_WIDTH = 640;
const uint16 SCREEN_HEIGHT = 480;
protected:
Common::Error run() override;
private:
Common::Event _event;
Common::FSNode _gameDataDir;
const ADGameDescription *_gameDescription;
// In Media Station, only the cursors are stored in the executable; everything
// else is in the Context (*.CXT) data files.
CursorManager *_cursor;
void setCursor(uint id);
Boot *_boot = nullptr;
Common::List<Asset *> _assetsPlaying;
Common::HashMap<uint, Context *> _loadedContexts;
Asset *_currentHotspot = nullptr;
uint _requestedScreenBranchId = 0;
Common::Array<uint> _requestedContextReleaseId;
void doBranchToScreen();
Context *loadContext(uint32 contextId);
void setPaletteFromHeader(AssetHeader *header);
void releaseContext(uint32 contextId);
Asset *findAssetToAcceptMouseEvents();
void effectTransition(Common::Array<Operand> &args);
};
extern MediaStationEngine *g_engine;
#define SHOULD_QUIT ::MediaStation::g_engine->shouldQuit()
} // End of namespace MediaStation
#endif // MEDIASTATION_H