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https://github.com/scummvm/scummvm.git
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381 lines
9.6 KiB
C++
381 lines
9.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TWINE_TWINE_H
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#define TWINE_TWINE_H
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#include "backends/keymapper/keymap.h"
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#include "common/random.h"
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#include "common/rect.h"
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#include "engines/advancedDetector.h"
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#include "engines/engine.h"
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#include "engines/metaengine.h"
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#include "graphics/managed_surface.h"
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#include "graphics/pixelformat.h"
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#include "graphics/surface.h"
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#include "twine/detection.h"
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#include "twine/input.h"
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#include "twine/scene/actor.h"
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namespace TwinE {
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/** Definition for European version */
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#define EUROPE_VERSION 0
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/** Definition for American version */
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#define USA_VERSION 1
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/** Definition for Modification version */
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#define MODIFICATION_VERSION 2
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/** Default frames per second */
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#define DEFAULT_FRAMES_PER_SECOND 20
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/** Number of colors used in the game */
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#define NUMOFCOLORS 256
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static const struct TwinELanguage {
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const char *name;
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const char *id;
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} LanguageTypes[] = {
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{"English", "EN_"},
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{"French", "FR_"},
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{"German", "DE_"},
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{"Spanish", "SP_"},
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{"Italian", "IT_"},
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{"Portuguese", ""}};
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enum MidiFileType {
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MIDIFILE_NONE,
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MIDIFILE_DOS,
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MIDIFILE_WIN
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};
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/** Config movie types */
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enum MovieType {
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CONF_MOVIE_NONE = 0,
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CONF_MOVIE_FLA = 1,
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CONF_MOVIE_FLAWIDE = 2,
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CONF_MOVIE_FLAGIF = 3
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};
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/** Configuration file structure
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Used in the engine to load/use certain parts of code according with
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this settings. Check \a lba.cfg file for valid values for each settings.\n
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All the settings with (*) means they are new and only exist in this engine. */
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struct ConfigFile {
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/** Index into the LanguageTypes array. */
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int32 LanguageId = 0;
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bool Voice = true;
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/** Enable/Disable game dialogues */
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bool FlagDisplayText = false;
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/** Flag to display game debug */
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bool Debug = false;
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/** Type of music file to be used */
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MidiFileType MidiType = MIDIFILE_NONE;
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/** *Game version */
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int32 Version = EUROPE_VERSION;
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/** If you want to use the LBA CD or not */
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int32 UseCD = 0;
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/** Allow various sound types */
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int32 Sound = 0;
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/** Allow various movie types */
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int32 Movie = CONF_MOVIE_FLA;
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/** Flag used to keep the game frames per second */
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int32 Fps = 0;
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// these settings are not available in the original version
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/** Use cross fade effect while changing images, or be as the original */
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bool CrossFade = false;
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/** Flag to toggle Wall Collision */
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bool WallCollision = false;
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/** Use original autosaving system or save when you want */
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bool UseAutoSaving = false;
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bool Mouse = false;
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// these settings can be changed in-game - and must be persisted
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/** Shadow mode type, value: all, character only, none */
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int32 ShadowMode = 0;
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// TODO: currently unused
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int32 PolygonDetails = 2;
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/** Scenery Zoom */
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bool SceZoom = false;
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};
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class Actor;
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class Animations;
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class Collision;
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class Extra;
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class GameState;
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class Grid;
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class Movements;
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class Interface;
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class Menu;
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class FlaMovies;
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class MenuOptions;
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class Music;
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class Redraw;
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class Renderer;
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class Resources;
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class Scene;
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class Screens;
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class ScriptLife;
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class ScriptMove;
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class Holomap;
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class Sound;
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class Text;
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class DebugGrid;
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struct Keyboard;
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class Debug;
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class DebugScene;
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enum class EngineState {
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Menu,
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GameLoop,
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LoadedGame,
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QuitGame
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};
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struct ScopedEngineFreeze {
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TwinEEngine *_engine;
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ScopedEngineFreeze(TwinEEngine *engine);
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~ScopedEngineFreeze();
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};
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struct ScopedCursor {
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TwinEEngine *_engine;
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ScopedCursor(TwinEEngine *engine);
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~ScopedCursor();
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};
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class ScopedFPS {
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private:
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uint32 _fps;
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uint32 _start;
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public:
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ScopedFPS(uint32 fps = DEFAULT_FRAMES_PER_SECOND);
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~ScopedFPS();
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};
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class FrameMarker {
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public:
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~FrameMarker();
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};
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class TwinEEngine : public Engine {
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private:
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int32 _isTimeFreezed = 0;
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int32 _saveFreezedTime = 0;
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int32 _mouseCursorState = 0;
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ActorMoveStruct _loopMovePtr; // mainLoopVar1
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PauseToken _pauseToken;
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TwineGameType _gameType;
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EngineState _state = EngineState::Menu;
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Common::String _queuedFlaMovie;
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ScriptLife *_scriptLife;
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ScriptMove *_scriptMove;
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Common::RandomSource _rnd;
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Common::Language _gameLang;
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void processBookOfBu();
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void processBonusList();
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void processInventoryAction();
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void processOptionsMenu();
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void initConfigurations();
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/** Initialize all needed stuffs at first time running engine */
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void initAll();
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void initEngine();
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void processActorSamplePosition(int32 actorIdx);
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/** Allocate video memory, both front and back buffers */
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void allocVideoMemory(int32 w, int32 h);
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/**
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* Game engine main loop
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* @return true if we want to show credit sequence
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*/
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int32 runGameEngine();
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public:
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TwinEEngine(OSystem *system, Common::Language language, uint32 flagsTwineGameType, TwineGameType gameType);
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~TwinEEngine() override;
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently() override { return true; }
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bool canSaveGameStateCurrently() override;
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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void wipeSaveSlot(int slot);
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SaveStateList getSaveSlots() const;
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void autoSave();
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void pushMouseCursorVisible();
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void popMouseCursorVisible();
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bool isLBA1() const { return _gameType == TwineGameType::GType_LBA; }
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bool isLBA2() const { return _gameType == TwineGameType::GType_LBA2; }
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bool isDemo() const { return (_gameFlags & ADGF_DEMO) != 0; };
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const char *getGameId() const;
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bool unlockAchievement(const Common::String &id);
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Actor *_actor;
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Animations *_animations;
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Collision *_collision;
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Extra *_extra;
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GameState *_gameState;
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Grid *_grid;
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Movements *_movements;
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Interface *_interface;
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Menu *_menu;
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FlaMovies *_flaMovies;
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MenuOptions *_menuOptions;
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Music *_music;
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Redraw *_redraw;
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Renderer *_renderer;
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Resources *_resources;
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Scene *_scene;
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Screens *_screens;
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Holomap *_holomap;
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Sound *_sound;
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Text *_text;
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DebugGrid *_debugGrid;
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Input *_input;
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Debug *_debug;
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DebugScene *_debugScene;
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/** Configuration file structure
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* Contains all the data used in the engine to configurated the game in particulary ways. */
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ConfigFile cfgfile;
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int width() const;
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int height() const;
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Common::Rect rect() const;
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Common::Rect centerOnScreen(int32 w, int32 h) const;
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void initSceneryView();
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void exitSceneryView();
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void queueMovie(const char *filename);
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/**
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* @return A random value between [0-max)
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*/
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int getRandomNumber(uint max = 0x7FFF);
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int32 quitGame = 0;
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int32 lbaTime = 0;
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Graphics::ManagedSurface imageBuffer;
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/** Work video buffer */
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Graphics::ManagedSurface workVideoBuffer;
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/** Main game video buffer */
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Graphics::ManagedSurface frontVideoBuffer;
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int32 loopInventoryItem = 0;
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int32 loopActorStep = 0;
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/** Disable screen recenter */
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bool disableScreenRecenter = false;
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void freezeTime();
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void unfreezeTime();
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/**
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* Game engine main loop
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* @return true if we want to show credit sequence
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*/
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bool gameEngineLoop();
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uint32 _gameFlags;
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/**
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* Deplay certain seconds till proceed - Can also Skip this delay
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* @param time time in milliseconds to delay
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*/
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bool delaySkip(uint32 time);
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/**
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* Set a new palette in the SDL screen buffer
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* @param palette palette to set in RGBA
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*/
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void setPalette(const uint32 *palette);
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/**
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* @brief Set the Palette object
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*
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* @param startColor the first palette entry to be updated
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* @param numColors the number of palette entries to be updated
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* @param palette palette to set in RGB
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*/
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void setPalette(uint startColor, uint numColors, const byte *palette);
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/** Blit surface in the screen */
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void flip();
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/**
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* Blit surface in the screen in a determinate area
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* @param left left position to start copy
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* @param top top position to start copy
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* @param right right position to start copy
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* @param bottom bottom position to start copy
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* @param updateScreen Perform blitting to screen if @c true, otherwise just prepare the blit
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*/
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void copyBlockPhys(int32 left, int32 top, int32 right, int32 bottom, bool updateScreen = false);
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void copyBlockPhys(const Common::Rect &rect, bool updateScreen = false);
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/** Cross fade feature
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* @param buffer screen buffer
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* @param palette new palette to cross fade
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*/
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void crossFade(const Graphics::ManagedSurface &buffer, const uint32 *palette);
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/** Handle keyboard pressed keys */
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void readKeys();
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/**
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* Display text in screen
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* @param x X coordinate in screen
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* @param y Y coordinate in screen
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* @param text text to display
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* @param center if the text should be centered accoding with the giving positions
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*/
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void drawText(int32 x, int32 y, const Common::String &text, bool center = false, bool bigFont = false, int width = 100);
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};
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inline int TwinEEngine::width() const {
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return frontVideoBuffer.w;
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}
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inline int TwinEEngine::height() const {
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return frontVideoBuffer.h;
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}
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inline Common::Rect TwinEEngine::rect() const {
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return Common::Rect(0, 0, frontVideoBuffer.w - 1, frontVideoBuffer.h - 1);
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}
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} // namespace TwinE
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#endif
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