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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.
*
*/
/*
* Based on
* WebVenture (c) 2010, Sean Kasun
* https://github.com/mrkite/webventure, http://seancode.com/webventure/
*
* Used with explicit permission from the author
*/
#ifndef MACVENTURE_MACVENTURE_H
#define MACVENTURE_MACVENTURE_H
#include "engines/engine.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "common/debug.h"
#include "common/random.h"
#include "common/macresman.h"
#include "common/huffman.h"
#include "common/savefile.h"
#include "gui/debugger.h"
#include "macventure/debug.h"
#include "macventure/gui.h"
#include "macventure/world.h"
#include "macventure/hufflists.h"
#include "macventure/stringtable.h"
#include "macventure/script.h"
#include "macventure/controls.h"
#include "macventure/windows.h"
#include "macventure/sound.h"
struct ADGameDescription;
namespace MacVenture {
class SaveFileManager;
class Console;
class World;
class ScriptEngine;
class SoundManager;
typedef uint32 ObjID;
// HACK, until I find a way to translate correctly
extern void toASCII(Common::String &str);
enum {
kScreenWidth = 512,
kScreenHeight = 342
};
enum {
kGlobalSettingsID = 0x80,
kDiplomaGeometryID = 0x81,
kTextHuffmanTableID = 0x83
};
enum {
kSaveGameStrID = 0x82,
kDiplomaFilenameID = 0x83,
kClickToContinueTextID = 0x84,
kStartGameFilenameID = 0x85
};
enum FilePathID {
kMCVID = 1,
kTitlePathID = 2,
kSubdirPathID = 3,
kObjectPathID = 4,
kFilterPathID = 5,
kTextPathID = 6,
kGraphicPathID = 7,
kSoundPathID = 8
};
class GlobalSettings {
public:
GlobalSettings();
~GlobalSettings();
void loadSettings(Common::SeekableReadStream *dataStream);
// HACK MAybe this should be private, but the class is only here to handle
// memory allocation/deallocation
public:
uint16 _numObjects; // number of game objects defined
uint16 _numGlobals; // number of globals defined
uint16 _numCommands; // number of commands defined
uint16 _numAttributes; // number of attributes
uint16 _numGroups; // number of object groups
uint16 _invTop; // inventory window bounds
uint16 _invLeft;
uint16 _invHeight;
uint16 _invWidth;
uint16 _invOffsetY; // positioning offset for
uint16 _invOffsetX; // new inventory windows
uint16 _defaultFont; // default font
uint16 _defaultSize; // default font size
Common::Array<uint8> _attrIndices; // attribute indices into attribute table
Common::Array<uint16> _attrMasks; // attribute masks
Common::Array<uint8> _attrShifts; // attribute bit shifts
Common::Array<uint8> _cmdArgCnts; // command argument counts
Common::Array<uint8> _commands; // command buttons
};
enum GameState {
kGameStateInit,
kGameStatePlaying,
kGameStateWinnig,
kGameStateLosing,
kGameStateQuitting
};
enum ObjectQueueID {
kFocusWindow = 2,
kOpenWindow = 3,
kCloseWindow = 4,
kUpdateObject = 7,
kUpdateWindow = 8,
kSetToPlayerParent = 12,
kHightlightExits = 13,
kAnimateBack = 14
};
struct QueuedObject {
ObjectQueueID id;
ObjID object;
ObjID parent;
uint x;
uint y;
uint exitx;
uint exity;
bool hidden;
bool offscreen;
bool invisible;
ObjID target; // For swapping
};
enum TextQueueID {
kTextNumber = 1,
kTextNewLine = 2,
kTextPlain = 3
};
struct QueuedText {
TextQueueID id;
ObjID source;
ObjID destination;
ObjID asset;
};
enum SoundQueueID {
kSoundPlay = 1,
kSoundPlayAndWait = 2,
kSoundWait = 3
};
struct QueuedSound {
SoundQueueID id;
ObjID reference;
};
class MacVentureEngine : public Engine {
public:
MacVentureEngine(OSystem *syst, const ADGameDescription *gameDesc);
~MacVentureEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual Common::Error run();
bool scummVMSaveLoadDialog(bool isSave);
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
void newGame();
void setInitialFlags();
void setNewGameState();
void initDebugChannels();
void reset();
void resetInternals();
void resetGui();
void refreshScreen();
// datafiles.cpp
void loadDataBundle();
Common::SeekableReadStream *getBorderFile(MVWindowType windowType, bool isActive);
void requestQuit();
void requestUnpause();
void selectControl(ControlAction action);
void refreshReady();
void preparedToRun();
void gameChanged();
void winGame();
void loseGame();
void clickToContinue();
void updateState(bool pause);
void revert();
void enqueueObject(ObjectQueueID type, ObjID objID, ObjID target = 0);
void enqueueText(TextQueueID type, ObjID target, ObjID source, ObjID text);
void enqueueSound(SoundQueueID type, ObjID target);
void runObjQueue();
void printTexts();
void playSounds(bool pause);
void handleObjectSelect(ObjID objID, WindowReference win, bool shiftPressed, bool isDoubleClick);
void handleObjectDrop(ObjID objID, Common::Point delta, ObjID newParent);
void setDeltaPoint(Common::Point newPos);
void focusObjWin(ObjID objID);
void updateWindow(WindowReference winID);
bool showTextEntry(ObjID text, ObjID srcObj, ObjID destObj);
void setTextInput(Common::String content);
Common::String getUserInput();
// Data retrieval
Common::String getStartGameFileName();
bool isPaused();
bool needsClickToContinue();
Common::String getCommandsPausedString() const;
const GlobalSettings &getGlobalSettings() const;
Common::String getFilePath(FilePathID id) const;
bool isOldText() const;
const HuffmanLists *getDecodingHuffman() const;
uint32 randBetween(uint32 min, uint32 max);
uint32 getInvolvedObjects();
int findObjectInArray(ObjID objID, const Common::Array<ObjID> &list);
uint getPrefixNdx(ObjID obj);
Common::String getPrefixString(uint flag, ObjID obj);
Common::String getNoun(ObjID ndx);
// Attributes consult
Common::Point getObjPosition(ObjID objID);
bool isObjVisible(ObjID objID);
bool isObjClickable(ObjID objID);
bool isObjSelected(ObjID objID);
bool isObjExit(ObjID objID);
bool isHiddenExit(ObjID objID);
Common::Point getObjExitPosition(ObjID objID);
ObjID getParent(ObjID objID);
// Utils
ControlAction referenceToAction(ControlType id);
// Encapsulation HACK
Common::Rect getObjBounds(ObjID objID);
uint getOverlapPercent(ObjID one, ObjID other);
WindowReference getObjWindow(ObjID objID);
WindowReference findParentWindow(ObjID objID);
Common::Point getDeltaPoint();
ObjID getDestObject();
ControlAction getSelectedControl();
private:
void processEvents();
bool runScriptEngine();
void endGame();
void updateControls();
void resetVars();
void unselectAll();
void selectObject(ObjID objID);
void unselectObject(ObjID objID);
void highlightExit(ObjID objID);
void selectPrimaryObject(ObjID objID);
void updateExits();
// Object queue methods
void focusObjectWindow(ObjID objID);
void openObject(ObjID objID);
void closeObject(ObjID objID);
void checkObject(QueuedObject objID);
void reflectSwap(ObjID fromID, ObjID toID);
void toggleExits();
void zoomObject(ObjID objID);
bool isObjEnqueued(ObjID obj);
bool isGameRunning();
// Data loading
bool loadGlobalSettings();
bool loadTextHuffman();
const char *getGameFileName() const;
private: // Attributes
const ADGameDescription *_gameDescription;
Common::RandomSource *_rnd;
Common::MacResManager *_resourceManager;
Console *_debugger;
Gui *_gui;
World *_world;
ScriptEngine *_scriptEngine;
// String tables
StringTable *_filenames;
StringTable *_decodingDirectArticles;
StringTable *_decodingNamingArticles;
StringTable *_decodingIndirectArticles;
SoundManager *_soundManager;
Common::Archive *_dataBundle;
// Engine state
GameState _gameState;
GlobalSettings *_globalSettings;
HuffmanLists *_textHuffman;
bool _oldTextEncoding;
bool _paused, _halted, _cmdReady, _prepared;
bool _haltedAtEnd, _haltedInSelection;
bool _gameChanged;
bool _clickToContinue;
Common::Array<QueuedObject> _objQueue;
Common::Array<QueuedObject> _inQueue;
Common::Array<QueuedSound> _soundQueue;
Common::Array<QueuedText> _textQueue;
// Selections
ObjID _destObject;
ControlAction _selectedControl;
Common::Array<ObjID> _currentSelection;
Common::Point _deltaPoint;
Common::String _userInput;
};
class Console : public GUI::Debugger {
public:
Console(MacVentureEngine *vm) {}
virtual ~Console(void) {}
};
} // End of namespace MacVenture
#endif
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