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engines/twp/twp.h
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282
engines/twp/twp.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TWP_H
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#define TWP_H
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#include "common/random.h"
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#include "common/ptr.h"
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#include "engines/engine.h"
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#include "twp/actorswitcher.h"
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#include "twp/squirrel/squirrel.h"
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#define SCREEN_MARGIN 100.f
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#define SCREEN_WIDTH 1280
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#define SCREEN_HEIGHT 720
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#define VERBDEFAULT "verbDefault"
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template<typename T, class DL = Common::DefaultDeleter<T> >
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using unique_ptr = Common::ScopedPtr<T, DL>;
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namespace Graphics {
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class Screen;
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}
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struct ADGameDescription;
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namespace Twp {
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struct ActorSlot;
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class AudioSystem;
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class Callback;
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class Camera;
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class Cutscene;
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class Dialog;
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class FadeShader;
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class GGPackSet;
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class Hud;
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class TwpImGui;
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class InputState;
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struct Light;
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class Lighting;
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class LightingNode;
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class Motor;
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class NoOverrideNode;
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class Object;
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class PathNode;
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class ResManager;
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class Room;
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class SaveGameManager;
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struct Scaling;
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class Scene;
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struct ShaderParams;
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class Task;
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class TextDb;
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class ThreadBase;
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struct TwpGameDescription;
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struct Verb;
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struct VerbId;
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class Vm;
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class WalkboxNode;
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enum class FadeEffect;
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enum class RoomEffect;
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enum class UseFlag;
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class TwpEngine : public Engine {
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private:
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const TwpGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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protected:
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// Engine APIs
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Common::Error run() override;
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public:
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TwpEngine(OSystem *syst, const TwpGameDescription *gameDesc);
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~TwpEngine() override;
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uint32 getFeatures() const;
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/**
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* Returns the game Id
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*/
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Common::String getGameId() const;
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/**
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* Gets the random source
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*/
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Common::RandomSource &getRandomSource() { return _randomSource; }
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HSQUIRRELVM getVm();
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inline Gfx &getGfx() { return _gfx; }
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inline TextDb &getTextDb() { return *_textDb; }
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bool hasFeature(EngineFeature f) const override {
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return (f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsChangingOptionsDuringRuntime);
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}
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void updateSettingVars();
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
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return !_cutscene;
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}
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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Common::Error loadGameState(int slot) override;
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool canSaveAutosaveCurrently() override { return false; }
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void capture(Graphics::Surface &surface, int width, int height);
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Math::Vector2d winToScreen(const Math::Vector2d &pos) const;
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Math::Vector2d screenToWin(const Math::Vector2d &pos) const;
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Math::Vector2d roomToScreen(const Math::Vector2d &pos) const;
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Math::Vector2d screenToRoom(const Math::Vector2d &pos) const;
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void setActor(Common::SharedPtr<Object> actor, bool userSelected = false);
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Common::SharedPtr<Object> objAt(const Math::Vector2d &pos);
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void flashSelectableActor(int flash);
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void sayLineAt(const Math::Vector2d &pos, const Color &color, Common::SharedPtr<Object> actor, float duration, const Common::String &text);
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void stopTalking();
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bool isSomeoneTalking() const;
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void walkFast(bool state = true);
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void actorEnter(Common::SharedPtr<Object> actor);
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void actorExit(Common::SharedPtr<Object> actor);
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Common::SharedPtr<Room> defineRoom(const Common::String &name, HSQOBJECT table, bool pseudo = false);
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void setRoom(Common::SharedPtr<Room> room, bool force = false);
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void enterRoom(Common::SharedPtr<Room> room, Common::SharedPtr<Object> door = nullptr);
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void cameraAt(const Math::Vector2d &at);
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// Returns the camera position: the position of the middle of the screen.
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Math::Vector2d cameraPos();
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void follow(Common::SharedPtr<Object> actor);
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void fadeTo(FadeEffect effect, float duration, bool fadeToSep = false);
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void execNutEntry(HSQUIRRELVM v, const Common::String &entry);
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void execBnutEntry(HSQUIRRELVM v, const Common::String &entry);
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bool callVerb(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2 = nullptr);
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bool execSentence(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2 = nullptr);
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float getRandom() const;
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float getRandom(float min, float max) const;
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int runDialog(GUI::Dialog &dialog) override;
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private:
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void update(float elapsedMs);
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void draw(RenderTexture *texture = nullptr);
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void exitRoom(Common::SharedPtr<Room> nextRoom);
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void cancelSentence(Common::SharedPtr<Object> actor = nullptr);
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void clickedAt(const Math::Vector2d &scrPos);
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bool clickedAtHandled(const Math::Vector2d &roomPos);
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void setShaderEffect(RoomEffect effect);
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bool selectable(Common::SharedPtr<Object> actor);
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void resetVerb();
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Common::String cursorText();
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Verb verb();
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bool preWalk(Common::SharedPtr<Object> actor, VerbId verbId, Common::SharedPtr<Object> noun1, Common::SharedPtr<Object> noun2);
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void updateTriggers();
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void callTrigger(Common::SharedPtr<Object> obj, HSQOBJECT trigger);
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Common::Array<ActorSwitcherSlot> actorSwitcherSlots();
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ActorSwitcherSlot actorSwitcherSlot(ActorSlot *slot);
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Scaling *getScaling(const Common::String &name);
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void skipCutscene();
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private:
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unique_ptr<Vm> _vm;
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public:
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unique_ptr<GGPackSet> _pack;
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unique_ptr<ResManager> _resManager;
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Common::Array<Common::SharedPtr<Room> > _rooms;
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Common::Array<Common::SharedPtr<Object> > _actors;
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Common::Array<Common::SharedPtr<ThreadBase> > _threads;
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Common::Array<Common::SharedPtr<Task> > _tasks;
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Common::Array<Common::SharedPtr<Callback> > _callbacks;
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Common::SharedPtr<Object> _actor;
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Common::SharedPtr<Object> _followActor;
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Common::SharedPtr<Room> _room;
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float _time = 0.f;
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Common::SharedPtr<Object> _noun1;
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Common::SharedPtr<Object> _noun2;
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UseFlag _useFlag;
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HSQOBJECT _defaultObj;
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bool _walkFastState = false;
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bool _holdToMove = false;
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float _nextHoldToMoveTime = 0.f;
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int _frameCounter = 0;
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Common::SharedPtr<Lighting> _lighting;
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Common::SharedPtr<Cutscene> _cutscene;
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unique_ptr<Scene> _scene;
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unique_ptr<Scene> _screenScene;
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unique_ptr<NoOverrideNode> _noOverride;
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InputState _inputState;
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unique_ptr<Camera> _camera;
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unique_ptr<TextDb> _textDb;
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unique_ptr<Dialog> _dialog;
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struct Cursor {
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Math::Vector2d pos;
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bool oldLeftDown = false;
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bool leftDown = false;
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int leftDownTime = 0;
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bool oldRightDown = false;
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bool rightDown = false;
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int doubleClick = false;
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bool holdLeft = false;
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bool holdRight = false;
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bool holdUp = false;
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bool holdDown = false;
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void update() {
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oldLeftDown = leftDown;
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oldRightDown = rightDown;
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}
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bool isLeftDown() { return !oldLeftDown && leftDown; }
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bool isRightDown() { return !oldRightDown && rightDown; }
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} _cursor;
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struct Stats {
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uint32 totalUpdateTime = 0;
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uint32 updateRoomTime = 0;
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uint32 updateTasksTime = 0;
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uint32 updateMiscTime = 0;
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uint32 updateCutsceneTime = 0;
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uint32 updateThreadsTime = 0;
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uint32 updateCallbacksTime = 0;
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uint32 drawTime = 0;
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} _stats;
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unique_ptr<Hud> _hud;
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Inventory _uiInv;
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ActorSwitcher _actorSwitcher;
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unique_ptr<AudioSystem> _audio;
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unique_ptr<SaveGameManager> _saveGameManager;
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unique_ptr<ShaderParams> _shaderParams;
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unique_ptr<HotspotMarkerNode> _hotspotMarker;
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unique_ptr<FadeShader> _fadeShader;
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unique_ptr<LightingNode> _lightingNode;
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unique_ptr<Motor> _moveCursorTo;
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private:
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Gfx _gfx;
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SentenceNode _sentence;
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unique_ptr<WalkboxNode> _walkboxNode;
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unique_ptr<PathNode> _pathNode;
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unique_ptr<Shader> _bwShader;
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unique_ptr<Shader> _ghostShader;
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unique_ptr<Shader> _sepiaShader;
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int _speed = 1;
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bool _control = false;
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unique_ptr<Motor> _talking;
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};
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extern TwpEngine *g_twp;
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#define SHOULD_QUIT ::Twp::g_twp->shouldQuit()
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} // End of namespace Twp
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#endif // TWP_H
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