297 lines
11 KiB
C++
297 lines
11 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 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 AGS_SHARED_AC_GAME_STRUCT_DEFINES_H
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#define AGS_SHARED_AC_GAME_STRUCT_DEFINES_H
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#include "ags/shared/util/geometry.h"
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#include "ags/shared/core/types.h"
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namespace AGS3 {
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#define PAL_GAMEWIDE 0
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#define PAL_LOCKED 1
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#define PAL_BACKGROUND 2
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#define MAXGLOBALMES 500
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#define GLOBALMESLENGTH 500
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#define MAXLANGUAGE 5
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#define LEGACY_MAX_FONTS 30
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// General game options
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#define OPT_DEBUGMODE 0
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#define OPT_SCORESOUND 1
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#define OPT_WALKONLOOK 2
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#define OPT_DIALOGIFACE 3
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#define OPT_ANTIGLIDE 4
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#define OPT_TWCUSTOM 5
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#define OPT_DIALOGGAP 6
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#define OPT_NOSKIPTEXT 7
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#define OPT_DISABLEOFF 8
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#define OPT_ALWAYSSPCH 9
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#define OPT_SPEECHTYPE 10
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#define OPT_PIXPERFECT 11
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#define OPT_NOWALKMODE 12
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#define OPT_LETTERBOX 13
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#define OPT_FIXEDINVCURSOR 14
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#define OPT_NOLOSEINV 15
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#define OPT_HIRES_FONTS 16
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#define OPT_SPLITRESOURCES 17
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#define OPT_ROTATECHARS 18
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#define OPT_FADETYPE 19
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#define OPT_HANDLEINVCLICKS 20
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#define OPT_MOUSEWHEEL 21
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#define OPT_DIALOGNUMBERED 22
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#define OPT_DIALOGUPWARDS 23
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#define OPT_CROSSFADEMUSIC 24
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#define OPT_ANTIALIASFONTS 25
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#define OPT_THOUGHTGUI 26
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#define OPT_TURNTOFACELOC 27
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#define OPT_RIGHTLEFTWRITE 28 // right-to-left text writing
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#define OPT_DUPLICATEINV 29 // if they have 2 of the item, draw it twice
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#define OPT_SAVESCREENSHOT 30
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#define OPT_PORTRAITSIDE 31
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#define OPT_STRICTSCRIPTING 32 // don't allow MoveCharacter-style commands
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#define OPT_LEFTTORIGHTEVAL 33 // left-to-right operator evaluation
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#define OPT_COMPRESSSPRITES 34 // sprite compression type (None, RLE, LZW, Deflate)
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#define OPT_STRICTSTRINGS 35 // don't allow old-style strings, for reference only
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#define OPT_NEWGUIALPHA 36 // alpha blending method when drawing GUI and controls
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#define OPT_RUNGAMEDLGOPTS 37
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#define OPT_NATIVECOORDINATES 38 // defines coordinate relation between game logic and game screen
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#define OPT_GLOBALTALKANIMSPD 39
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#define OPT_HIGHESTOPTION_321 39
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#define OPT_SPRITEALPHA 40 // alpha blending method when drawing images on DrawingSurface
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#define OPT_SAFEFILEPATHS 41 // restricted file path in script (not writing to the game dir, etc)
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#define OPT_DIALOGOPTIONSAPI 42 // version of dialog options API (-1 for pre-3.4.0 API)
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#define OPT_BASESCRIPTAPI 43 // version of the Script API (ScriptAPIVersion) used to compile game script
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#define OPT_SCRIPTCOMPATLEV 44 // level of API compatibility (ScriptAPIVersion) used to compile game script
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#define OPT_RENDERATSCREENRES 45 // scale sprites at the (final) screen resolution
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#define OPT_RELATIVEASSETRES 46 // relative asset resolution mode (where sprites are resized to match game type)
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#define OPT_WALKSPEEDABSOLUTE 47 // if movement speeds are independent of walkable mask resolution
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#define OPT_CLIPGUICONTROLS 48 // clip drawn gui control contents to the control's rectangle
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#define OPT_GAMETEXTENCODING 49 // how the text in the game data should be interpreted
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#define OPT_KEYHANDLEAPI 50 // key handling mode (old/new)
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#define OPT_CUSTOMENGINETAG 51 // custom engine tag (for overriding behavior)
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#define OPT_SCALECHAROFFSETS 52 // apply character scaling to the sprite offsets (z, locked offs)
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#define OPT_HIGHESTOPTION OPT_SCALECHAROFFSETS
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#define OPT_NOMODMUSIC 98 // [DEPRECATED]
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#define OPT_LIPSYNCTEXT 99
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#define CUSTOMENG_NONE 0
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#define CUSTOMENG_DRACONIAN 1 // Draconian Edition
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#define CUSTOMENG_CLIFFTOP 2 // Clifftop Games
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// Sierra-style portrait position style
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#define PORTRAIT_LEFT 0
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#define PORTRAIT_RIGHT 1
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#define PORTRAIT_ALTERNATE 2
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#define PORTRAIT_XPOSITION 3
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// Room transition style
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#define FADE_NORMAL 0
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#define FADE_INSTANT 1
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#define FADE_DISSOLVE 2
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#define FADE_BOXOUT 3
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#define FADE_CROSSFADE 4
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#define FADE_LAST 4 // this should equal the last one
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// Legacy font flags
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//#define FFLG_LEGACY_NOSCALE 0x01 // TODO: is this from legacy format, ever used?
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#define FFLG_LEGACY_SIZEMASK 0x3f
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#define MAX_LEGACY_FONT_SIZE 63
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// Contemporary font flags
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#define FFLG_SIZEMULTIPLIER 0x01 // size data means multiplier
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#define FFLG_DEFLINESPACING 0x02 // linespacing derived from the font height
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// Font load flags, primarily for backward compatibility:
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// REPORTNOMINALHEIGHT: get_font_height should return nominal font's height,
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// eq to "font size" parameter, otherwise returns real pixel height.
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#define FFLG_REPORTNOMINALHEIGHT 0x04
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// ASCENDFIXUP: do the TTF ascender fixup, where font's ascender is resized
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// to the nominal font's height.
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#define FFLG_ASCENDERFIXUP 0x08
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// Collection of flags defining fully backward compatible TTF fixup
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#define FFLG_TTF_BACKCOMPATMASK (FFLG_REPORTNOMINALHEIGHT | FFLG_ASCENDERFIXUP)
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// Collection of flags defining font's load mode
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#define FFLG_LOADMODEMASK (FFLG_REPORTNOMINALHEIGHT | FFLG_ASCENDERFIXUP)
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// Font outline types
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#define FONT_OUTLINE_NONE -1
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#define FONT_OUTLINE_AUTO -10
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#define DIALOG_OPTIONS_HIGHLIGHT_COLOR_DEFAULT 14 // Yellow
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// MAXVIEWNAMELENGTH comes from unknown old engine version
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#define LEGACY_MAXVIEWNAMELENGTH 15
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#define MAXLIPSYNCFRAMES 20
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#define MAX_GUID_LENGTH 40
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#define MAX_SG_EXT_LENGTH 20
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#define LEGACY_MAX_SG_FOLDER_LEN 50
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enum GameResolutionType {
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kGameResolution_Undefined = -1,
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// definition of 320x200 in very old versions of the engine (somewhere pre-2.56)
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kGameResolution_Default = 0,
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kGameResolution_320x200 = 1,
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kGameResolution_320x240 = 2,
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kGameResolution_640x400 = 3,
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kGameResolution_640x480 = 4,
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kGameResolution_800x600 = 5,
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kGameResolution_1024x768 = 6,
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kGameResolution_1280x720 = 7,
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kGameResolution_Custom = 8,
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kNumGameResolutions,
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kGameResolution_LastLoRes = kGameResolution_320x240,
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kGameResolution_FirstHiRes = kGameResolution_640x400
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};
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inline bool IsLegacyHiRes(GameResolutionType resolution) {
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return resolution > kGameResolution_LastLoRes;
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}
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Size ResolutionTypeToSize(GameResolutionType resolution, bool letterbox = false);
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// Automatic numbering of dialog options (OPT_DIALOGNUMBERED)
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enum DialogOptionNumbering {
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kDlgOptNoNumbering = -1,
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kDlgOptKeysOnly = 0, // implicit key shortcuts
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kDlgOptNumbering = 1 // draw option indices and use key shortcuts
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};
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// Version of the script api (OPT_BASESCRIPTAPI and OPT_SCRIPTCOMPATLEV).
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// If the existing script function meaning had changed, that may be
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// possible to find out which implementation to use by checking one of those
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// two options.
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// NOTE: please remember that those values are valid only for games made with
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// 3.4.0 final and above.
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enum ScriptAPIVersion {
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kScriptAPI_Undefined = INT32_MIN,
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kScriptAPI_v321 = 0,
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kScriptAPI_v330 = 1,
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kScriptAPI_v334 = 2,
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kScriptAPI_v335 = 3,
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kScriptAPI_v340 = 4,
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kScriptAPI_v341 = 5,
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kScriptAPI_v350 = 6,
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kScriptAPI_v3507 = 7,
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kScriptAPI_v351 = 8,
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kScriptAPI_v360 = 3060000,
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kScriptAPI_v36026 = 3060026,
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kScriptAPI_v361 = 3060100,
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kScriptAPI_Current = kScriptAPI_v361
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};
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extern const char *GetScriptAPIName(ScriptAPIVersion v);
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// Determines whether the graphics renderer should scale sprites at the final
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// screen resolution, as opposed to native resolution
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enum RenderAtScreenRes {
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kRenderAtScreenRes_UserDefined = 0,
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kRenderAtScreenRes_Enabled = 1,
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kRenderAtScreenRes_Disabled = 2,
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};
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// Method to use when blending two sprites with alpha channel
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enum GameSpriteAlphaRenderingStyle {
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kSpriteAlphaRender_Legacy = 0,
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kSpriteAlphaRender_Proper
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};
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// Method to use when blending two GUI elements with alpha channel
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enum GameGuiAlphaRenderingStyle {
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kGuiAlphaRender_Legacy = 0,
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kGuiAlphaRender_AdditiveAlpha,
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kGuiAlphaRender_Proper
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};
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// Sprite flags
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// SERIALIZATION NOTE: serialized as 8-bit in game data and legacy saves
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// serialized as 32-bit in new saves (for dynamic sprites only).
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#define SPF_HIRES 0x01 // sized for high native resolution (legacy option)
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#define SPF_HICOLOR 0x02 // is 16-bit (UNUSED)
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#define SPF_DYNAMICALLOC 0x04 // created by runtime script
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#define SPF_TRUECOLOR 0x08 // is 32-bit (UNUSED)
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#define SPF_ALPHACHANNEL 0x10 // has alpha-channel
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#define SPF_VAR_RESOLUTION 0x20 // variable resolution (refer to SPF_HIRES)
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#define SPF_HADALPHACHANNEL 0x80 // the saved sprite on disk has one
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#define SPF_OBJECTOWNED 0x0100 // owned by a game object (not created in user script)
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// General information about sprite (properties, size)
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struct SpriteInfo {
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int Width = 0;
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int Height = 0;
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uint32_t Flags = 0u; // SPF_* flags
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SpriteInfo() = default;
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SpriteInfo(int w, int h, uint32_t flags) : Width(w), Height(h), Flags(flags) {}
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inline Size GetResolution() const { return Size(Width, Height); }
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// Gets if sprite is created at runtime (by engine, or a script command)
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inline bool IsDynamicSprite() const { return (Flags & SPF_DYNAMICALLOC) != 0; }
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//
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// Legacy game support
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//
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// Gets if sprite should adjust its base size depending on game's resolution
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inline bool IsRelativeRes() const {
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return (Flags & SPF_VAR_RESOLUTION) != 0;
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}
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// Gets if sprite belongs to high resolution; hi-res sprites should be
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// downscaled in low-res games, and low-res sprites should be upscaled
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// in hi-res games
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inline bool IsLegacyHiRes() const {
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return (Flags & SPF_HIRES) != 0;
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}
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};
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// Various font parameters, defining and extending font rendering behavior.
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// While FontRenderer object's main goal is to render single line of text at
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// the strictly determined position on canvas, FontInfo may additionally
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// provide instructions on adjusting drawing position, as well as arranging
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// multiple lines, and similar cases.
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struct FontInfo {
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enum AutoOutlineStyle : int {
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kSquared = 0,
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kRounded = 1,
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};
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// General font's loading and rendering flags
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uint32_t Flags;
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// Nominal font import size (in pixels)
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int Size;
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// Factor to multiply base font size by
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int SizeMultiplier;
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// Outlining font index, or auto-outline flag
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int Outline;
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// Custom vertical render offset, used mainly for fixing broken fonts
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int YOffset;
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// Custom line spacing between two lines of text (0 = use font height)
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int LineSpacing;
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// When automatic outlining, thickness of the outline (0 = no auto outline)
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int AutoOutlineThickness;
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// When automatic outlining, style of the outline
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AutoOutlineStyle AutoOutlineStyle;
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FontInfo();
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};
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} // namespace AGS3
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#endif
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