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scummvm-cursorfix/engines/ags/shared/ac/game_setup_struct_base.h
2026-02-02 04:50:13 +01:00

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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 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/>.
*
*/
//
//=============================================================================
//
// GameSetupStructBase is a base class for main game data.
//
//=============================================================================
#ifndef AGS_SHARED_AC_GAME_SETUP_STRUCT_BASE_H
#define AGS_SHARED_AC_GAME_SETUP_STRUCT_BASE_H
#include "ags/lib/allegro.h" // RGB
#include "common/std/array.h"
#include "common/std/memory.h"
#include "common/std/vector.h"
#include "ags/shared/ac/game_version.h"
#include "ags/shared/ac/game_struct_defines.h"
#include "ags/shared/ac/words_dictionary.h"
#include "ags/shared/util/string.h"
#include "ags/globals.h"
namespace AGS3 {
// Forward declaration
namespace AGS {
namespace Shared {
class Stream;
} // namespace Shared
} // namespace AGS
using namespace AGS; // FIXME later
struct CharacterInfo;
struct ccScript;
struct GameSetupStructBase {
static const int LEGACY_GAME_NAME_LENGTH = 50;
static const int MAX_OPTIONS = 100;
static const int NUM_INTS_RESERVED = 16;
Shared::String gamename;
int32_t options[MAX_OPTIONS];
uint8_t paluses[256];
RGB defpal[256];
int numviews;
int numcharacters;
int playercharacter;
int totalscore;
int numinvitems;
int numdialog;
int numdlgmessage; // [DEPRECATED]
int numfonts;
int color_depth; // in bytes per pixel (ie. 1 or 2)
int target_win;
int dialog_bullet; // 0 for none, otherwise slot num of bullet point
int hotdot; // inv cursor hotspot dot color
int hotdotouter;
int uniqueid; // random key identifying the game
int numgui;
int numcursors;
int default_lipsync_frame; // used for unknown chars
int invhotdotsprite;
int32_t reserved[NUM_INTS_RESERVED];
String messages[MAXGLOBALMES];
std::unique_ptr<WordsDictionary> dict;
std::vector<CharacterInfo> chars;
std::vector<CharacterInfo2> chars2; // extended character fields
GameSetupStructBase();
GameSetupStructBase(GameSetupStructBase &&gss) = default;
~GameSetupStructBase();
GameSetupStructBase &operator=(GameSetupStructBase &&gss) = default;
void Free();
void SetDefaultResolution(GameResolutionType type);
void SetDefaultResolution(Size game_res);
void SetGameResolution(GameResolutionType type);
void SetGameResolution(Size game_res);
// Tells whether the serialized game data contains certain components
struct SerializeInfo {
bool HasCCScript = false;
bool HasWordsDict = false;
std::array<int32_t> HasMessages;
// File offset at which game data extensions begin
uint32_t ExtensionOffset = 0u;
SerializeInfo() {
HasMessages.resize(MAXGLOBALMES);
}
};
void ReadFromFile(Shared::Stream *in, GameDataVersion game_ver, SerializeInfo &info);
void WriteToFile(Shared::Stream *out, const SerializeInfo &info) const;
//
// ** On game resolution.
//
// Game resolution is a size of a native game screen in pixels.
// This is the "game resolution" that developer sets up in AGS Editor.
// It is in the same units in which sprite and font sizes are defined.
//
// Graphic renderer may scale and stretch game's frame as requested by
// player or system, which will not affect native coordinates in any way.
//
// ** Legacy upscale mode.
//
// In the past engine had a separation between logical and native screen
// coordinates and supported running games "upscaled". E.g. 320x200 games
// could be run as 640x400. This was not done by simply stretching final
// game's drawn frame to the larger window, but by multiplying all data
// containing coordinates and graphics either on load or real-time.
// Games of 640x400 and above were scripted and set up in coordinate units
// that were always x2 times smaller than the one developer chose.
// For example, choosing a 640x400 resolution would make game draw itself
// as 640x400, but all the game logic (object properties, script commands)
// would work in 320x200 (this also let run 640x400 downscaled to 320x200).
// Ignoring the obvious complications, the known benefit from such approach
// was that developers could supply separate sets of fonts and sprites for
// low-res and high-res modes.
// The 3rd generation of AGS still allows to achieve same effect by using
// backwards-compatible option (although it is not recommended except when
// importing and continuing old projects).
//
// In order to support this legacy behavior we have a set of functions for
// coordinate conversion. They are required to move from "data" resolution
// to "final game" resolution and back.
//
// Some of the script commands, as well as some internal engine data use
// coordinates in "game resolution" instead (this should be documented).
// In such case there's another conversion which translates these from
// default to actual resolution; e.g. when 320x200 game is run as 640x400
// they should be multiplied by 2.
//
// ** TODO.
//
// Truth be told, all this is still implemented incorrectly, because no one
// found time to rewrite the thing. The correct way would perhaps be:
// 1) treat old games as x2 lower resolution than they say.
// 2) support drawing particular sprites and texts in x2 higher resolution
// (assuming display resolution allows). The latter is potentially enabled
// by "sprite batches" system in the engine and will benefit new games too.
inline GameResolutionType GetResolutionType() const {
return _resolutionType;
}
// Get actual game's resolution
const Size &GetGameRes() const {
return _gameResolution;
}
// Get default resolution the game was created for;
// this is usually equal to GetGameRes except for legacy modes.
const Size &GetDefaultRes() const {
return _defGameResolution;
}
// Get data & script resolution;
// this is usually equal to GetGameRes except for legacy modes.
const Size &GetDataRes() const {
return _dataResolution;
}
// Get game data-->final game resolution coordinate multiplier
inline int GetDataUpscaleMult() const {
return _dataUpscaleMult;
}
// Get multiplier for various default UI sizes, meant to keep UI looks
// more or less readable in any game resolution.
// TODO: find a better solution for UI sizes, perhaps make variables.
inline int GetRelativeUIMult() const {
return _relativeUIMult;
}
// Get game default res-->final game resolution coordinate multiplier;
// used to convert coordinates from original game res to actual one
inline int GetScreenUpscaleMult() const {
return _screenUpscaleMult;
}
// Tells if game allows assets defined in relative resolution;
// that is - have to be converted to this game resolution type
inline bool AllowRelativeRes() const {
return options[OPT_RELATIVEASSETRES] != 0;
}
// Legacy definition of high and low game resolution.
// Used to determine certain hardcoded coordinate conversion logic, but
// does not make much sense today when the resolution is arbitrary.
inline bool IsLegacyHiRes() const {
if (_resolutionType == kGameResolution_Custom)
return (_gameResolution.Width * _gameResolution.Height) > (320 * 240);
return ::AGS3::IsLegacyHiRes(_resolutionType);
}
// Tells if data has coordinates in default game resolution
inline bool IsDataInNativeCoordinates() const {
return options[OPT_NATIVECOORDINATES] != 0;
}
// Tells if game runs in native letterbox mode (legacy option)
inline bool IsLegacyLetterbox() const {
return options[OPT_LETTERBOX] != 0;
}
// Get letterboxed frame size
const Size &GetLetterboxSize() const {
return _letterboxSize;
}
// Room region/hotspot masks are traditionally 1:1 of the room's size in
// low-resolution games and 1:2 of the room size in high-resolution games.
// This also means that mask relation to data resolution is 1:1 if the
// game uses low-res coordinates in script and 1:2 if high-res.
// Test if the game is built around old audio system
inline bool IsLegacyAudioSystem() const {
return _G(loaded_game_file_version) < kGameVersion_320;
}
// Returns the expected filename of a digital audio package
inline AGS::Shared::String GetAudioVOXName() const {
return IsLegacyAudioSystem() ? "music.vox" : "audio.vox";
}
// Returns a list of game options that are forbidden to change at runtime
inline static Common::Array<int> GetRestrictedOptions() {
return Common::Array<int> {{
OPT_DEBUGMODE, OPT_LETTERBOX, OPT_HIRES_FONTS, OPT_SPLITRESOURCES,
OPT_STRICTSCRIPTING, OPT_LEFTTORIGHTEVAL, OPT_COMPRESSSPRITES, OPT_STRICTSTRINGS,
OPT_NATIVECOORDINATES, OPT_SAFEFILEPATHS, OPT_DIALOGOPTIONSAPI, OPT_BASESCRIPTAPI,
OPT_SCRIPTCOMPATLEV, OPT_RELATIVEASSETRES, OPT_GAMETEXTENCODING, OPT_KEYHANDLEAPI,
OPT_CUSTOMENGINETAG
}};
}
private:
void SetDefaultResolution(GameResolutionType type, Size game_res);
void SetNativeResolution(GameResolutionType type, Size game_res);
void OnResolutionSet();
// Game's native resolution ID, used to init following values.
GameResolutionType _resolutionType;
// Determines game's default screen resolution. Use for the reference
// when comparing with actual screen resolution, which may be modified
// by certain overriding game modes.
Size _defGameResolution;
// Determines game's actual resolution.
Size _gameResolution;
// Determines resolution in which loaded data and script define coordinates
// and sizes (with very little exception).
Size _dataResolution;
// Letterboxed frame size. Used when old game is run in native letterbox
// mode. In all other situations is equal to game's resolution.
Size _letterboxSize;
// Game logic to game resolution coordinate factor
int _dataUpscaleMult;
// Multiplier for various UI drawin sizes, meant to keep UI elements readable
int _relativeUIMult;
// Game default resolution to actual game resolution factor
int _screenUpscaleMult;
};
} // namespace AGS3
#endif