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