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scummvm-cursorfix/engines/alg/game.h
2026-02-02 04:50:13 +01:00

187 lines
5.2 KiB
C++

/* 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 ALG_GAME_H
#define ALG_GAME_H
#include "common/random.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "alg/alg.h"
#include "alg/scene.h"
#include "alg/video.h"
namespace Alg {
class Game {
public:
Game(AlgEngine *vm);
virtual ~Game();
virtual void init();
virtual Common::Error run();
bool debug_dumpLibFile();
void runCursorTimer();
bool _debug_drawRects = false;
bool _debug_godMode = false;
bool _debug_unlimitedAmmo = false;
protected:
AlgEngine *_vm;
AlgVideoDecoder *_videoDecoder;
SceneInfo *_sceneInfo;
Common::RandomSource *_rnd;
Common::File _libFile;
Common::HashMap<Common::String, uint32> _libFileEntries;
uint8 *_palette;
bool _paletteDirty;
Graphics::Surface *_background;
Graphics::Surface *_screen;
Common::Array<Graphics::Surface *> *_gun;
Common::Array<Graphics::Surface *> *_numbers;
Audio::SeekableAudioStream *_saveSound = nullptr;
Audio::SeekableAudioStream *_loadSound = nullptr;
Audio::SeekableAudioStream *_easySound = nullptr;
Audio::SeekableAudioStream *_avgSound = nullptr;
Audio::SeekableAudioStream *_hardSound = nullptr;
Audio::SeekableAudioStream *_skullSound = nullptr;
Audio::SeekableAudioStream *_shotSound = nullptr;
Audio::SeekableAudioStream *_emptySound = nullptr;
Audio::SoundHandle _sfxAudioHandle;
Zone *_menuzone;
Zone *_submenzone;
bool _leftDown = false;
bool _rightDown = false;
Common::Point _mousePos;
const uint32 _pauseDiffScale[3] = {0x10000, 0x8000, 0x4000};
const uint32 _rectDiffScale[3] = {0x10000, 0x0C000, 0x8000};
void shutdown();
bool pollEvents();
void loadLibArchive(const Common::Path &path);
Audio::SeekableAudioStream *loadSoundFile(const Common::Path &path);
void playSound(Audio::SeekableAudioStream *stream);
bool loadScene(Scene *scene);
void updateScreen();
uint32 getMsTime();
bool fired(Common::Point *point);
Rect *checkZone(Zone *zone, Common::Point *point);
Zone *checkZonesV1(Scene *scene, Rect *&hitRect, Common::Point *point);
Zone *checkZonesV2(Scene *scene, Rect *&hitRect, Common::Point *point);
uint32 getFrame(Scene *scene);
void adjustDifficulty(uint8 newDifficulty, uint8 oldDifficulty);
int8 skipToNewScene(Scene *scene);
uint16 randomUnusedInt(uint8 max, uint16 *mask, uint16 exclude);
void debug_drawZoneRects();
// Sounds
void doDiffSound(uint8 difficulty);
void doSaveSound();
void doLoadSound();
void doSkullSound();
void doShot();
// Timer
void setupCursorTimer();
void removeCursorTimer();
// Script functions: Zone
void zoneGlobalHit(Common::Point *point);
// Script functions: RectHit
void rectHitDoNothing(Rect *rect);
void rectNewScene(Rect *rect);
void rectExit(Rect *rect);
void rectEasy(Rect *rect);
void rectAverage(Rect *rect);
void rectHard(Rect *rect);
// Script functions: Scene PreOps
void scenePsoDrawRct(Scene *scene);
void scenePsoPause(Scene *scene);
void scenePsoDrawRctFadeIn(Scene *scene);
void scenePsoFadeIn(Scene *scene);
void scenePsoPauseFadeIn(Scene *scene);
void scenePsoPreRead(Scene *scene);
void scenePsoPausePreRead(Scene *scene);
// Script functions: Scene Scene InsOps
void sceneIsoDoNothing(Scene *scene);
void sceneIsoStartGame(Scene *scene);
void sceneIsoPause(Scene *scene);
// Script functions: Scene Scene NxtScn
void sceneNxtscnDoNothing(Scene *scene);
void sceneDefaultNxtscn(Scene *scene);
// Script functions: ShowMsg
void sceneSmDonothing(Scene *scene);
// Script functions: ScnScr
void sceneDefaultScore(Scene *scene);
// Script functions: ScnNxtFrm
void sceneNxtfrm(Scene *scene);
bool _buttonDown = false;
uint8 _difficulty = 1;
uint8 _emptyCount = 0;
bool _fired = false;
uint32 _currentFrame;
bool _gameInProgress = false;
uint32 _thisGameTimer = 0;
bool _hadPause = false;
bool _holster = false;
bool _inMenu = false;
uint8 _inHolster = 0;
int8 _lives = 0;
long int _minF;
long int _maxF;
uint8 _oldWhichGun = 0xFF;
uint8 _oldDifficulty = 1;
int8 _oldLives = 0;
int32 _oldScore = -1;
uint8 _oldShots = 0;
uint32 _pauseTime = 0;
bool _sceneSkipped = false;
int32 _score = 0;
bool _shotFired = false;
uint16 _shots = 0;
uint32 _videoFrameSkip = 3;
uint32 _nextFrameTime = 0;
uint16 _videoPosX;
uint16 _videoPosY;
uint8 _whichGun = 0;
Common::String _curScene;
Common::String _subScene;
Common::String _retScene;
Common::String _lastScene;
Common::String _startScene;
};
} // End of namespace Alg
#endif