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