78 lines
2.5 KiB
C++
78 lines
2.5 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 M4_ADV_R_KERNEL_H
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#define M4_ADV_R_KERNEL_H
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#include "m4/adv_r/adv.h"
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#include "m4/wscript/ws_machine.h"
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namespace M4 {
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#define CACHE_NOT_OVERRIDE_BY_FLAG_PARSE 2
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#define KERNEL_RESTORING_GAME -2
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#define KERNEL_SCRATCH_SIZE 256 // Size of game scratch area
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struct Kernel {
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uint32 scratch[KERNEL_SCRATCH_SIZE]; // Scratch variables for room
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bool hag_mode = true;
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uint32 clock = 0; // Current game timing clock
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int32 trigger = 0; // Game trigger code, if any
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int32 letter_box_x = 0;
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int32 letter_box_y = 0;
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int32 restore_slot = -1;
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int16 first_non_walker_cel_hash = 0;
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int16 last_save = 0; // Most recent save slot #
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char save_file_name[8] = { 0 };
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bool restore_game = false; // TRUE if we wanna restore
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bool teleported_in = false; // Flag if player teleported to room
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int32 fade_up_time = 0;
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int16 first_fade = 0;
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bool fading_to_grey = false;
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bool suppress_fadeup = false;
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bool force_restart = false;
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bool pause = false;
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KernelTriggerType trigger_mode = KT_DAEMON; // trigger was/is invoked in this mode
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bool call_daemon_every_loop = false;
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bool continue_handling_trigger = true; // set to True in apps code when trigger is to
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// be handled by the next layer (scene/section/global daemon code)
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int suppress_cache = CACHE_NOT_OVERRIDE_BY_FLAG_PARSE;
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bool start_up_with_dbg_ws = false;
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bool use_debug_monitor = false;
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bool use_log_file = false;
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bool track_open_close = false;
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bool going = false;
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bool camera_pan_instant = false;
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bool unused = false;
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size_t mem_avail() const { return 7999999; }
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bool cameraPans() const { return !camera_pan_instant; }
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};
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} // namespace M4
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#endif
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