scummvm/engine.h
2006-02-15 19:43:48 +00:00

212 lines
5.7 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003-2006 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef ENGINE_H
#define ENGINE_H
#include "bits.h"
#include "scene.h"
#include "textobject.h"
#include "primitives.h"
#include "font.h"
#include "lua.h"
#include <cstdlib>
#include <list>
class Actor;
#define ENGINE_MODE_IDLE 0
#define ENGINE_MODE_PAUSE 1
#define ENGINE_MODE_NORMAL 2
#define ENGINE_MODE_SMUSH 3
#define ENGINE_MODE_DRAW 4
extern int g_flags;
#define GF_DEMO 1
class Engine {
public:
void setMode(int mode) { _mode = mode; }
int getMode() { return _mode; }
void setPreviousMode(int mode) { _previousMode = mode; }
int getPreviousMode() { return _previousMode; }
void setSpeechMode(int mode) { _speechMode = mode; }
int getSpeechMode() { return _speechMode; }
SaveGame *savedState() { return _savedState; }
void handleDebugLoadResource();
void luaUpdate();
void updateDisplayScene();
void doFlip();
void setFlipEnable(bool state) { _flipEnable = state; }
bool getFlipEnable() { return _flipEnable; }
void refreshDrawMode() { _refreshDrawNeeded = true; }
void drawPrimitives();
void mainLoop();
unsigned frameStart() const { return _frameStart; }
unsigned frameTime() const { return _frameTime; }
// perSecond should allow rates of zero, some actors will accelerate
// up to their normal speed (such as the bone wagon) so handling
// a walking rate of zero should happen in the default actor creation
float perSecond(float rate) const { return rate * _frameTime / 1000; }
int getTextSpeed() { return _textSpeed; }
void setTextSpeed(int speed);
void enableControl(int num) { _controlsEnabled[num] = true; }
void disableControl(int num) { _controlsEnabled[num] = false; }
Scene *findScene(const char *name);
void setSceneLock(const char *name, bool lockStatus);
void setScene(const char *name);
void setScene(Scene *scene);
Scene *currScene() { return _currScene; }
const char *sceneName() const { return _currScene->name(); }
// Scene registration
typedef std::list<Scene *> SceneListType;
SceneListType::const_iterator scenesBegin() const {
return _scenes.begin();
}
SceneListType::const_iterator scenesEnd() const {
return _scenes.end();
}
void registerScene(Scene *a) { _scenes.push_back(a); }
void removeScene(Scene *a) {
_scenes.remove(a);
}
// Actor registration
typedef std::list<Actor *> ActorListType;
ActorListType::const_iterator actorsBegin() const {
return _actors.begin();
}
ActorListType::const_iterator actorsEnd() const {
return _actors.end();
}
void registerActor(Actor *a) { _actors.push_back(a); }
void setSelectedActor(Actor *a) { _selectedActor = a; }
Actor *selectedActor() { return _selectedActor; }
// Text Object Registration
typedef std::list<TextObject *> TextListType;
TextListType::const_iterator textsBegin() const {
return _textObjects.begin();
}
TextListType::const_iterator textsEnd() const {
return _textObjects.end();
}
void registerTextObject(TextObject *a) { _textObjects.push_back(a); }
void killTextObject(TextObject *a) {
_textObjects.remove(a);
}
void killTextObjects() {
while (!_textObjects.empty()) {
delete _textObjects.back();
_textObjects.pop_back();
}
}
// Primitives Object Registration
typedef std::list<PrimitiveObject *> PrimitiveListType;
PrimitiveListType::const_iterator primitivesBegin() const {
return _primitiveObjects.begin();
}
PrimitiveListType::const_iterator primitivesEnd() const {
return _primitiveObjects.end();
}
void registerPrimitiveObject(PrimitiveObject *a) { _primitiveObjects.push_back(a); }
void killPrimitiveObject(PrimitiveObject *a) {
_primitiveObjects.remove(a);
}
void killPrimitiveObjects() {
while (!_primitiveObjects.empty()) {
delete _primitiveObjects.back();
_primitiveObjects.pop_back();
}
}
void savegameSave();
void savegameRestore();
void savegameCallback();
bool _savegameLoadRequest;
bool _savegameSaveRequest;
char *_savegameFileName;
SaveGame *_savedState;
Engine();
~Engine();
private:
void handleButton(int operation, int key, int keyModifier, uint16 ascii);
Scene *_currScene;
int _mode, _previousMode;
int _speechMode;
int _textSpeed;
bool _flipEnable;
uint32 _lastUpdateTime;
bool _refreshDrawNeeded;
char _fps[8];
bool _doFlip;
unsigned _frameStart, _frameTime, _movieTime;
unsigned int _frameTimeCollection;
int _prevSmushFrame;
unsigned int _frameCounter;
unsigned int _timeAccum;
bool *_controlsEnabled;
SceneListType _scenes;
ActorListType _actors;
Actor *_selectedActor;
TextListType _textObjects;
PrimitiveListType _primitiveObjects;
};
extern Engine *g_engine;
extern int g_imuseState;
extern Actor *g_currentUpdatedActor;
#ifdef _WIN32
extern WIN32_FIND_DATAA g_find_file_data;
extern HANDLE g_searchFile;
extern bool g_firstFind;
#else
extern char g_find_file_data[100];
extern DIR *g_searchFile;
#endif
void vimaInit(uint16 *destTable);
void decompressVima(const byte *src, int16 *dest, int destLen, uint16 *destTable);
#endif