Files
scummvm/engines/gob/gob.h
T
Simon Delamarre 2022f871a2 GOB: Mark Adibou1 CD as 640x400 instead of 640x480
The game is mostly scaled from the 320x200 version and never makes use of the space beyond height 400, so we can get rid of it.
2023-08-17 06:51:51 +02:00

237 lines
6.2 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 GOB_GOB_H
#define GOB_GOB_H
#include "common/random.h"
#include "common/system.h"
#include "graphics/pixelformat.h"
#include "engines/engine.h"
#include "gob/console.h"
#include "gob/detection/detection.h"
/**
* This is the namespace of the Gob engine.
*
* Status of this engine: Supported
*
* Games using this engine:
* - Adi 2
* - Adi 4
* - Adi 5
* - Adibou 1
* - Adibou 2
* - Adibou 3
* - Gobliiins
* - Gobliins 2
* - Goblins 3
* - Ween: The Prophecy
* - Bargon Attack
* - Lost in Time
* - The Bizarre Adventures of Woodruff and the Schnibble
* - Fascination
* - Urban Runner
* - Bambou le sauveur de la jungle
* - Geisha
* - Once Upon A Time: Little Red Riding Hood
* - Croustibat
*/
namespace Gob {
class Game;
class Sound;
class Video;
class Global;
class Draw;
class DataIO;
class Goblin;
class VideoPlayer;
class Init;
class Inter;
class Map;
class Mult;
class PalAnim;
class Scenery;
class Util;
class SaveLoad;
class PreGob;
#define WRITE_VAR_UINT32(var, val) _vm->_inter->_variables->writeVar32(var, val)
#define WRITE_VAR_UINT16(var, val) _vm->_inter->_variables->writeVar16(var, val)
#define WRITE_VAR_UINT8(var, val) _vm->_inter->_variables->writeVar8(var, val)
#define WRITE_VAR_STR(var, str) _vm->_inter->_variables->writeVarString(var, str)
#define WRITE_VARO_UINT32(off, val) _vm->_inter->_variables->writeOff32(off, val)
#define WRITE_VARO_UINT16(off, val) _vm->_inter->_variables->writeOff16(off, val)
#define WRITE_VARO_UINT8(off, val) _vm->_inter->_variables->writeOff8(off, val)
#define WRITE_VARO_STR(off, str) _vm->_inter->_variables->writeOffString(off, str)
#define READ_VAR_UINT32(var) _vm->_inter->_variables->readVar32(var)
#define READ_VAR_UINT16(var) _vm->_inter->_variables->readVar16(var)
#define READ_VAR_UINT8(var) _vm->_inter->_variables->readVar8(var)
#define READ_VARO_UINT32(off) _vm->_inter->_variables->readOff32(off)
#define READ_VARO_UINT16(off) _vm->_inter->_variables->readOff16(off)
#define READ_VARO_UINT8(off) _vm->_inter->_variables->readOff8(off)
#define GET_VAR_STR(var) _vm->_inter->_variables->getAddressVarString(var)
#define GET_VARO_STR(off) _vm->_inter->_variables->getAddressOffString(off)
#define GET_VAR_FSTR(var) _vm->_inter->_variables->getAddressVarString(var)
#define GET_VARO_FSTR(off) _vm->_inter->_variables->getAddressOffString(off)
#define WRITE_VAR_OFFSET(off, val) WRITE_VARO_UINT32((off), (val))
#define WRITE_VAR(var, val) WRITE_VAR_UINT32((var), (val))
#define VAR_OFFSET(off) READ_VARO_UINT32(off)
#define VAR(var) READ_VAR_UINT32(var)
// WARNING: Reordering these will invalidate save games!
enum Endianness {
kEndiannessLE,
kEndiannessBE
};
enum EndiannessMethod {
kEndiannessMethodLE, ///< Always little endian.
kEndiannessMethodBE, ///< Always big endian.
kEndiannessMethodSystem, ///< Follows system endianness.
kEndiannessMethodAltFile ///< Different endianness in alternate file.
};
enum {
kDebugFuncOp = 1 << 0,
kDebugDrawOp = 1 << 1,
kDebugGobOp = 1 << 2,
kDebugSound = 1 << 3,
kDebugExpression = 1 << 4,
kDebugGameFlow = 1 << 5,
kDebugFileIO = 1 << 6,
kDebugSaveLoad = 1 << 7,
kDebugGraphics = 1 << 8,
kDebugVideo = 1 << 9,
kDebugHotspots = 1 << 10,
kDebugDemo = 1 << 11
};
class GobEngine : public Engine {
private:
GameType _gameType;
int32 _features;
Common::Platform _platform;
EndiannessMethod _endiannessMethod;
uint32 _pauseStart;
// Engine APIs
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
void pauseEngineIntern(bool pause) override;
void syncSoundSettings() override;
Common::Error initGameParts();
Common::Error initGraphics();
void deinitGameParts();
public:
static const Common::Language _gobToScummVMLang[];
Common::RandomSource _rnd;
Common::Language _language;
uint16 _width;
uint16 _height;
uint8 _mode;
Graphics::PixelFormat _pixelFormat;
Common::String _startStk;
Common::String _startTot;
uint32 _demoIndex;
bool _copyProtection;
bool _noMusic;
GobConsole *_console;
bool _resourceSizeWorkaround;
bool _enableAdibou2FreeBananasWorkaround;
bool _enableAdibou2FlowersInfiniteLoopWorkaround;
Global *_global;
Util *_util;
DataIO *_dataIO;
Game *_game;
Sound *_sound;
Video *_video;
Draw *_draw;
Goblin *_goblin;
Init *_init;
Map *_map;
Mult *_mult;
PalAnim *_palAnim;
Scenery *_scenery;
Inter *_inter;
SaveLoad *_saveLoad;
VideoPlayer *_vidPlayer;
PreGob *_preGob;
const char *getLangDesc(int16 language) const;
void validateLanguage();
void validateVideoMode(int16 videoMode);
void pauseGame();
EndiannessMethod getEndiannessMethod() const;
Endianness getEndianness() const;
Common::Platform getPlatform() const;
GameType getGameType() const;
bool isCD() const;
bool isEGA() const;
bool hasAdLib() const;
bool isSCNDemo() const;
bool isBATDemo() const;
bool is640x400() const;
bool is640x480() const;
bool is800x600() const;
bool is16Colors() const;
bool isTrueColor() const;
bool isDemo() const;
bool hasResourceSizeWorkaround() const;
bool isCurrentTot(const Common::String &tot) const;
void setTrueColor(bool trueColor);
const Graphics::PixelFormat &getPixelFormat() const;
GobEngine(OSystem *syst);
~GobEngine() override;
void initGame(const GOBGameDescription *gd);
};
} // End of namespace Gob
#endif // GOB_GOB_H