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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef HDB_HDB_H
#define HDB_HDB_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/error.h"
#include "common/file.h"
#include "common/events.h"
#include "common/str.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/sinetables.h"
#include "common/cosinetables.h"
#include "common/config-manager.h"
#include "graphics/surface.h"
#include "graphics/thumbnail.h"
#include "gui/debugger.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "console.h"
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#include "hdb/mpc.h"
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#include "hdb/gfx.h"
#include "hdb/ai.h"
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#include "hdb/ai-player.h"
#include "hdb/file-manager.h"
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#include "hdb/input.h"
#include "hdb/lua-script.h"
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#include "hdb/map.h"
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#include "hdb/sound.h"
#include "hdb/window.h"
struct ADGameDescription;
namespace HDB {
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class Menu;
enum GameFeatures {
ADGF_TALKIE = 1 << 0
};
enum HDBDebugChannels {
kDebugExample1 = 1 << 0,
kDebugExample2 = 1 << 1
};
enum GameState {
GAME_TITLE,
GAME_MENU,
GAME_PLAY,
GAME_LOADING
};
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enum Flag {
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kFlagOK = 0x0,
kFlagPlayerBlock = 0x1,
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kFlagMonsterBlock = 0x2,
kFlagSolid = 0x3,
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kFlagItemDie = 0x4,
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kFlagPlayerDie = 0x8,
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kFlagMonsterDie = 0x10,
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kFlagInvisible = 0x20,
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kFlagMetal = 0x40,
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kFlagForeground = 0x80,
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kFlagMonsterHurt = 0x100,
kFlagPushUp = 0x200,
kFlagPushRight = 0x400,
kFlagPushDown = 0x800,
kFlagPushLeft = 0x1000,
kFlagLightSink = 0x2000,
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kFlagSlime = 0x201C,
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kFlagHeavySink = 0x4000,
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kFlagWater = 0x401C,
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kFlagLightMelt = 0x8000,
kFlagHeavyMelt = 0x10000,
kFlagSlide = 0x20000,
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kFlagEnergyFloor = 0x40000,
kFlagPlasmaFloor = 0x6000D,
kFlagRadFloor = 0x6800D,
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kFlagTeleport = 0x80000,
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kFlagSpecial = 0x100000,
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kFlagIce = 0x120000,
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kFlagStairBot = 0x200000,
kFlagStairTop = 0x400000,
kFlagAnimSlow = 0x800000,
kFlagAnimMedium = 0x1000000,
kFlagAnimFast = 0x1800000,
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kFlagMasked = 0x2000000,
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kFlagGrating = 0x4000000,
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kFlagPlummet = 0x8000000
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};
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struct Save {
char saveID[12];
int fileSlot;
char mapName[32];
uint32 seconds;
Save() : fileSlot(0), seconds(0) {
saveID[0] = 0;
mapName[0] = 0;
}
};
class HDBGame : public Engine {
public:
HDBGame(OSystem *syst, const ADGameDescription *gameDesc);
~HDBGame();
virtual Common::Error run();
// Detection related members;
const ADGameDescription *_gameDescription;
const char *getGameId() const;
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const char *getGameFile() const;
uint32 getGameFlags() const;
Common::Platform getPlatform() const;
bool isDemo() const;
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/*
Game System Pointers
*/
FileMan *_fileMan;
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Gfx *_gfx;
LuaScript *_lua;
Map *_map;
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AI *_ai;
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Input *_input;
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Menu *_menu;
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Sound *_sound;
Window *_window;
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// Random Source
Common::RandomSource *_rnd;
// Game related members;
bool init();
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void save(Common::OutSaveFile *out);
void loadSaveFile(Common::InSaveFile *in);
void start();
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bool restartMap();
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bool startMap(const char *name);
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void changeMap(const char *name) {
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strcpy(_changeMapname, name);
_changeLevel = true;
}
Common::Error saveGameState(int slot, const Common::String &desc);
Common::Error loadGameState(int slot);
void saveGame(Common::OutSaveFile *out);
void loadGame(Common::InSaveFile *in);
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void saveWhenReady(int slot) {
_saveInfo.active = true;
_saveInfo.slot = slot;
}
void loadWhenReady(int slot) {
_loadInfo.active = true;
_loadInfo.slot = slot;
}
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void setGameState(GameState gs) {
_gameState = gs;
}
GameState getGameState() {
return _gameState;
}
void changeGameState();
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void paint();
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void setTargetXY(int x, int y);
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void useEntity(AIEntity *e);
int getActionMode() {
return _actionMode;
}
void setActionMode(int status) {
_actionMode = status;
}
void togglePause() {
_pauseFlag ^= 1;
}
int getPause() {
return _pauseFlag;
}
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void resetTimer() {
_timePlayed = _timeSeconds = 0;
}
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uint32 getTime() {
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return _timePlayed / 1000;
}
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uint32 getTimeSlice() {
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return _timeSlice;
}
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uint32 getTimeSliceDelta() {
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return _timeSlice - _prevTimeSlice;
}
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const Common::String *getTargetName() {
return &_targetName;
}
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bool isVoiceless() {
/*
FIXME: Add hyperspace-nv.mpc to gameDescriptions[]
in detection.cpp, and add a flag check for it.
Until then, the voiceless version is unsupported.
*/
return false;
}
char *lastMapName() { return _lastMapname; }
char *currentMapName() { return _currentMapname; }
char *getInMapName() { return _inMapName; }
void setInMapName(const char *name);
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void changeLevel(const char *name) {
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strcpy(_changeMapname, name);
_changeLevel = true;
}
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//
// monkeystone secret stars
//
int32 getStarsMonkeystone7() { return _monkeystone7; }
int32 getStarsMonkeystone14() { return _monkeystone14; }
int32 getStarsMonkeystone21() { return _monkeystone21; }
void setStarsMonkeystone7(int32 value) { _monkeystone7 = value; }
void setStarsMonkeystone14(int32 value) { _monkeystone14 = value; }
void setStarsMonkeystone21(int32 value) { _monkeystone21 = value; }
void setCheatingOn() {
_cheating = true;
}
bool getCheatingOn() {
return _cheating;
}
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Save _saveHeader;
bool _gameShutdown;
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Graphics::PixelFormat _format;
private:
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uint32 _timePlayed;
uint32 _timeSlice, _prevTimeSlice;
uint32 _timeSeconds;
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uint32 _tiempo;
Console *_console;
// Game Variables
bool _systemInit;
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GameState _gameState;
int _actionMode; // 0 or 1
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int _pauseFlag;
bool _cheating;
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char _currentMapname[64];
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char _lastMapname[64];
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char _currentLuaName[64];
char _lastLuaName[64];
char _inMapName[32]; // Name Inside Map file
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int32 _monkeystone7;
int32 _monkeystone14;
int32 _monkeystone21;
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bool _changeLevel;
char _changeMapname[64];
struct {
bool active;
int slot;
} _saveInfo, _loadInfo;
};
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extern HDBGame *g_hdb;
}// End of namespace HDB
#endif