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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.
*
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* 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.
*
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* 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 ACCESS_ACCESS_H
#define ACCESS_ACCESS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/serializer.h"
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#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "access/animation.h"
#include "access/bubble_box.h"
#include "access/char.h"
#include "access/data.h"
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#include "access/debugger.h"
#include "access/events.h"
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#include "access/files.h"
#include "access/font.h"
#include "access/inventory.h"
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#include "access/player.h"
#include "access/room.h"
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#include "access/screen.h"
#include "access/scripts.h"
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#include "access/sound.h"
#include "access/video.h"
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/**
* This is the namespace of the Access engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Amazon: Guardians of Eden
*/
namespace Access {
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enum {
GType_Amazon = 1,
GType_MartianMemorandum = 2,
GType_Noctropolis = 3
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};
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enum AccessDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2,
kDebugSound = 1 << 3
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};
struct AccessGameDescription;
extern const char *const _estTable[];
#define ACCESS_SAVEGAME_VERSION 1
struct AccessSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
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class AccessEngine : public Engine {
private:
uint32 _lastTime, _curTime;
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/**
* Handles basic initialization
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*/
void initialize();
/**
* Set VGA mode
*/
void setVGA();
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protected:
const AccessGameDescription *_gameDescription;
Common::RandomSource _randomSource;
int _loadSaveSlot;
/**
* Main handler for showing game rooms
*/
void doRoom();
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
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Common::String generateSaveName(int slot);
/**
* Play back an entire video
*/
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void playVideo(int videoNum, const Common::Point &pt);
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// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
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protected:
/**
* Play the game
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*/
virtual void playGame() = 0;
/**
* Synchronize savegame data
*/
virtual void synchronize(Common::Serializer &s);
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public:
AnimationManager *_animation;
BubbleBox *_bubbleBox;
BubbleBox *_helpBox;
BubbleBox *_travelBox;
BubbleBox *_invBox;
BubbleBox *_aboutBox;
CharManager *_char;
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Debugger *_debugger;
EventsManager *_events;
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FileManager *_files;
InventoryManager *_inventory;
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Player *_player;
Room *_room;
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Screen *_screen;
Scripts *_scripts;
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SoundManager *_sound;
MusicManager *_midi;
VideoPlayer *_video;
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ASurface *_destIn;
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ASurface *_current;
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ASurface _buffer1;
ASurface _buffer2;
ASurface _vidBuf;
int _vidX, _vidY;
Common::Array<CharEntry *> _charTable;
SpriteResource *_objectsTable[100];
bool _establishTable[100];
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bool _establishFlag;
int _establishMode;
int _establishGroup;
int _establishCtrlTblOfs;
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int _numAnimTimers;
TimerList _timers;
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DeathList _deaths;
FontManager _fonts;
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Common::Array<Common::Rect> _newRects;
Common::Array<Common::Rect> _oldRects;
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Common::Array<ExtraCell> _extraCells;
ImageEntryList _images;
int _mouseMode;
int _playerDataCount;
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int _currentManOld;
int _converseMode;
bool _currentCharFlag;
bool _boxSelect;
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int _scale;
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int _scaleH1, _scaleH2;
int _scaleN1;
int _scaleT1;
int _scaleMaxY;
int _scaleI;
int _scrollX, _scrollY;
int _scrollCol, _scrollRow;
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bool _imgUnscaled;
bool _canSaveLoad;
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Resource *_establish;
int _et;
int _printEnd;
int _txtPages;
int _narateFile;
int _sndSubFile;
int _countTbl[6];
// Fields that are included in savegames
int _conversation;
int _currentMan;
uint32 _newTime;
uint32 _newDate;
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int _flags[256];
// Fields used by MM
// TODO: Refactor
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int TRAVEL[60];
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int ASK[33];
int STARTTRAVELITEM;
int STARTTRAVELBOX;
int _startAboutItem;
int _startAboutBox;
int BOXDATASTART;
bool BOXDATAEND;
int BOXSELECTY;
int BOXSELECTYOLD;
int NUMBLINES;
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byte _byte26CB5;
int BCNT;
int _word234F3, _word234F7, _word234F5, _word234F9;
int _word234FB, _word234FF, _word234FD, _word23501;
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byte *TEMPLIST;
//
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bool _vidEnd;
bool _clearSummaryFlag;
bool _cheatFl;
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bool _restartFl;
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// Fields mapped into the flags array
int &_useItem;
int &_startup;
int &_manScaleOff;
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public:
AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AccessEngine();
virtual void dead(int deathId) = 0;
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uint32 getFeatures() const;
bool isCD() const;
bool isDemo() const;
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Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
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bool shouldQuitOrRestart();
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int getRandomNumber(int maxNumber);
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void loadCells(Common::Array<CellIdent> &cells);
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/**
* Free the sprites list
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*/
void freeCells();
virtual void establish(int esatabIndex, int sub) = 0;
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void plotList();
void plotList1();
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void copyBlocks();
void copyRects();
void copyBF1BF2();
void copyBF2Vid();
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void doLoadSave();
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void freeChar();
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/**
* Draw a string on a given surface and update text positioning
*/
void printText(ASurface *s, const Common::String &msg);
void speakText(ASurface *s, const Common::String &msg);
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/**
* Load a savegame
*/
virtual Common::Error loadGameState(int slot);
/**
* Save the game
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Returns true if a savegame can currently be loaded
*/
bool canLoadGameStateCurrently();
/**
* Returns true if the game can currently be saved
*/
bool canSaveGameStateCurrently();
/**
* Read in a savegame header
*/
static bool readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header);
/**
* Write out a savegame header
*/
void writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header);
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};
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */