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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"
#include "graphics/surface.h"
#include "gui/debugger.h"
#include "engines/engine.h"
#include "engines/util.h"
#include "console.h"
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#include "hdb/mpc.h"
#include "hdb/draw-manager.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"
#include "hdb/map-loader.h"
#include "hdb/window.h"
#define MAX_SNDCACHE_MEM 0x400000 // 4Mb of sounds in memory
#define MAX_TILES_CACHED 3500 // Max no of tiles in memory at once
#define GFX_CACHE_LIMIT 0x800000
struct ADGameDescription;
namespace HDB {
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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};
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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DrawMan *_drawMan;
LuaScript *_lua;
Map *_map;
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AI *_ai;
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Input *_input;
Window *_window;
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// Random Source
Common::RandomSource *_rnd;
// Game related members;
bool init();
void start();
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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;
}
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void resetTimer() {
_timePlayed = _timeSeconds = 0;
}
uint16 getTime() {
return _timePlayed / 1000;
}
uint16 getTimeSlice() {
return _timeSlice;
}
uint16 getTimeSliceDelta() {
return _timeSlice - _prevTimeSlice;
}
bool _gameShutdown;
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Graphics::PixelFormat _format;
private:
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uint32 _timePlayed;
uint32 _timeSlice, _prevTimeSlice;
uint32 _timeSeconds;
Console *_console;
// Game Variables
bool _systemInit;
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GameState _gameState;
int _actionMode; // 0 or 1
};
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extern HDBGame *g_hdb;
}// End of namespace HDB
#endif