/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 . * */ #ifndef ICB_MISSION #define ICB_MISSION #include "engines/icb/common/px_common.h" #include "engines/icb/session.h" #include "engines/icb/string_vest.h" namespace ICB { #define SR_VERSION 17 // save_game_max is : // 8192 (1 memory card block) - 256 (PSX system data) - 8 (PSX engine data) #define SAVE_GAME_MAX_SIZE (8192 - 256 - 8) // total number of sessions allowed per mission #define MAX_sessions 5 #define MAX_fvars (MAX_voxel_list * 4) #define MAX_lvars 30 class _micro_object { public: int32 lvar_value[MAX_lvars]; uint32 total_lvars; // worth doing to reduce save game size _object_status status_flag; }; class _micro_session { public: char session__name[ENGINE_STRING_LEN]; // eg land_train uint32 number_of_micro_objects; _micro_object micro_objects[MAX_session_objects]; int32 fvars[MAX_fvars]; }; enum __load_result { __NO_SUCH_FILE, __WRONG_VERSION, __GLOBAL_MISMATCH, __LOAD_OK }; class _mission { public: _mission(); ~_mission(); void ___init_mission(const char *mission, const char *session); void ___delete_mission(); void End_mission(); inline const char *Fetch_mission_name(); inline const char *Fetch_h_mission_name(); inline const char *Fetch_tiny_mission_name(); inline const char *Fetch_tiny_session_name(); uint32 Game_cycle(); void Create_display(); void Set_new_session_name(const char *ascii); void Set_init_nico_name(const char *ascii); bool8 Is_there_init_nico(); const char *Return_init_nico_name(); void Reset_init_nico(); void Save_micro_session(); void Restore_micro_session_coords(bool8 from_disk); void Restore_micro_session_vars(); void Save_game_position(const char *filename, const char *slot_label, uint32 timeplayed); void Restore_micro_session_from_save_game(Common::SeekableReadStream *stream); void SavePlatformSpecific(Common::WriteStream *stream); void LoadPlatformSpecific(Common::SeekableReadStream *stream); _game_session *session; // pointer to current game session object // camera stuff uint32 camera_follow_id_overide; // id of a character to watch - if 0 defaults to player // here because we want it to hold across session boundaries // This flag keeps track of whether or not the Remora was active when an fn_set_watch() // was issued, so it can be put back how it was. int32 remora_save_mode; uint32 ad_time; // actor draw timer flags used for debugging uint32 lt_time; // actor draw timer flags used for debugging uint32 set_time; // setdraw timer flags used for debugging uint32 flip_time; // back buffer blit timer used for debugging uint32 cycle_time; // The length of time the last cycle took uint32 logic_time; // Time spent in logic uint32 resman_logic_time; // Time spent in logic uint32 los_time; uint32 event_time; uint32 sound_time; uint32 xtra_mega_time; uint32 nActorsDrawn; uint32 nActorsConsidered; // points to the name of a new session char new_session_name[TINY_NAME_LEN]; char init_nico_name[TINY_NAME_LEN]; int32 old_hits_value; // we carry across the lvars from the previous session - this is getting tweeky bool8 chi_following; // is a chi object following the player? Used for session changes // player requires these to cross sessions uint32 num_bullets; uint32 num_clips; uint32 num_medi; bool8 inited_globals; // yes or no - used to init the globals private: char mission_name[ENGINE_STRING_LEN]; // full path char tiny_mission_name[TINY_NAME_LEN]; // eg land_train char tiny_session_name[TINY_NAME_LEN]; // eg car_5 uint32 mission_terminate; //! 0 means the mission will end char h_mission_name[8]; // filename of the hash'ed version of mission_name uint32 mission_status; // 0 ok // 1 terminate the mission - mission has finished uint32 number_sessions_saved; _micro_session micro_sessions[MAX_sessions]; bool8 new_session; // yes new session bool8 init_nico; // yes new session nico }; bool8 Setup_new_mission(const char *mission_name, const char *session_name); bool8 Setup_camtest_mission(); __load_result Load_game(const char *filename); inline const char *_mission::Fetch_mission_name() { return (mission_name); } inline const char *_mission::Fetch_tiny_mission_name() { return (tiny_mission_name); } inline const char *_mission::Fetch_tiny_session_name() { return (tiny_session_name); } inline const char *_mission::Fetch_h_mission_name() { return (h_mission_name); } } // End of namespace ICB #endif