/* 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 . * */ #ifndef ASYLUM_ASYLUM_H #define ASYLUM_ASYLUM_H #include "common/file.h" #include "common/language.h" #include "common/random.h" #include "common/rect.h" #include "common/scummsys.h" #include "common/serializer.h" #include "common/system.h" #include "engines/advancedDetector.h" #include "engines/engine.h" #include "asylum/resources/data.h" #include "asylum/console.h" #include "asylum/eventhandler.h" #include "asylum/shared.h" /** * This is the namespace of the Asylum engine. * * Status of this engine: Complete * * Games using this engine: * - Sanitarium */ struct ADGameDescription; namespace Asylum { class Cursor; class Encounter; class Menu; class Puzzles; class ResourceManager; class Savegame; class Scene; class Screen; class ScriptManager; class Special; class Speech; class Sound; class Text; class VideoPlayer; class AsylumEngine: public Engine, public Common::Serializable { protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: enum StartGameType { kStartGamePlayIntro, kStartGameLoad, kStartGameScene }; AsylumEngine(OSystem *system, const ADGameDescription *gd); virtual ~AsylumEngine(); /** * Start a new the game */ bool startGame(ResourcePackId sceneId, StartGameType type); /** * Restarts the game */ void restart(); /** * Run event loop */ void handleEvents(); /** * Switch to a new scene * * @param sceneId ResourcePack for the scene */ void switchScene(ResourcePackId sceneId) { (void)startGame(sceneId, kStartGameScene); } /** * Get the number of engine ticks * * @return The tick. */ uint32 getTick() { return _system->getMillis() + _tickOffset; } /** * Sets the tick value * * @param offset The offset. */ void setTick(uint32 offset) { _tickOffset = offset - _system->getMillis(); } /** * Resets the game */ void reset(); /** * This is the global tick counter. */ uint32 screenUpdateCount; uint32 lastScreenUpdate; // Game Cursor *cursor() { return _cursor; } Encounter *encounter() { return _encounter; } Menu *menu() { return _menu; } ResourceManager *resource() { return _resource; } Savegame *savegame() { return _savegame; } Scene *scene() { return _scene; } Screen *screen() { return _screen; } ScriptManager *script() { return _script; } Special *special() { return _special; } Speech *speech() { return _speech; } Sound *sound() { return _sound; } Text *text() { return _text; } VideoPlayer *video() { return _video; } SharedData *data() { return &_data; } Puzzles *puzzles() { return _puzzles; } // Flags void setGameFlag(GameFlag flag); void clearGameFlag(GameFlag flag); void toggleGameFlag(GameFlag flag); bool isGameFlagSet(GameFlag flag) const; bool isGameFlagNotSet(GameFlag flag) const; bool areGameFlagsSet(uint from, uint to) const; void resetFlags() { memset(_gameFlags, 0, sizeof(_gameFlags)); } // Misc uint getRandom(uint max) { return max ? _rnd->getRandomNumber(max - 1) : 0; } uint getRandomBit() { return _rnd->getRandomBit(); } bool rectContains(const int16 (*rectPtr)[4], const Common::Point &p) const; // Steam achievements void unlockAchievement(const Common::String &id); void checkAchievements(); /** * Switch message handler. * * @param handler If non-null, a pointer to an EventHandler class. */ void switchEventHandler(EventHandler *handler); /** * Notifies the current event handler of an event * * @param type The event type. */ void notify(AsylumEventType type, int32 param1 = 0, int32 param2 = 0); /** * Updates the reverse stereo scene status from the config */ void updateReverseStereo(); // Serializable void saveLoadWithSerializer(Common::Serializer &s); bool checkGameVersion(const char *version) { return !strcmp(_gameDescription->extra, version); } bool isAltDemo() { return Common::File::exists("asylum.dat"); } Common::Language getLanguage() { return _gameDescription->language; } Common::String getTargetName() { return _targetName; } Common::String getMoviesFileName() { return Common::String::format("%s.movies", _targetName.c_str()); } bool isMenuVisible() { return _handler == (EventHandler *)_menu; } EventHandler *getEventHandler() { return _handler; } // Save/Load int getAutosaveSlot() const { return getMetaEngine()->getAutosaveSlot(); } bool canLoadGameStateCurrently(); Common::Error loadGameState(int slot); bool canSaveGameStateCurrently(); bool canSaveAutosaveCurrently(); Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false); private: const ADGameDescription *_gameDescription; // Misc Console *_console; Common::RandomSource *_rnd; // Game Cursor *_cursor; Encounter *_encounter; Menu *_menu; ResourceManager *_resource; Savegame *_savegame; Scene *_scene; Screen *_screen; ScriptManager *_script; Special *_special; Speech *_speech; Sound *_sound; Text *_text; VideoPlayer *_video; // Current EventHandler class instance EventHandler *_handler; // Game data Puzzles *_puzzles; SharedData _data; uint32 _gameFlags[130]; bool _introPlayed; int32 _tickOffset; void updateMouseCursor(); void processDelayedEvents(); /** * Play the intro */ void playIntro(); // Debug friend class Console; Scene *_previousScene; ResourcePackId _delayedSceneIndex; int32 _delayedVideoIndex; }; } // namespace Asylum #endif // ASYLUM_ASYLUM_H