scummvm/engines/hopkins/hopkins.h
2014-02-18 02:39:35 +01:00

189 lines
5.0 KiB
C++

/* 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 HOPKINS_HOPKINS_H
#define HOPKINS_HOPKINS_H
#include "hopkins/anim.h"
#include "hopkins/computer.h"
#include "hopkins/debugger.h"
#include "hopkins/dialogs.h"
#include "hopkins/events.h"
#include "hopkins/files.h"
#include "hopkins/font.h"
#include "hopkins/globals.h"
#include "hopkins/graphics.h"
#include "hopkins/lines.h"
#include "hopkins/menu.h"
#include "hopkins/objects.h"
#include "hopkins/saveload.h"
#include "hopkins/script.h"
#include "hopkins/sound.h"
#include "hopkins/talk.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/hash-str.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "gui/debugger.h"
/**
* This is the namespace of the Hopkins engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Hopkins FBI
*/
namespace Hopkins {
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
enum HopkinsDebugChannels {
kDebugPath = 1 << 0
};
/**
* A wrapper macro used around three character constants, like 'END', to
* ensure portability. Typical usage: MKTAG24('E','N','D').
*/
#define MKTAG24(a0,a1,a2) ((uint32)((a2) | (a1) << 8 | ((a0) << 16)))
#define READ_LE_INT16(x) (int16) READ_LE_UINT16(x)
struct HopkinsGameDescription;
class HopkinsEngine : public Engine {
private:
const HopkinsGameDescription *_gameDescription;
Common::RandomSource _randomSource;
void initializeSystem();
void displayNotAvailable();
void restoreSystem();
void endLinuxDemo();
void displayEndDemo();
void bombExplosion();
void handleConflagration();
void playSubmarineCutscene();
void playUnderwaterBaseCutscene();
void playPlaneCutscene();
void playEnding();
bool isUnderwaterSubScene();
/**
* Displays the map screen in the underground base.
*/
int handleBaseMap();
/**
* Loads the base map from the PBASE file
*/
void loadBaseMap();
/**
* Draws a simple base map for the Windows version, which implemented a 'Wolfenstein 3D'
* style shooter for the base, rather than having a map
*/
void drawBaseMap();
void handleOceanMouseEvents();
void setSubmarineSprites();
void handleOceanMaze(int16 curExitId, Common::String backgroundFilename, Directions defaultDirection, int16 exit1, int16 exit2, int16 exit3, int16 exit4, int16 soundId);
void loadCredits();
void displayCredits(int startPosY, byte *buffer, char color);
void displayCredits();
void handleNotAvailable(int nextScreen);
bool runWin95Demo();
bool runLinuxDemo();
bool runFull();
/**
* Show warning screen about the game being adults only.
*/
bool displayAdultDisclaimer();
protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
GUI::Debugger *getDebugger() { return _debug; }
public:
AnimationManager *_animMan;
ComputerManager *_computer;
DialogsManager *_dialog;
Debugger *_debug;
EventsManager *_events;
FileManager *_fileIO;
FontManager *_fontMan;
Globals *_globals;
GraphicsManager *_graphicsMan;
LinesManager *_linesMan;
MenuManager *_menuMan;
ObjectsManager *_objectsMan;
SaveLoadManager *_saveLoad;
ScriptManager *_script;
SoundManager *_soundMan;
TalkManager *_talkMan;
public:
HopkinsEngine(OSystem *syst, const HopkinsGameDescription *gameDesc);
virtual ~HopkinsEngine();
void GUIError(const Common::String &msg);
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
bool getIsDemo() const;
const Common::String &getTargetName() const;
int getRandomNumber(int maxNumber);
Common::String generateSaveName(int slotNumber);
virtual bool canLoadGameStateCurrently();
virtual bool canSaveGameStateCurrently();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
int _startGameSlot;
/**
* Run the introduction sequence
*/
void playIntro();
/**
* Synchronizes the sound settings from ScummVM into the engine
*/
virtual void syncSoundSettings();
};
} // End of namespace Hopkins
#endif /* HOPKINS_HOPKINS_H */