Paul Gilbert 99729bc15d XEEN: Add custom engine option for showing inventory item costs
This first new option displays the effective cost of items
when viewing in the standard character inventory. This makes
it easier to compare the value (and thus relative power)
of items against either other
2018-03-25 23:14:22 -04:00

287 lines
5.9 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 XEEN_XEEN_H
#define XEEN_XEEN_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/util.h"
#include "engines/engine.h"
#include "xeen/combat.h"
#include "xeen/debugger.h"
#include "xeen/dialogs/dialogs.h"
#include "xeen/events.h"
#include "xeen/files.h"
#include "xeen/interface.h"
#include "xeen/locations.h"
#include "xeen/map.h"
#include "xeen/party.h"
#include "xeen/resources.h"
#include "xeen/saves.h"
#include "xeen/screen.h"
#include "xeen/scripts.h"
#include "xeen/sound.h"
#include "xeen/spells.h"
#include "xeen/window.h"
/**
* This is the namespace of the Xeen engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Might & Magic 4: Clouds of Xeen
* - Might & Magic 5: Dark Side of Xeen
* - Might & Magic: World of Xeen
* - Might & Magic: Swords of Xeen
*/
namespace Xeen {
enum {
GType_Clouds = 1,
GType_DarkSide = 2,
GType_WorldOfXeen = 3,
GType_Swords = 4
};
enum XeenDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2,
kDebugSound = 1 << 3
};
enum Mode {
MODE_FF = -1,
MODE_STARTUP = 0,
MODE_1 = 1,
MODE_COMBAT = 2,
MODE_3 = 3,
MODE_4 = 4,
MODE_SLEEPING = 5,
MODE_6 = 6,
MODE_7 = 7,
MODE_8 = 8,
MODE_RECORD_EVENTS = 9,
MODE_CHARACTER_INFO = 10,
MODE_12 = 12,
MODE_DIALOG_123 = 13,
MODE_17 = 17,
MODE_86 = 86
};
enum GameMode {
GMODE_NONE = 0,
GMODE_STARTUP = 1,
GMODE_MENU = 2,
GMODE_PLAY_GAME = 3,
GMODE_QUIT = 4
};
struct XeenGameDescription;
#define XEEN_SAVEGAME_VERSION 1
class XeenEngine : public Engine {
/**
* Container to a set of options newly introduced under ScummVM
*/
struct ExtendedOptions {
bool _showItemCosts;
ExtendedOptions() : _showItemCosts(false) {}
};
private:
const XeenGameDescription *_gameDescription;
Common::RandomSource _randomSource;
private:
/**
* Initializes all the engine sub-objects
*/
bool initialize();
/**
* Load settings
*/
void loadSettings();
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
/**
* Outer gameplay loop responsible for dispatching control to game-specific
* intros, main menus, or to play the actual game
*/
void outerGameLoop();
/**
* Inner game loop
*/
void gameLoop();
/**
* Plays the actual game
*/
void play();
/**
* Shows a please wait dialog
*/
void pleaseWait();
protected:
int _loadSaveSlot;
protected:
/**
* Show the starting sequence/intro
*/
virtual void showStartup() = 0;
/**
* Show the startup menu
*/
virtual void showMainMenu() = 0;
/**
* Play the game
*/
virtual void playGame();
/**
* Death cutscene
*/
virtual void death() = 0;
public:
Combat *_combat;
Debugger *_debugger;
EventsManager *_events;
FileManager *_files;
Interface *_interface;
LocationManager *_locations;
Map *_map;
Party *_party;
Resources *_resources;
SavesManager *_saves;
Screen *_screen;
Scripts *_scripts;
Sound *_sound;
Spells *_spells;
Windows *_windows;
Mode _mode;
GameEvent _gameEvent;
GameMode _gameMode;
bool _noDirectionSense;
bool _startupWindowActive;
uint _endingScore;
bool _gameWon[3];
uint _finalScore;
ExtendedOptions _extOptions;
public:
XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc);
virtual ~XeenEngine();
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
int getRandomNumber(int maxNumber);
int getRandomNumber(int minNumber, int maxNumber);
/**
* Displays an error message in a GUI dialog
*/
void GUIError(const char *msg, ...) GCC_PRINTF(2, 3);
/**
* Returns true if the game should be exited (and likely return to game menu)
*/
bool shouldExit() const { return _gameMode != GMODE_NONE || shouldQuit(); }
/**
* Returns true if a savegame load is pending
*/
bool isLoadPending() const { return _loadSaveSlot != -1; }
/**
* Load a savegame
*/
virtual Common::Error loadGameState(int slot);
/**
* Save the game
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Updates sound settings
*/
virtual void syncSoundSettings();
/**
* Returns true if a savegame can currently be loaded
*/
virtual bool canLoadGameStateCurrently();
/**
* Returns true if the game can currently be saved
*/
virtual bool canSaveGameStateCurrently();
/**
* Show a cutscene
* @param name Name of cutscene
* @param status For World of Xeen, Goober status
* @param score Final score
*/
virtual void showCutscene(const Common::String &name, int status, uint score) {}
/**
* Dream sequence
*/
virtual void dream() = 0;
static Common::String printMil(uint value);
static Common::String printK(uint value);
static Common::String printK2(uint value);
/**
* Saves engine settings
*/
void saveSettings();
};
extern XeenEngine *g_vm;
} // End of namespace Xeen
#endif /* XEEN_XEEN_H */