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315 lines
6.5 KiB
C++
315 lines
6.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ACCESS_ACCESS_H
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#define ACCESS_ACCESS_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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#include "access/animation.h"
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#include "access/bubble_box.h"
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#include "access/char.h"
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#include "access/data.h"
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#include "access/debugger.h"
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#include "access/events.h"
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#include "access/files.h"
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#include "access/font.h"
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#include "access/inventory.h"
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#include "access/player.h"
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#include "access/room.h"
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#include "access/screen.h"
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#include "access/scripts.h"
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#include "access/sound.h"
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#include "access/video.h"
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/**
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* This is the namespace of the Access engine.
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*
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* Status of this engine: In Development
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*
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* Games using this engine:
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* - Amazon: Guardians of Eden
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*/
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namespace Access {
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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enum {
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GType_Amazon = 1,
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GType_MartianMemorandum = 2,
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GType_Noctropolis = 3
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};
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enum AccessDebugChannels {
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kDebugPath = 1 << 0,
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kDebugScripts = 1 << 1,
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kDebugGraphics = 1 << 2
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};
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struct AccessGameDescription;
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extern const char *const _estTable[];
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#define ACCESS_SAVEGAME_VERSION 1
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struct AccessSavegameHeader {
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uint8 _version;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _year, _month, _day;
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int _hour, _minute;
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int _totalFrames;
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};
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class AccessEngine : public Engine {
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private:
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uint32 _lastTime, _curTime;
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/**
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* Handles basic initialization
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*/
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void initialize();
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/**
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* Set VGA mode
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*/
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void setVGA();
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protected:
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const AccessGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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int _loadSaveSlot;
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/**
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* Main handler for showing game rooms
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*/
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void doRoom();
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/**
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* Support method that generates a savegame name
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* @param slot Slot number
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*/
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Common::String AccessEngine::generateSaveName(int slot);
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/**
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* Play back an entire video
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*/
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void playVideo(int videoNum, const Common::Point &pt);
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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protected:
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/**
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* Play the game
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*/
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virtual void playGame() = 0;
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/**
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* Synchronize savegame data
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*/
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virtual void synchronize(Common::Serializer &s);
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public:
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AnimationManager *_animation;
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BubbleBox *_bubbleBox;
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CharManager *_char;
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Debugger *_debugger;
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EventsManager *_events;
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FileManager *_files;
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InventoryManager *_inventory;
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Player *_player;
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Room *_room;
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Screen *_screen;
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Scripts *_scripts;
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SoundManager *_sound;
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VideoPlayer *_video;
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ASurface *_destIn;
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ASurface *_current;
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ASurface _buffer1;
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ASurface _buffer2;
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Common::Array<CharEntry *> _charTable;
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SpriteResource *_objectsTable[100];
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bool _establishTable[100];
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bool _establishFlag;
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int _establishMode;
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int _establishGroup;
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int _establishCtrlTblOfs;
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int _numAnimTimers;
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TimerList _timers;
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DeathList _deaths;
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FontManager _fonts;
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Common::Array<Common::Rect> _newRects;
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Common::Array<Common::Rect> _oldRects;
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Common::Array<ExtraCell> _extraCells;
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ImageEntryList _images;
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int _pCount;
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int _mouseMode;
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int _currentManOld;
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ImageEntry _inactive;
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Resource *_music;
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Resource *_title;
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int _converseMode;
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int _startAboutBox;
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int _startTravelBox;
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bool _currentCharFlag;
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bool _boxSelect;
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int _scale;
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int _scaleH1, _scaleH2;
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int _scaleN1;
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int _scaleT1;
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int _scaleMaxY;
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int _scaleI;
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bool _scaleFlag;
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bool _canSaveLoad;
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Resource *_eseg;
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int _et;
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int _printEnd;
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int _txtPages;
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int _narateFile;
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int _sndSubFile;
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int _countTbl[6];
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// Fields that are included in savegames
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int _conversation;
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int _currentMan;
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uint32 _newTime;
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uint32 _newDate;
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int _flags[256];
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byte _help1[366];
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byte _help2[366];
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byte _help3[366];
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byte *_helpTbl[3];
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int _travel;
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int _ask;
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int _rScrollRow;
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int _rScrollCol;
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int _rScrollX;
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int _rScrollY;
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int _rOldRectCount;
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int _rNewRectCount;
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int _rKeyFlag;
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int _mapOffset;
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int _screenVirtX;
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bool _clearSummaryFlag;
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// Fields mapped into the flags array
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int &_useItem;
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int &_startup;
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int &_manScaleOff;
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public:
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AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
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virtual ~AccessEngine();
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uint32 getFeatures() const;
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bool isCD() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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uint16 getVersion() const;
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uint32 getGameID() const;
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uint32 getGameFeatures() const;
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int getRandomNumber(int maxNumber);
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void loadCells(Common::Array<CellIdent> &cells);
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/**
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* Free the sprites list
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*/
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void freeCells();
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/**
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* Free the inactive data
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*/
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void freeInactiveData();
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virtual void establish(int esatabIndex, int sub) = 0;
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void plotList();
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void plotList1();
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void copyBlocks();
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void copyRects();
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void copyBF1BF2();
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void copyBF2Vid();
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void doLoadSave();
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void freeChar();
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/**
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* Draw a string on a given surface and update text positioning
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*/
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void printText(ASurface *s, const Common::String &msg);
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void speakText(ASurface *s, const Common::String &msg);
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/**
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* Load a savegame
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*/
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virtual Common::Error loadGameState(int slot);
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/**
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* Save the game
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*/
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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/**
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* Returns true if a savegame can currently be loaded
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*/
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bool canLoadGameStateCurrently();
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/**
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* Returns true if the game can currently be saved
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*/
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bool canSaveGameStateCurrently();
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/**
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* Read in a savegame header
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*/
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static bool readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header);
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/**
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* Write out a savegame header
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*/
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void writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header);
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};
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} // End of namespace Access
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#endif /* ACCESS_ACCESS_H */
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