mirror of
https://github.com/libretro/scummvm.git
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257 lines
5.6 KiB
C++
257 lines
5.6 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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*
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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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*
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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 MADS_GAME_H
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#define MADS_GAME_H
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#include "common/scummsys.h"
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#include "common/savefile.h"
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#include "common/str-array.h"
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#include "common/serializer.h"
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#include "mads/audio.h"
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#include "mads/scene.h"
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#include "mads/game_data.h"
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#include "mads/globals.h"
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#include "mads/inventory.h"
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#include "mads/player.h"
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#include "mads/screen.h"
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#include "mads/camera.h"
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namespace MADS {
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class MADSEngine;
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enum KernelMode {
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KERNEL_GAME_LOAD = 0, KERNEL_SECTION_PRELOAD = 1, KERNEL_SECTION_INIT = 2,
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KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5
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};
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enum SyncType {
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SYNC_SEQ = 1, SYNC_PLAYER = 2, SYNC_ANIM = 3, SYNC_CLOCK = 4
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};
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#define MADS_SAVEGAME_VERSION 1
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struct MADSSavegameHeader {
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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 Game {
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private:
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/**
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* Main game loop
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*/
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void gameLoop();
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/**
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* Inner game loop for executing gameplay within a game section
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*/
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void sectionLoop();
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/**
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* Load quotes data
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*/
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void loadQuotes();
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protected:
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MADSEngine *_vm;
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MSurface *_surface;
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int _statusFlag;
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Common::StringArray _quotes;
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bool _quoteEmergency;
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bool _vocabEmergency;
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bool _anyEmergency;
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int _lastSave;
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Common::String _saveName;
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Common::InSaveFile *_saveFile;
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Graphics::Surface *_saveThumb;
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/**
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* Constructor
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*/
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Game(MADSEngine *vm);
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/**
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* Initializes the current section number of the game
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*/
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void initSection(int sectionNumber);
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//@{
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/** @name Virtual Method list */
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/**
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* Perform any game-specifcic startup
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*/
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virtual void startGame() = 0;
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/**
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* Initializes global variables for a new game
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*/
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virtual void initializeGlobals() = 0;
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/**
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* Set up the section handler specific to each section
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*/
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virtual void setSectionHandler() = 0;
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/**
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* Checks for whether to show a dialog
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*/
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virtual void checkShowDialog() = 0;
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//@}
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public:
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static Game *init(MADSEngine *vm);
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public:
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Player _player;
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ScreenObjects _screenObjects;
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int _sectionNumber;
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int _priorSectionNumber;
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int _currentSectionNumber;
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InventoryObjects _objects;
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SectionHandler *_sectionHandler;
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VisitedScenes _visitedScenes;
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Scene _scene;
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KernelMode _kernelMode;
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int _trigger;
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ScreenTransition _fx;
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TriggerMode _triggerMode;
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TriggerMode _triggerSetupMode;
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uint32 _priorFrameTimer;
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Common::String _aaName;
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int _winStatus;
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int _widepipeCtr;
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int _loadGameSlot;
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int _panningSpeed;
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Camera _camX, _camY;
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public:
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virtual ~Game();
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/**
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* Main outer loop for the game
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*/
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void run();
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/**
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* Return the number of quotes
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*/
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uint32 getQuotesSize() { return _quotes.size(); }
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/**
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* Get a specific quote string
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*/
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const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; }
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/**
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* Split a quote into two lines for display on-screen
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*/
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void splitQuote(const Common::String &source, Common::String &line1, Common::String &line2);
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Common::StringArray getMessage(uint32 id);
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/**
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* Returns the globals for the game
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*/
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virtual Globals &globals() = 0;
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/**
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* Standard object handling across the game
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*/
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virtual void doObjectAction() = 0;
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/**
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* Fallback handler for any action that isn't explicitly handled
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*/
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virtual void unhandledAction() = 0;
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/**
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* Global game step
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*/
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virtual void step() = 0;
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/**
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* Synchronize the game data
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* @param s Serializer
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* @param phase1 If true, it's synchronizing the basic scene information
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*/
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virtual void synchronize(Common::Serializer &s, bool phase1);
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virtual void setNaughtyMode(bool naughtyMode) {}
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virtual bool getNaughtyMode() const { return true; }
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// DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs
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void clearQuotes() {}
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void loadQuoteRange(int startNum, int endNum) {}
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void loadQuoteSet(...) {}
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void loadQuote(int quoteNum) {}
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/**
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* Handle a keyboard event
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*/
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void handleKeypress(const Common::KeyState &kbd);
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/**
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* Starts a savegame loading.
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* @remarks Due to the way the engine is implemented, loading is done in two
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* parts, the second part after the specific scene has been loaded
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*/
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void loadGame(int slotNumber);
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/**
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* Save the current game
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*/
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void saveGame(int slotNumber, const Common::String &saveName);
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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, MADSSavegameHeader &header);
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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, MADSSavegameHeader &header);
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/**
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* Creates a temporary thumbnail for use in saving games
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*/
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void createThumbnail();
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void syncTimers(SyncType slaveType, int slaveId, SyncType masterType, int masterId);
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void camInitDefault();
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void camSetSpeed();
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void camUpdate();
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};
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} // End of namespace MADS
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#endif /* MADS_GAME_H */
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