scummvm/engines/xeen/xeen.h
2019-08-18 15:18:57 -07:00

290 lines
6.1 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/patcher.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_INTERACTIVE = 1,
MODE_COMBAT = 2,
MODE_3 = 3,
MODE_4 = 4,
MODE_SLEEPING = 5,
MODE_6 = 6,
MODE_7 = 7,
MODE_8 = 8,
MODE_SCRIPT_IN_PROGRESS = 9,
MODE_CHARACTER_INFO = 10,
MODE_INTERACTIVE2 = 12,
MODE_DIALOG_123 = 13,
MODE_INTERACTIVE7 = 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;
bool _durableArmor;
ExtendedOptions() : _showItemCosts(false), _durableArmor(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();
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;
Patcher *_patcher;
Resources *_resources;
SavesManager *_saves;
Screen *_screen;
Scripts *_scripts;
Sound *_sound;
Spells *_spells;
Windows *_windows;
Mode _mode;
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;
bool getIsCD() const;
int getRandomNumber(int maxNumber);
int getRandomNumber(int minNumber, int maxNumber);
/**
* Returns true if the game should be exited (either quitting, exiting to the main menu, or loading a savegame)
*/
bool shouldExit() const { return _gameMode != GMODE_NONE || isLoadPending() || 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();
/**
* Show an error message in a GUI dialog
*/
void GUIError(const Common::String &msg);
/**
* Checks if an auto save should be done, and if so, takes care of it
*/
void autoSaveCheck(int &lastSaveTime);
};
extern XeenEngine *g_vm;
} // End of namespace Xeen
#endif /* XEEN_XEEN_H */