mirror of
https://github.com/libretro/scummvm.git
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290 lines
6.1 KiB
C++
290 lines
6.1 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 XEEN_XEEN_H
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#define XEEN_XEEN_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/serializer.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "xeen/combat.h"
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#include "xeen/debugger.h"
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#include "xeen/dialogs/dialogs.h"
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#include "xeen/events.h"
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#include "xeen/files.h"
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#include "xeen/interface.h"
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#include "xeen/locations.h"
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#include "xeen/map.h"
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#include "xeen/party.h"
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#include "xeen/patcher.h"
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#include "xeen/resources.h"
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#include "xeen/saves.h"
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#include "xeen/screen.h"
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#include "xeen/scripts.h"
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#include "xeen/sound.h"
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#include "xeen/spells.h"
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#include "xeen/window.h"
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/**
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* This is the namespace of the Xeen 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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* - Might & Magic 4: Clouds of Xeen
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* - Might & Magic 5: Dark Side of Xeen
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* - Might & Magic: World of Xeen
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* - Might & Magic: Swords of Xeen
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*/
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namespace Xeen {
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enum {
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GType_Clouds = 1,
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GType_DarkSide = 2,
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GType_WorldOfXeen = 3,
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GType_Swords = 4
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};
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enum XeenDebugChannels {
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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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kDebugSound = 1 << 3
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};
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enum Mode {
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MODE_FF = -1,
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MODE_STARTUP = 0,
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MODE_INTERACTIVE = 1,
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MODE_COMBAT = 2,
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MODE_3 = 3,
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MODE_4 = 4,
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MODE_SLEEPING = 5,
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MODE_6 = 6,
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MODE_7 = 7,
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MODE_8 = 8,
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MODE_SCRIPT_IN_PROGRESS = 9,
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MODE_CHARACTER_INFO = 10,
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MODE_INTERACTIVE2 = 12,
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MODE_DIALOG_123 = 13,
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MODE_INTERACTIVE7 = 17,
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MODE_86 = 86
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};
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enum GameMode {
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GMODE_NONE = 0,
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GMODE_STARTUP = 1,
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GMODE_MENU = 2,
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GMODE_PLAY_GAME = 3,
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GMODE_QUIT = 4
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};
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struct XeenGameDescription;
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#define XEEN_SAVEGAME_VERSION 1
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class XeenEngine : public Engine {
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/**
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* Container to a set of options newly introduced under ScummVM
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*/
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struct ExtendedOptions {
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bool _showItemCosts;
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bool _durableArmor;
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ExtendedOptions() : _showItemCosts(false), _durableArmor(false) {}
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};
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private:
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const XeenGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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private:
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/**
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* Initializes all the engine sub-objects
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*/
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bool initialize();
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/**
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* Load settings
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*/
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void loadSettings();
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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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/**
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* Outer gameplay loop responsible for dispatching control to game-specific
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* intros, main menus, or to play the actual game
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*/
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void outerGameLoop();
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/**
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* Inner game loop
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*/
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void gameLoop();
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/**
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* Plays the actual game
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*/
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void play();
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protected:
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int _loadSaveSlot;
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protected:
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/**
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* Show the starting sequence/intro
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*/
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virtual void showStartup() = 0;
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/**
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* Show the startup menu
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*/
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virtual void showMainMenu() = 0;
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/**
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* Play the game
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*/
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virtual void playGame();
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/**
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* Death cutscene
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*/
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virtual void death() = 0;
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public:
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Combat *_combat;
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Debugger *_debugger;
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EventsManager *_events;
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FileManager *_files;
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Interface *_interface;
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LocationManager *_locations;
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Map *_map;
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Party *_party;
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Patcher *_patcher;
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Resources *_resources;
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SavesManager *_saves;
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Screen *_screen;
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Scripts *_scripts;
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Sound *_sound;
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Spells *_spells;
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Windows *_windows;
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Mode _mode;
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GameMode _gameMode;
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bool _noDirectionSense;
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bool _startupWindowActive;
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uint _endingScore;
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bool _gameWon[3];
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uint _finalScore;
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ExtendedOptions _extOptions;
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public:
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XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc);
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virtual ~XeenEngine();
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uint32 getFeatures() 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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bool getIsCD() const;
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int getRandomNumber(int maxNumber);
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int getRandomNumber(int minNumber, int maxNumber);
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/**
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* Returns true if the game should be exited (either quitting, exiting to the main menu, or loading a savegame)
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*/
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bool shouldExit() const { return _gameMode != GMODE_NONE || isLoadPending() || shouldQuit(); }
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/**
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* Returns true if a savegame load is pending
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*/
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bool isLoadPending() const { return _loadSaveSlot != -1; }
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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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* Updates sound settings
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*/
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virtual void syncSoundSettings();
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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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virtual 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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virtual bool canSaveGameStateCurrently();
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/**
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* Show a cutscene
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* @param name Name of cutscene
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* @param status For World of Xeen, Goober status
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* @param score Final score
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*/
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virtual void showCutscene(const Common::String &name, int status, uint score) {}
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/**
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* Dream sequence
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*/
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virtual void dream() = 0;
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static Common::String printMil(uint value);
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static Common::String printK(uint value);
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static Common::String printK2(uint value);
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/**
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* Saves engine settings
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*/
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void saveSettings();
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/**
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* Show an error message in a GUI dialog
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*/
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void GUIError(const Common::String &msg);
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/**
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* Checks if an auto save should be done, and if so, takes care of it
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*/
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void autoSaveCheck(int &lastSaveTime);
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};
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extern XeenEngine *g_vm;
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} // End of namespace Xeen
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#endif /* XEEN_XEEN_H */
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