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authorMarisa-Chan2014-06-13 21:43:04 +0700
committerMarisa-Chan2014-06-13 21:43:04 +0700
commit45589950c0fb1a449351e6a00ef10d42290d8bae (patch)
tree44e4eedcb7e69d5fc386155b000ed038af07251d /engines/mads/mads.h
parent48360645dcd5f8fddb135b6e31ae5cae4be8d77f (diff)
parent5c005ad3a3f1df0bc968c85c1cf0fc48e36ab0b2 (diff)
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Merge remote-tracking branch 'upstream/master' into zvision
Conflicts: engines/zvision/animation/rlf_animation.cpp engines/zvision/animation_control.h engines/zvision/core/console.cpp engines/zvision/core/events.cpp engines/zvision/cursors/cursor.cpp engines/zvision/cursors/cursor_manager.cpp engines/zvision/cursors/cursor_manager.h engines/zvision/fonts/truetype_font.cpp engines/zvision/graphics/render_manager.cpp engines/zvision/graphics/render_manager.h engines/zvision/inventory/inventory_manager.h engines/zvision/inventory_manager.h engines/zvision/meta_animation.h engines/zvision/module.mk engines/zvision/scripting/actions.cpp engines/zvision/scripting/control.h engines/zvision/scripting/controls/animation_control.cpp engines/zvision/scripting/controls/animation_control.h engines/zvision/scripting/controls/input_control.cpp engines/zvision/scripting/controls/lever_control.cpp engines/zvision/scripting/controls/timer_node.cpp engines/zvision/scripting/controls/timer_node.h engines/zvision/scripting/puzzle.h engines/zvision/scripting/scr_file_handling.cpp engines/zvision/scripting/script_manager.cpp engines/zvision/scripting/script_manager.h engines/zvision/sidefx.cpp engines/zvision/sound/zork_raw.cpp engines/zvision/sound/zork_raw.h engines/zvision/video/video.cpp engines/zvision/video/zork_avi_decoder.h engines/zvision/zvision.cpp engines/zvision/zvision.h
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+/* 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 MADS_MADS_H
+#define MADS_MADS_H
+
+#include "common/scummsys.h"
+#include "common/system.h"
+#include "common/error.h"
+#include "common/random.h"
+#include "common/util.h"
+#include "engines/engine.h"
+#include "graphics/surface.h"
+#include "mads/debugger.h"
+#include "mads/dialogs.h"
+#include "mads/events.h"
+#include "mads/font.h"
+#include "mads/game.h"
+#include "mads/screen.h"
+#include "mads/msurface.h"
+#include "mads/resources.h"
+#include "mads/sound.h"
+
+/**
+ * This is the namespace of the MADS engine.
+ *
+ * Status of this engine: In Development
+ *
+ * Games using this engine:
+ * - Rex Nebular and the Cosmic Gender Bender
+ */
+namespace MADS {
+
+#define DEBUG_BASIC 1
+#define DEBUG_INTERMEDIATE 2
+#define DEBUG_DETAILED 3
+
+enum MADSDebugChannels {
+ kDebugPath = 1 << 0,
+ kDebugScripts = 1 << 1,
+ kDebugGraphics = 1 << 2
+};
+
+enum {
+ GType_RexNebular = 0,
+ GType_Dragonsphere = 1,
+ GType_Phantom = 2
+};
+
+enum ScreenFade {
+ SCREEN_FADE_SMOOTH = 0,
+ SCREEN_FADE_MEDIUM = 1,
+ SCREEN_FADE_FAST = 2
+};
+
+struct MADSGameDescription;
+
+
+class MADSEngine : public Engine {
+private:
+ const MADSGameDescription *_gameDescription;
+ Common::RandomSource _randomSource;
+
+ /**
+ * Handles basic initialisation
+ */
+ void initialize();
+protected:
+ // Engine APIs
+ virtual Common::Error run();
+ virtual bool hasFeature(EngineFeature f) const;
+public:
+ Debugger *_debugger;
+ Dialogs *_dialogs;
+ EventsManager *_events;
+ Font *_font;
+ Game *_game;
+ Palette *_palette;
+ Resources *_resources;
+ ScreenSurface _screen;
+ SoundManager *_sound;
+ AudioPlayer *_audio;
+ bool _easyMouse;
+ bool _invObjectsAnimated;
+ bool _textWindowStill;
+ ScreenFade _screenFade;
+ bool _musicFlag;
+ bool _dithering;
+public:
+ MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc);
+ virtual ~MADSEngine();
+
+ 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);
+ int hypotenuse(int xv, int yv);
+
+ /**
+ * Returns true if it is currently okay to restore a game
+ */
+ bool canLoadGameStateCurrently();
+
+ /**
+ * Returns true if it is currently okay to save the game
+ */
+ bool canSaveGameStateCurrently();
+
+ /**
+ * Support method that generates a savegame name
+ * @param slot Slot number
+ */
+ Common::String generateSaveName(int slot);
+
+ /**
+ * Handles loading a game via the GMM
+ */
+ virtual Common::Error loadGameState(int slot);
+
+ /**
+ * Handles saving the game via the GMM
+ */
+ virtual Common::Error saveGameState(int slot, const Common::String &desc);
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_MADS_H */