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authorPaul Gilbert2014-12-23 15:49:35 +1100
committerPaul Gilbert2014-12-23 15:49:35 +1100
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parent7cb18f8e7ac47e8c8c0b738401534ec0b99c2507 (diff)
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XEEN: Initial commit
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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 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/savefile.h"
+#include "common/serializer.h"
+#include "common/util.h"
+#include "engines/engine.h"
+#include "graphics/surface.h"
+#include "xeen/debugger.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_Dark = 2,
+ GType_World = 3,
+ GType_Swords = 4
+};
+
+enum XeenDebugChannels {
+ kDebugPath = 1 << 0,
+ kDebugScripts = 1 << 1,
+ kDebugGraphics = 1 << 2,
+ kDebugSound = 1 << 3
+};
+
+struct XeenGameDescription;
+
+#define XEEN_SAVEGAME_VERSION 1
+#define GAME_FRAME_TIME 50
+
+struct XeenSavegameHeader {
+ uint8 _version;
+ Common::String _saveName;
+ Graphics::Surface *_thumbnail;
+ int _year, _month, _day;
+ int _hour, _minute;
+ int _totalFrames;
+};
+
+class XeenEngine : public Engine {
+private:
+ const XeenGameDescription *_gameDescription;
+ Common::RandomSource _randomSource;
+ int _loadSaveSlot;
+private:
+ void initialize();
+
+ /**
+ * Play the game
+ */
+ void playGame();
+
+ /**
+ * Synchronize savegame data
+ */
+ void synchronize(Common::Serializer &s);
+
+ /**
+ * Support method that generates a savegame name
+ * @param slot Slot number
+ */
+ Common::String generateSaveName(int slot);
+
+ // Engine APIs
+ virtual Common::Error run();
+ virtual bool hasFeature(EngineFeature f) const;
+public:
+ Debugger *_debugger;
+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;
+
+ int getRandomNumber(int maxNumber);
+
+ /**
+ * Load a savegame
+ */
+ virtual Common::Error loadGameState(int slot);
+
+ /**
+ * Save the game
+ */
+ virtual Common::Error saveGameState(int slot, const Common::String &desc);
+
+ /**
+ * Returns true if a savegame can currently be loaded
+ */
+ bool canLoadGameStateCurrently();
+
+ /**
+ * Returns true if the game can currently be saved
+ */
+ bool canSaveGameStateCurrently();
+
+ /**
+ * Read in a savegame header
+ */
+ static bool readSavegameHeader(Common::InSaveFile *in, XeenSavegameHeader &header);
+
+ /**
+ * Write out a savegame header
+ */
+ void writeSavegameHeader(Common::OutSaveFile *out, XeenSavegameHeader &header);
+};
+
+} // End of namespace Xeen
+
+#endif /* XEEN_XEEN_H */