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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 ACCESS_ACCESS_H
+#define ACCESS_ACCESS_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 "access/animation.h"
+#include "access/bubble_box.h"
+#include "access/char.h"
+#include "access/data.h"
+#include "access/debugger.h"
+#include "access/events.h"
+#include "access/files.h"
+#include "access/font.h"
+#include "access/inventory.h"
+#include "access/player.h"
+#include "access/room.h"
+#include "access/screen.h"
+#include "access/scripts.h"
+#include "access/sound.h"
+#include "access/video.h"
+
+/**
+ * This is the namespace of the Access engine.
+ *
+ * Status of this engine: In Development
+ *
+ * Games using this engine:
+ * - Amazon: Guardians of Eden
+ */
+namespace Access {
+
+enum {
+ GType_Amazon = 1,
+ GType_MartianMemorandum = 2,
+ GType_Noctropolis = 3
+};
+
+enum AccessDebugChannels {
+ kDebugPath = 1 << 0,
+ kDebugScripts = 1 << 1,
+ kDebugGraphics = 1 << 2,
+ kDebugSound = 1 << 3
+};
+
+struct AccessGameDescription;
+
+extern const char *const _estTable[];
+
+#define ACCESS_SAVEGAME_VERSION 1
+
+struct AccessSavegameHeader {
+ uint8 _version;
+ Common::String _saveName;
+ Graphics::Surface *_thumbnail;
+ int _year, _month, _day;
+ int _hour, _minute;
+ int _totalFrames;
+};
+
+class AccessEngine : public Engine {
+private:
+ uint32 _lastTime, _curTime;
+
+ /**
+ * Handles basic initialization
+ */
+ void initialize();
+
+ /**
+ * Set VGA mode
+ */
+ void setVGA();
+
+protected:
+ const AccessGameDescription *_gameDescription;
+ Common::RandomSource _randomSource;
+ int _loadSaveSlot;
+
+ /**
+ * Main handler for showing game rooms
+ */
+ void doRoom();
+
+ /**
+ * Support method that generates a savegame name
+ * @param slot Slot number
+ */
+ Common::String generateSaveName(int slot);
+
+ /**
+ * Play back an entire video
+ */
+ void playVideo(int videoNum, const Common::Point &pt);
+
+ // Engine APIs
+ virtual Common::Error run();
+ virtual bool hasFeature(EngineFeature f) const;
+protected:
+ /**
+ * Play the game
+ */
+ virtual void playGame() = 0;
+
+ /**
+ * Synchronize savegame data
+ */
+ virtual void synchronize(Common::Serializer &s);
+public:
+ AnimationManager *_animation;
+ BubbleBox *_bubbleBox;
+ CharManager *_char;
+ Debugger *_debugger;
+ EventsManager *_events;
+ FileManager *_files;
+ InventoryManager *_inventory;
+ Player *_player;
+ Room *_room;
+ Screen *_screen;
+ Scripts *_scripts;
+ SoundManager *_sound;
+ MusicManager *_midi;
+ VideoPlayer *_video;
+
+ ASurface *_destIn;
+ ASurface *_current;
+ ASurface _buffer1;
+ ASurface _buffer2;
+ ASurface _vidBuf;
+ int _vidX, _vidY;
+ Common::Array<CharEntry *> _charTable;
+ SpriteResource *_objectsTable[100];
+ bool _establishTable[100];
+ bool _establishFlag;
+ int _establishMode;
+ int _establishGroup;
+ int _establishCtrlTblOfs;
+ int _numAnimTimers;
+ TimerList _timers;
+ DeathList _deaths;
+ FontManager _fonts;
+ Common::Array<Common::Rect> _newRects;
+ Common::Array<Common::Rect> _oldRects;
+ Common::Array<ExtraCell> _extraCells;
+ ImageEntryList _images;
+ int _mouseMode;
+
+ int _currentManOld;
+ int _converseMode;
+ int _startAboutBox;
+ int _startTravelBox;
+ bool _currentCharFlag;
+ bool _boxSelect;
+ int _scale;
+ int _scaleH1, _scaleH2;
+ int _scaleN1;
+ int _scaleT1;
+ int _scaleMaxY;
+ int _scaleI;
+ int _scrollX, _scrollY;
+ int _scrollCol, _scrollRow;
+ bool _imgUnscaled;
+ bool _canSaveLoad;
+
+ Resource *_establish;
+ int _printEnd;
+ int _txtPages;
+ int _narateFile;
+ int _sndSubFile;
+ int _countTbl[6];
+
+ // Fields that are included in savegames
+ int _conversation;
+ int _currentMan;
+ uint32 _newTime;
+ uint32 _newDate;
+ int _flags[256];
+
+ bool _clearSummaryFlag;
+ bool _cheatFl;
+ bool _restartFl;
+ // Fields mapped into the flags array
+ int &_useItem;
+ int &_startup;
+ int &_manScaleOff;
+
+public:
+ AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
+ virtual ~AccessEngine();
+
+ virtual void dead(int deathId) = 0;
+
+ uint32 getFeatures() const;
+ bool isCD() const;
+ bool isDemo() const;
+ Common::Language getLanguage() const;
+ Common::Platform getPlatform() const;
+ uint16 getVersion() const;
+ uint32 getGameID() const;
+ uint32 getGameFeatures() const;
+ bool shouldQuitOrRestart();
+
+ int getRandomNumber(int maxNumber);
+
+ void loadCells(Common::Array<CellIdent> &cells);
+
+ /**
+ * Free the sprites list
+ */
+ void freeCells();
+
+ virtual void establish(int esatabIndex, int sub) = 0;
+
+ void plotList();
+ void plotList1();
+
+ void copyBlocks();
+
+ void copyRects();
+
+ void copyBF1BF2();
+
+ void copyBF2Vid();
+
+ void doLoadSave();
+
+ void freeChar();
+
+ /**
+ * Draw a string on a given surface and update text positioning
+ */
+ void printText(ASurface *s, const Common::String &msg);
+ void speakText(ASurface *s, const Common::String &msg);
+
+ /**
+ * 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, AccessSavegameHeader &header);
+
+ /**
+ * Write out a savegame header
+ */
+ void writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header);
+};
+
+} // End of namespace Access
+
+#endif /* ACCESS_ACCESS_H */