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Diffstat (limited to 'engines/access/access.h')
-rw-r--r-- | engines/access/access.h | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/engines/access/access.h b/engines/access/access.h new file mode 100644 index 0000000000..be007e0cb8 --- /dev/null +++ b/engines/access/access.h @@ -0,0 +1,296 @@ +/* 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 */ |