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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_GAME_H
+#define MADS_GAME_H
+
+#include "common/scummsys.h"
+#include "common/savefile.h"
+#include "common/str-array.h"
+#include "common/serializer.h"
+#include "mads/audio.h"
+#include "mads/scene.h"
+#include "mads/game_data.h"
+#include "mads/globals.h"
+#include "mads/inventory.h"
+#include "mads/player.h"
+#include "mads/screen.h"
+
+namespace MADS {
+
+class MADSEngine;
+
+enum KernelMode {
+ KERNEL_GAME_LOAD = 0, KERNEL_SECTION_PRELOAD = 1, KERNEL_SECTION_INIT = 2,
+ KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5
+};
+
+#define MADS_SAVEGAME_VERSION 1
+
+struct MADSSavegameHeader {
+ uint8 _version;
+ Common::String _saveName;
+ Graphics::Surface *_thumbnail;
+ int _year, _month, _day;
+ int _hour, _minute;
+ int _totalFrames;
+};
+
+class Game {
+private:
+ /**
+ * Main game loop
+ */
+ void gameLoop();
+
+ /**
+ * Inner game loop for executing gameplay within a game section
+ */
+ void sectionLoop();
+
+ /**
+ * Load quotes data
+ */
+ void loadQuotes();
+protected:
+ MADSEngine *_vm;
+ MSurface *_surface;
+ int _statusFlag;
+ Common::StringArray _quotes;
+ bool _quoteEmergency;
+ bool _vocabEmergency;
+ bool _anyEmergency;
+ int _lastSave;
+ Common::String _saveName;
+ Common::InSaveFile *_saveFile;
+
+ /**
+ * Constructor
+ */
+ Game(MADSEngine *vm);
+
+ /**
+ * Initializes the current section number of the game
+ */
+ void initSection(int sectionNumber);
+
+ //@{
+ /** @name Virtual Method list */
+
+ /**
+ * Perform any game-specifcic startup
+ */
+ virtual void startGame() = 0;
+
+ /**
+ * Initializes global variables for a new game
+ */
+ virtual void initializeGlobals() = 0;
+
+ /**
+ * Set up the section handler specific to each section
+ */
+ virtual void setSectionHandler() = 0;
+
+ /**
+ * Checks for whether to show a dialog
+ */
+ virtual void checkShowDialog() = 0;
+
+ //@}
+
+public:
+ static Game *init(MADSEngine *vm);
+
+public:
+ Player _player;
+ ScreenObjects _screenObjects;
+ int _sectionNumber;
+ int _priorSectionNumber;
+ int _currentSectionNumber;
+ InventoryObjects _objects;
+ SectionHandler *_sectionHandler;
+ VisitedScenes _visitedScenes;
+ Scene _scene;
+ KernelMode _kernelMode;
+ int _trigger;
+ ScreenTransition _fx;
+ TriggerMode _triggerMode;
+ TriggerMode _triggerSetupMode;
+ uint32 _priorFrameTimer;
+ Common::String _aaName;
+ int _winStatus;
+ int _widepipeCtr;
+ int _loadGameSlot;
+
+public:
+ virtual ~Game();
+
+ /**
+ * Main outer loop for the game
+ */
+ void run();
+
+ /**
+ * Return the number of quotes
+ */
+ uint32 getQuotesSize() { return _quotes.size(); }
+
+ /**
+ * Get a specific quote string
+ */
+ const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; }
+
+ /**
+ * Split a quote into two lines for display on-screen
+ */
+ void splitQuote(const Common::String &source, Common::String &line1, Common::String &line2);
+
+ Common::StringArray getMessage(uint32 id);
+
+ /**
+ * Returns the globals for the game
+ */
+ virtual Globals &globals() = 0;
+
+ /**
+ * Standard object handling across the game
+ */
+ virtual void doObjectAction() = 0;
+
+ /**
+ * Fallback handler for any action that isn't explicitly handled
+ */
+ virtual void unhandledAction() = 0;
+
+ /**
+ * Global game step
+ */
+ virtual void step() = 0;
+
+ /**
+ * Synchronize the game data
+ * @param s Serializer
+ * @param phase1 If true, it's synchronizing the basic scene information
+ */
+ virtual void synchronize(Common::Serializer &s, bool phase1);
+
+ // DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs
+ void clearQuotes() {}
+ void loadQuoteRange(int startNum, int endNum) {}
+ void loadQuoteSet(...) {}
+ void loadQuote(int quoteNum) {}
+
+ /**
+ * Handle a keyboard event
+ */
+ void handleKeypress(const Common::Event &event);
+
+ /**
+ * Starts a savegame loading.
+ * @remarks Due to the way the engine is implemented, loading is done in two
+ * parts, the second part after the specific scene has been loaded
+ */
+ void loadGame(int slotNumber);
+
+ /**
+ * Save the current game
+ */
+ void saveGame(int slotNumber, const Common::String &saveName);
+
+ /**
+ * Write out a savegame header
+ */
+ void writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header);
+
+ /**
+ * Read in a savegame header
+ */
+ static bool readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header);
+};
+
+} // End of namespace MADS
+
+#endif /* MADS_GAME_H */