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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 "xeen/combat.h"
+#include "xeen/debugger.h"
+#include "xeen/dialogs.h"
+#include "xeen/events.h"
+#include "xeen/files.h"
+#include "xeen/interface.h"
+#include "xeen/map.h"
+#include "xeen/party.h"
+#include "xeen/resources.h"
+#include "xeen/saves.h"
+#include "xeen/screen.h"
+#include "xeen/scripts.h"
+#include "xeen/sound.h"
+#include "xeen/spells.h"
+#include "xeen/town.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_DarkSide = 2,
+ GType_WorldOfXeen = 3,
+ GType_Swords = 4
+};
+
+enum XeenDebugChannels {
+ kDebugPath = 1 << 0,
+ kDebugScripts = 1 << 1,
+ kDebugGraphics = 1 << 2,
+ kDebugSound = 1 << 3
+};
+
+enum Mode {
+ MODE_FF = -1,
+ MODE_0 = 0,
+ MODE_1 = 1,
+ MODE_COMBAT = 2,
+ MODE_3 = 3,
+ MODE_4 = 4,
+ MODE_SLEEPING = 5,
+ MODE_6 = 6,
+ MODE_7 = 7,
+ MODE_8 = 8,
+ MODE_9 = 9,
+ MODE_CHARACTER_INFO = 10,
+ MODE_12 = 12,
+ MODE_DIALOG_123 = 13,
+ MODE_17 = 17,
+ MODE_86 = 86
+};
+
+struct XeenGameDescription;
+
+#define XEEN_SAVEGAME_VERSION 1
+#define GAME_FRAME_TIME 50
+
+class XeenEngine : public Engine {
+private:
+ const XeenGameDescription *_gameDescription;
+ Common::RandomSource _randomSource;
+ int _loadSaveSlot;
+
+ void showMainMenu();
+
+ void play();
+
+ void pleaseWait();
+
+ void gameLoop();
+protected:
+ virtual void showIntro() = 0;
+
+ /**
+ * Play the game
+ */
+ virtual void playGame();
+private:
+ void initialize();
+
+ /**
+ * 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:
+ Combat *_combat;
+ Debugger *_debugger;
+ EventsManager *_events;
+ FileManager *_files;
+ Interface *_interface;
+ Map *_map;
+ Party *_party;
+ Resources *_resources;
+ SavesManager *_saves;
+ Screen *_screen;
+ Scripts *_scripts;
+ SoundManager *_sound;
+ Spells *_spells;
+ Town *_town;
+ Mode _mode;
+ GameEvent _gameEvent;
+ Common::SeekableReadStream *_eventData;
+ int _quitMode;
+ bool _noDirectionSense;
+ bool _startupWindowActive;
+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);
+
+ int getRandomNumber(int minNumber, 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);
+
+ static Common::String printMil(uint value);
+
+ static Common::String printK(uint value);
+
+ static Common::String printK2(uint value);
+};
+
+} // End of namespace Xeen
+
+#endif /* XEEN_XEEN_H */