/* 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/resources.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; BubbleBox *_helpBox; BubbleBox *_travelBox; BubbleBox *_invBox; BubbleBox *_aboutBox; CharManager *_char; Debugger *_debugger; EventsManager *_events; FileManager *_files; InventoryManager *_inventory; Player *_player; Resources *_res; Room *_room; Screen *_screen; Scripts *_scripts; SoundManager *_sound; MusicManager *_midi; VideoPlayer *_video; BaseSurface *_destIn; BaseSurface *_current; ASurface _buffer1; ASurface _buffer2; ASurface _vidBuf; int _vidX, _vidY; Common::Array _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 _newRects; Common::Array _oldRects; Common::Array _extraCells; ImageEntryList _images; int _mouseMode; int _playerDataCount; int _currentManOld; int _converseMode; 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]; // Fields used by MM // TODO: Refactor int _travel[60]; int _ask[40]; int _startTravelItem; int _startTravelBox; int _startAboutItem; int _startAboutBox; int _boxDataStart; bool _boxDataEnd; int _boxSelectY; int _boxSelectYOld; int _numLines; byte _byte26CB5; int _bcnt; byte *_tempList; int _pictureTaken; // bool _vidEnd; 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 &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 freeChar(); /** * Draw a string on a given surface and update text positioning */ void printText(BaseSurface *s, const Common::String &msg); void speakText(BaseSurface *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); void SPRINTCHR(char c, int fontNum); void PRINTCHR(Common::String msg, int fontNum); bool playMovie(const Common::String &filename, const Common::Point &pos); }; } // End of namespace Access #endif /* ACCESS_ACCESS_H */