/* 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/util.h" #include "engines/engine.h" #include "graphics/surface.h" #include "access/animation.h" #include "access/bubble_box.h" #include "access/data.h" #include "access/debugger.h" #include "access/events.h" #include "access/files.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" /** * This is the namespace of the Access engine. * * Status of this engine: In Development * * Games using this engine: * - Amazon: Guardians of Eden */ namespace Access { #define DEBUG_BASIC 1 #define DEBUG_INTERMEDIATE 2 #define DEBUG_DETAILED 3 enum { GType_Amazon = 1, GType_MeanStreets = 2, GType_Noctropolis = 3 }; enum AccessDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2 }; struct AccessGameDescription; class AccessEngine : public Engine { private: /** * Handles basic initialisation */ void initialize(); /** * Set VGA mode */ void setVGA(); void dummyLoop(); void doEstablish(int v1, int v2); protected: const AccessGameDescription *_gameDescription; Common::RandomSource _randomSource; /** * Main handler for showing game rooms */ void doRoom(); // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; protected: /** * Play the game */ virtual void playGame() = 0; public: AnimationManager *_animation; BubbleBox *_bubbleBox; Debugger *_debugger; EventsManager *_events; FileManager *_files; InventoryManager *_inventory; Player *_player; Room *_room; Screen *_screen; Scripts *_scripts; SoundManager *_sound; ASurface *_destIn; ASurface *_current; ASurface _buffer1; ASurface _buffer2; SpriteResource *_objectsTable[100]; int _establishTable[100]; bool _establishFlag; int _establishMode; int _establishGroup; int _numAnimTimers; TimerList _timers; FontManager _fonts; Common::Array _newRects; Common::Array _oldRects; Common::Array _extraCells; ImageEntryList _images; int _pCount; bool _normalMouse; int _mouseMode; int _currentManOld; byte *_inactive; byte *_music; byte *_title; int _converseMode; int _startAboutBox; int _startTravelBox; bool _currentCharFlag; bool _boxSelect; int _charFlag; int _scale; int _scaleH1, _scaleH2; int _scaleN1; int _scaleT1; int _scaleMaxY; int _scaleI; bool _scaleFlag; // Fields that are included in savegames int _conversation; int _currentMan; uint32 _newTime; uint32 _newDate; int _intTim[3]; int _timer[3]; int _flags[256]; byte _help1[366]; byte _help2[366]; byte _help3[366]; byte *_helpTbl[3]; int _travel; int _ask; int _rScrollRow; int _rScrollCol; int _rScrollX; int _rScrollY; int _rOldRectCount; int _rNewRectCount; int _rKeyFlag; int _mapOffset; int _screenVirtX; // Fields mapped into the flags array int &_useItem; int &_startup; int &_manScaleOff; public: AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc); virtual ~AccessEngine(); uint32 getFeatures() const; bool isCD() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; uint16 getVersion() const; uint32 getGameID() const; uint32 getGameFeatures() const; int getRandomNumber(int maxNumber); void loadCells(Common::Array &cells); /** * Free the sprites list */ void freeCells(); /** * Free the inactive data */ void freeInactiveData(); void establish(int v1, int v2); void establishCenter(int v1, int v2); void plotList(); void plotList1(); void copyBlocks(); void copyRects(); void copyBF1BF2(); void copyBF2Vid(); void doLoadSave(); }; } // End of namespace Access #endif /* ACCESS_ACCESS_H */