/* 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. * */ /* * Based on the Reverse Engineering work of Christophe Fontanel, * maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/) */ #ifndef DM_H #define DM_H #include "common/random.h" #include "engines/engine.h" #include "gui/debugger.h" namespace DM { class Console; class DisplayMan; class DungeonMan; class EventManager; class MenuMan; class ChampionMan; class LoadsaveMan; class ObjectMan; class InventoryMan; class TextMan; class MovesensMan; enum direction { kDirNorth = 0, kDirEast = 1, kDirSouth = 2, kDirWest = 3 }; // TODO: refactor direction into a class extern int8 gDirIntoStepCountEast[4]; extern int8 gDirIntoStepCountNorth[4]; void turnDirRight(direction &dir); void turnDirLeft(direction &dir); direction returnOppositeDir(direction dir); bool isOrientedWestEast(direction dir); enum ThingType { kPartyThingType = -1, // @ CM1_THING_TYPE_PARTY, special value kDoorThingType = 0, kTeleporterThingType = 1, kTextstringType = 2, kSensorThingType = 3, kGroupThingType = 4, kWeaponThingType = 5, kArmourThingType = 6, kScrollThingType = 7, kPotionThingType = 8, kContainerThingType = 9, kJunkThingType = 10, kProjectileThingType = 14, kExplosionThingType = 15, kThingTypeTotal = 16 // +1 than the last (explosionThingType) }; // @ C[00..15]_THING_TYPE_... enum Cell { kCellAny = -1, // @ CM1_CELL_ANY kCellNorthWest = 0, // @ C00_CELL_NORTHWEST kCellNorthEast = 1, // @ C01_CELL_NORTHEAST kCellSouthEast = 2, // @ C02_CELL_SOUTHEAST kCellSouthWest = 3 // @ C03_CELL_SOUTHWEST }; class Thing { uint16 _data; public: static const Thing _thingNone; static const Thing _thingEndOfList; Thing() : _data(0) {} explicit Thing(uint16 d) { set(d); } void set(uint16 d) { _data = d; } byte getCell() const { return _data >> 14; } ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); } uint16 getIndex() const { return _data & 0x1FF; } uint16 toUint16() const { return _data; } // I don't like 'em cast operators bool operator==(const Thing &rhs) const { return _data == rhs._data; } bool operator!=(const Thing &rhs) const { return _data != rhs._data; } }; // @ THING enum { // engine debug channels kDMDebugExample = 1 << 0 }; class DMEngine : public Engine { void startGame(); // @ F0462_START_StartGame_CPSF void processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE void initializeGame(); // @ F0463_START_InitializeGame_CPSADEF void gameloop(); // @ F0002_MAIN_GameLoop_CPSDF public: explicit DMEngine(OSystem *syst); ~DMEngine(); int16 ordinalToIndex(int16 val); // @ M01_ORDINAL_TO_INDEX int16 indexToOrdinal(int16 val); // @ M00_INDEX_TO_ORDINAL virtual Common::Error run(); // @ main private: Console *_console; public: Common::RandomSource *_rnd; DisplayMan *_displayMan; DungeonMan *_dungeonMan; EventManager *_eventMan; MenuMan *_menuMan; ChampionMan *_championMan; LoadsaveMan *_loadsaveMan; ObjectMan *_objectMan; InventoryMan *_inventoryMan; TextMan *_textMan; MovesensMan *_movsens; bool _stopWaitingForPlayerInput; // G0321_B_StopWaitingForPlayerInput bool _gameTimeTicking; // @ G0301_B_GameTimeTicking bool _restartGameAllowed; // @ G0524_B_RestartGameAllowed uint32 _gameId; // @ G0525_l_GameID, probably useless here bool _pressingEye; // @ G0331_B_PressingEye bool _stopPressingEye; // @ G0332_B_StopPressingEye bool _pressingMouth; // @ G0333_B_PressingMouth bool _stopPressingMouth; // @ G0334_B_StopPressingMouth bool _highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested }; class Console : public GUI::Debugger { public: explicit Console(DMEngine *vm) {} virtual ~Console(void) {} }; } // End of namespace DM #endif