/* 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 HDB_HDB_H #define HDB_HDB_H #include "common/scummsys.h" #include "common/array.h" #include "common/error.h" #include "common/file.h" #include "common/events.h" #include "common/str.h" #include "common/random.h" #include "graphics/surface.h" #include "gui/debugger.h" #include "engines/engine.h" #include "engines/util.h" #include "console.h" #include "hdb/mpc.h" #include "hdb/gfx.h" #include "hdb/ai.h" #include "hdb/ai-player.h" #include "hdb/file-manager.h" #include "hdb/input.h" #include "hdb/lua-script.h" #include "hdb/map.h" #include "hdb/window.h" #define MAX_SNDCACHE_MEM 0x400000 // 4Mb of sounds in memory #define MAX_TILES_CACHED 3500 // Max no of tiles in memory at once #define GFX_CACHE_LIMIT 0x800000 struct ADGameDescription; namespace HDB { enum GameFeatures { ADGF_TALKIE = 1 << 0 }; enum HDBDebugChannels { kDebugExample1 = 1 << 0, kDebugExample2 = 1 << 1 }; enum GameState { GAME_TITLE, GAME_MENU, GAME_PLAY, GAME_LOADING }; enum Flag { kFlagOK = 0x0, kFlagPlayerBlock = 0x1, kFlagMonsterBlock = 0x2, kFlagSolid = 0x3, kFlagItemDie = 0x4, kFlagPlayerDie = 0x8, kFlagMonsterDie = 0x10, kFlagInvisible = 0x20, kFlagMetal = 0x40, kFlagForeground = 0x80, kFlagMonsterHurt = 0x100, kFlagPushUp = 0x200, kFlagPushRight = 0x400, kFlagPushDown = 0x800, kFlagPushLeft = 0x1000, kFlagLightSink = 0x2000, kFlagSlime = 0x201C, kFlagHeavySink = 0x4000, kFlagWater = 0x401C, kFlagLightMelt = 0x8000, kFlagHeavyMelt = 0x10000, kFlagSlide = 0x20000, kFlagEnergyFloor = 0x40000, kFlagPlasmaFloor = 0x6000D, kFlagRadFloor = 0x6800D, kFlagTeleport = 0x80000, kFlagSpecial = 0x100000, kFlagIce = 0x120000, kFlagStairBot = 0x200000, kFlagStairTop = 0x400000, kFlagAnimSlow = 0x800000, kFlagAnimMedium = 0x1000000, kFlagAnimFast = 0x1800000, kFlagMasked = 0x2000000, kFlagGrating = 0x4000000, kFlagPlummet = 0x8000000 }; class HDBGame : public Engine { public: HDBGame(OSystem *syst, const ADGameDescription *gameDesc); ~HDBGame(); virtual Common::Error run(); // Detection related members; const ADGameDescription *_gameDescription; const char *getGameId() const; const char *getGameFile() const; uint32 getGameFlags() const; Common::Platform getPlatform() const; bool isDemo() const; /* Game System Pointers */ FileMan *_fileMan; Gfx *_gfx; LuaScript *_lua; Map *_map; AI *_ai; Input *_input; Window *_window; // Random Source Common::RandomSource *_rnd; // Game related members; bool init(); void start(); void setGameState(GameState gs) { _gameState = gs; } GameState getGameState() { return _gameState; } void changeGameState(); void paint(); void setTargetXY(int x, int y); void useEntity(AIEntity *e); int getActionMode() { return _actionMode; } void setActionMode(int status) { _actionMode = status; } void togglePause() { _pauseFlag ^= 1; } int getPause() { return _pauseFlag; } void resetTimer() { _timePlayed = _timeSeconds = 0; } uint16 getTime() { return _timePlayed / 1000; } uint16 getTimeSlice() { return _timeSlice; } uint16 getTimeSliceDelta() { return _timeSlice - _prevTimeSlice; } bool _gameShutdown; Graphics::PixelFormat _format; private: uint32 _timePlayed; uint32 _timeSlice, _prevTimeSlice; uint32 _timeSeconds; Console *_console; // Game Variables bool _systemInit; GameState _gameState; int _actionMode; // 0 or 1 int _pauseFlag; }; extern HDBGame *g_hdb; }// End of namespace HDB #endif