/* 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 HOPKINS_HOPKINS_H #define HOPKINS_HOPKINS_H #include "hopkins/anim.h" #include "hopkins/computer.h" #include "hopkins/debugger.h" #include "hopkins/dialogs.h" #include "hopkins/events.h" #include "hopkins/files.h" #include "hopkins/font.h" #include "hopkins/globals.h" #include "hopkins/graphics.h" #include "hopkins/lines.h" #include "hopkins/menu.h" #include "hopkins/objects.h" #include "hopkins/saveload.h" #include "hopkins/script.h" #include "hopkins/sound.h" #include "hopkins/talk.h" #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.h" #include "common/hash-str.h" #include "common/util.h" #include "engines/engine.h" #include "graphics/surface.h" /** * This is the namespace of the Hopkins engine. * * Status of this engine: In Development * * Games using this engine: * - Hopkins FBI */ namespace Hopkins { #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 enum HopkinsDebugChannels { kDebugPath = 1 << 0, kDebugGraphics = 1 << 1 }; /** * A wrapper macro used around three character constants, like 'END', to * ensure portability. Typical usage: MKTAG24('E','N','D'). */ #define MKTAG24(a0,a1,a2) ((uint32)((a2) | (a1) << 8 | ((a0) << 16))) struct HopkinsGameDescription; class HopkinsEngine : public Engine { private: const HopkinsGameDescription *_gameDescription; Common::RandomSource _randomSource; void initializeSystem(); void displayNotAvailable(); void restoreSystem(); void endLinuxDemo(); void displayEndDemo(); void bombExplosion(); void handleConflagration(); void playSubmarineCutscene(); void playUnderwaterBaseCutscene(); void playPlaneCutscene(); void playEnding(); bool isUnderwaterSubScene(); /** * Displays the map screen in the underground base. */ int handleBaseMap(); /** * Loads the base map from the PBASE file */ void loadBaseMap(); /** * Draws a simple base map for the Windows version, which implemented a 'Wolfenstein 3D' * style shooter for the base, rather than having a map */ void drawBaseMap(); void handleOceanMouseEvents(); void setSubmarineSprites(); void handleOceanMaze(int16 curExitId, Common::String backgroundFilename, Directions defaultDirection, int16 exit1, int16 exit2, int16 exit3, int16 exit4, int16 soundId); void loadCredits(); void displayCredits(int startPosY, byte *buffer, char color); void displayCredits(); void handleNotAvailable(int nextScreen); bool runWin95Demo(); bool runLinuxDemo(); bool runFull(); /** * Show warning screen about the game being adults only. */ bool displayAdultDisclaimer(); protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; GUI::Debugger *getDebugger() { return _debug; } public: AnimationManager *_animMan; ComputerManager *_computer; DialogsManager *_dialog; Debugger *_debug; EventsManager *_events; FileManager *_fileIO; FontManager *_fontMan; Globals *_globals; GraphicsManager *_graphicsMan; LinesManager *_linesMan; MenuManager *_menuMan; ObjectsManager *_objectsMan; SaveLoadManager *_saveLoad; ScriptManager *_script; SoundManager *_soundMan; TalkManager *_talkMan; public: HopkinsEngine(OSystem *syst, const HopkinsGameDescription *gameDesc); virtual ~HopkinsEngine(); void GUIError(const Common::String &msg); uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; uint16 getVersion() const; bool getIsDemo() const; const Common::String &getTargetName() const; int getRandomNumber(int maxNumber); Common::String generateSaveName(int slotNumber); virtual bool canLoadGameStateCurrently(); virtual bool canSaveGameStateCurrently(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &desc); int _startGameSlot; /** * Run the introduction sequence */ void playIntro(); /** * Synchronizes the sound settings from ScummVM into the engine */ virtual void syncSoundSettings(); }; } // End of namespace Hopkins #endif /* HOPKINS_HOPKINS_H */