/* 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. * * $URL$ * $Id$ * */ #ifndef HUGO_H #define HUGO_H #include "engines/engine.h" #include "common/file.h" // This include is here temporarily while the engine is being refactored. #include "hugo/game.h" #define HUGO_DAT_VER_MAJ 0 // 1 byte #define HUGO_DAT_VER_MIN 22 // 1 byte #define DATAALIGNMENT 4 namespace Common { class RandomSource; } namespace Hugo { enum GameType { kGameTypeNone = 0, kGameTypeHugo1, kGameTypeHugo2, kGameTypeHugo3 }; enum HugoDebugChannels { kDebugSchedule = 1 << 0, kDebugEngine = 1 << 1, kDebugDisplay = 1 << 2, kDebugMouse = 1 << 3, kDebugParser = 1 << 4, kDebugFile = 1 << 5, kDebugRoute = 1 << 6, kDebugInventory = 1 << 7 }; enum HugoGameFeatures { GF_PACKED = (1 << 0) // Database }; struct HugoGameDescription; class FileManager; class Scheduler; class Screen; class MouseHandler; class InventoryHandler; class Parser; class Route; class SoundHandler; class IntroHandler; class HugoEngine : public Engine { public: HugoEngine(OSystem *syst, const HugoGameDescription *gd); ~HugoEngine(); byte _numVariant; byte _gameVariant; byte _maxInvent; byte _numBonuses; byte _soundSilence; byte _soundTest; byte _tunesNbr; uint16 _numScreens; object_t *_hero; byte *_screen_p; byte _heroImage; byte *_palette; byte *_introX; byte *_introY; byte *_screenStates; byte *_arrayFont[3]; int16 _arrayFontSize[3]; char **_textData; char **_stringtData; char **_screenNames; char **_textEngine; char **_textIntro; char **_textMouse; char **_textParser; char **_textSchedule; char **_textUtil; char ***_arrayNouns; char ***_arrayVerbs; uint16 **_arrayReqs; hotspot_t *_hotspots; int16 *_invent; uses_t *_uses; background_t *_catchallList; background_t **_backgroundObjects; point_t *_points; cmd **_cmdList; uint16 **_screenActs; object_t *_objects; act **_actListArr; int16 *_defltTunes; uint16 _look; uint16 _take; uint16 _drop; uint16 _numObj; uint16 _alNewscrIndex; Common::RandomSource *_rnd; const char *_episode; const char *_picDir; char _initFilename[20]; char _saveFilename[20]; const HugoGameDescription *_gameDescription; uint32 getFeatures() const; GameType getGameType() const; Common::Platform getPlatform() const; bool isPacked() const; // Temporary, until the engine is fully objectified. static HugoEngine &get() { assert(s_Engine != NULL); return *s_Engine; } FileManager &file() { return *_fileManager; } Scheduler &scheduler() { return *_scheduler; } Screen &screen() { return *_screen; } MouseHandler &mouse() { return *_mouseHandler; } InventoryHandler &inventory() { return *_inventoryHandler; } Parser &parser() { return *_parser; } Route &route() { return *_route; } SoundHandler &sound() { return *_soundHandler; } IntroHandler &intro() { return *_introHandler; } void initGame(const HugoGameDescription *gd); void initGamePart(const HugoGameDescription *gd); bool loadHugoDat(); int getMouseX() const { return _mouseX; } int getMouseY() const { return _mouseY; } void initStatus(); void readObjectImages(); void readUIFImages(); void updateImages(); void moveObjects(); void useObject(int16 objId); bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty); int16 findObject(uint16 x, uint16 y); void lookObject(object_t *obj); void storeBoundary(int x1, int x2, int y); void clearBoundary(int x1, int x2, int y); void endGame(); void readScreenFiles(int screen); void setNewScreen(int screen); void initNewScreenDisplay(); void screenActions(int screen); void shutdown(); overlay_t &getBoundaryOverlay() { return _boundary; } overlay_t &getObjectBoundaryOverlay() { return _objBound; } overlay_t &getBaseBoundaryOverlay() { return _ovlBase; } overlay_t &getFirstOverlay() { return _overlay; } status_t &getGameStatus() { return _status; } int getScore() const { return _score; } void setScore(int newScore) { _score = newScore; } void adjustScore(int adjustment) { _score += adjustment; } int getMaxScore() const { return _maxscore; } void setMaxScore(int newScore) { _maxscore = newScore; } byte getIntroSize() { return _introXSize; } protected: // Engine APIs Common::Error run(); private: int _mouseX; int _mouseY; byte _paletteSize; byte _introXSize; status_t _status; // Game status structure static HugoEngine *s_Engine; // The following are bit plane display overlays which mark travel boundaries, // foreground stationary objects and baselines for those objects (used to // determine foreground/background wrt moving objects) // Vinterstum: These shouldn't be static, but we get weird pathfinding issues (and Valgrind warnings) without. // Needs more investigation. Alignment issues? static overlay_t _boundary; // Boundary overlay file static overlay_t _overlay; // First overlay file static overlay_t _ovlBase; // First overlay base file static overlay_t _objBound; // Boundary file marks object baselines GameType _gameType; Common::Platform _platform; bool _packedFl; FileManager *_fileManager; Scheduler *_scheduler; Screen *_screen; MouseHandler *_mouseHandler; InventoryHandler *_inventoryHandler; Parser *_parser; Route *_route; SoundHandler *_soundHandler; IntroHandler *_introHandler; int _score; // Holds current score int _maxscore; // Holds maximum score char **loadTextsVariante(Common::File &in, uint16 *arraySize); char ***loadTextsArray(Common::File &in); uint16 **loadLongArray(Common::File &in); char **loadTexts(Common::File &in); void freeTexts(char **ptr); void initPlaylist(bool playlist[MAX_TUNES]); void initConfig(inst_t action); void initialize(); int deltaX(int x1, int x2, int vx, int y); int deltaY(int x1, int x2, int vy, int y); void processMaze(); //int y2comp (const void *a, const void *b); char *useBG(char *name); void freeObjects(); void boundaryCollision(object_t *obj); void calcMaxScore(); void initMachine(); void runMachine(); static int y2comp(const void *a, const void *b); }; } // End of namespace Hugo #endif // Hugo_H