/* 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" #include "hugo/console.h" // This include is here temporarily while the engine is being refactored. #include "hugo/game.h" #include "hugo/file.h" #define HUGO_DAT_VER_MAJ 0 // 1 byte #define HUGO_DAT_VER_MIN 30 // 1 byte #define DATAALIGNMENT 4 #define EDGE 10 // Closest object can get to edge of screen #define EDGE2 (EDGE * 2) // Push object further back on edge collision #define SHIFT 8 // Place hero this far inside bounding box namespace Common { class RandomSource; } /** * This is the namespace of the Hugo engine. * * Status of this engine: ??? * * Games using this engine: * - Hugo's House of Horror * - Whodunit? * - Jungle of Doom * - Hugo's Horrific Adventure * - Hugo's Mystery Adventure * - Hugo's Amazon Adventure */ namespace Hugo { static const int kSavegameVersion = 2; enum GameType { kGameTypeNone = 0, kGameTypeHugo1, kGameTypeHugo2, kGameTypeHugo3 }; enum GameVariant { kGameVariantH1Win = 0, kGameVariantH2Win, kGameVariantH3Win, kGameVariantH1Dos, kGameVariantH2Dos, kGameVariantH3Dos }; 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, kDebugObject = 1 << 8 }; enum HugoGameFeatures { GF_PACKED = (1 << 0) // Database }; // Strings used by the engine enum seqTextEngine { kEsAdvertise = 0 }; struct HugoGameDescription; class FileManager; class Scheduler; class Screen; class MouseHandler; class InventoryHandler; class Parser; class Route; class SoundHandler; class IntroHandler; class ObjectHandler; class HugoEngine : public Engine { public: HugoEngine(OSystem *syst, const HugoGameDescription *gd); ~HugoEngine(); OSystem *_system; byte _numVariant; byte _gameVariant; byte _maxInvent; byte _numBonuses; int8 _soundSilence; int8 _soundTest; int8 _tunesNbr; uint16 _numScreens; object_t *_hero; byte *_screen_p; byte _heroImage; byte *_introX; byte *_introY; byte *_screenStates; char **_textData; char **_stringtData; char **_screenNames; char **_textEngine; char **_textIntro; char **_textMouse; char **_textParser; char **_textUtil; char ***_arrayNouns; char ***_arrayVerbs; uint16 **_arrayReqs; hotspot_t *_hotspots; int16 *_invent; uses_t *_uses; uint16 _usesSize; background_t *_catchallList; background_t **_backgroundObjects; uint16 _backgroundObjectsSize; point_t *_points; cmd **_cmdList; uint16 _cmdListSize; uint16 **_screenActs; uint16 _screenActsSize; int16 *_defltTunes; uint16 _look; uint16 _take; uint16 _drop; GUI::Debugger *getDebugger() { return _console; } Common::RandomSource *_rnd; const char *_episode; const char *_picDir; Common::String _saveFilename; command_t _statusLine; command_t _scoreLine; const HugoGameDescription *_gameDescription; uint32 getFeatures() const; const char *getGameId() const; GameType getGameType() const; Common::Platform getPlatform() const; bool isPacked() const; // Temporary, until the engine is fully objectified. static HugoEngine &get() { assert(s_Engine != 0); return *s_Engine; } bool canLoadGameStateCurrently(); bool canSaveGameStateCurrently(); bool loadHugoDat(); char *useBG(char *name); int deltaX(int x1, int x2, int vx, int y); int deltaY(int x1, int x2, int vy, int y); void initGame(const HugoGameDescription *gd); void initGamePart(const HugoGameDescription *gd); void boundaryCollision(object_t *obj); void clearBoundary(int x1, int x2, int y); void endGame(); void initStatus(); void readScreenFiles(int screen); void screenActions(int screen); void setNewScreen(int screen); void shutdown(); void storeBoundary(int x1, int x2, int y); int getMouseX() const { return _mouseX; } int getMouseY() const { return _mouseY; } 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; } Common::Error saveGameState(int slot, const char *desc) { return (_file->saveGame(slot, desc) ? Common::kWritingFailed : Common::kNoError); } Common::Error loadGameState(int slot) { return (_file->restoreGame(slot) ? Common::kReadingFailed : Common::kNoError); } bool hasFeature(EngineFeature f) const { return (f == kSupportsRTL) || (f == kSupportsLoadingDuringRuntime) || (f == kSupportsSavingDuringRuntime); } FileManager *_file; Scheduler *_scheduler; Screen *_screen; MouseHandler *_mouse; InventoryHandler *_inventory; Parser *_parser; Route *_route; SoundHandler *_sound; IntroHandler *_intro; ObjectHandler *_object; protected: // Engine APIs Common::Error run(); private: int _mouseX; int _mouseY; byte _introXSize; status_t _status; // Game status structure static HugoEngine *s_Engine; HugoConsole *_console; // 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; 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(); void calcMaxScore(); void initMachine(); void runMachine(); }; } // End of namespace Hugo #endif // Hugo_H