/* 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 M4_H #define M4_H #include "common/scummsys.h" #include "common/util.h" #include "common/random.h" #include "audio/mididrv.h" #include "engines/engine.h" #include "m4/globals.h" #include "m4/graphics.h" #include "m4/resource.h" #include "m4/saveload.h" #include "m4/viewmgr.h" #include "m4/gui.h" #include "m4/events.h" #include "m4/font.h" #include "m4/scene.h" #include "m4/mads_player.h" #include "m4/mads_scene.h" #include "m4/m4_scene.h" #include "m4/actor.h" #include "m4/sound.h" #include "m4/rails.h" #include "m4/converse.h" #include "m4/animation.h" //#define DUMP_SCRIPTS /** * This is the namespace of the M4 engine. * * Status of this engine: * This engine is eventually intended to compromise two evolutions of the same engine: 'MADS' for the * first generation of the engine, and 'M4' for the second generation. This engine is called M4 overall * simply because work first began on the M4 side (focusing on the game 'Orion Burger'). * * MADS Status: The current game being focused on is 'Rex Nebular' by DreamMaster, who is implementing * functionality as he disassembles the games original executables. Currently the engine has no particular * game logic implemented, although it does have the title screen implemented, and displays the initial * game screen and some game interface elements * * M4 Status: Work on this engine began with the game 'Orion Burger'. Some of the user interface * functionality has been implemented. No further work has been done on this for some time, so progress * on this part of the engine can be considered frozen. * * Games using this engine: * MADS Games: Dragonsphere, Return of the Phantom, Rex Nebular and the Cosmic Gender Bender * M4 Games: Orion Burger, The Riddle of Master Lu */ namespace M4 { class MidiPlayer; class FileSystem; class ResourceManager; class Mouse; class Events; class Scene; class ViewManager; class View; class Inventory; class M4InterfaceView; class ConversationView; class Actor; class Converse; class MadsConversation; class ScriptInterpreter; class WoodScript; class Animation; enum M4GameType { GType_Riddle = 1, GType_Burger = 2, GType_RexNebular = 3, GType_DragonSphere = 4, GType_Phantom = 5 }; enum Features { kFeaturesNone = 0, kFeaturesCD = 1 << 0, kFeaturesDemo = 1 << 1 }; enum { kFileTypeHash, kFileTypeHAG }; enum { kDebugScript = 1 << 0, kDebugConversations = 1 << 1, kDebugGraphics = 1 << 2, kDebugSound = 1 << 3, kDebugCore = 1 << 4 }; #define MESSAGE_BASIC 1 #define MESSAGE_INTERMEDIATE 2 #define MESSAGE_DETAILED 3 struct M4GameDescription; #define GAME_FRAME_DELAY 20 #define VALIDATE_MADS assert(!_vm->isM4()) inline void str_lower(char *s) { while (*s) { *s = tolower(*s); s++; } } inline void str_upper(char *s) { while (*s) { *s = toupper(*s); s++; } } inline long FixedMul(long a, long b) { return (long)(((float)a * (float)b) / 65536.0); } inline long FixedDiv(long a, long b) { return (long)(((float)a / (float)b) * 65536.0); } class MadsM4Engine : public Engine { private: Common::Error goMADS(); Common::Error goM4(); protected: // Engine APIs virtual Common::Error run(); void shutdown(); MidiPlayer *_midi; public: MadsM4Engine(OSystem *syst, const M4GameDescription *gameDesc); virtual ~MadsM4Engine(); int getGameType() const; uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; bool isM4() const { return (getGameType() == GType_Riddle) || (getGameType() == GType_Burger); } const char *getGameFile(int fileType); Common::EventManager *eventMan() { return _eventMan; } const M4GameDescription *_gameDescription; ResourceManager *res() const { return _resourceManager; } MidiPlayer *midi() { return _midi; } Common::SaveFileManager *saveManager() { return _saveFileMan; } void dumpFile(const char* filename, bool uncompress = false); void eventHandler(); bool delay(int duration, bool keyAborts = true, bool clickAborts = true); void loadMenu(MenuType menuType, bool loadSaveFromHotkey = false, bool calledFromMainMenu = false); // TODO: eventually these have to be removed int32 seed; void imath_seed(int32 seednum) { seed = seednum; } uint32 imath_random() { return(seed = (25173*seed + 13849) & 0xffff); } int32 imath_ranged_rand(int32 a, int32 b) { return (a + (((1 + ABS(b-a))*imath_random())>>16)); } long imath_ranged_rand16(long a, long b) { return ((a + FixedMul(1+ABS(b-a),imath_random()))); } // ResourceManager *_resourceManager; Globals *_globals; SaveLoad *_saveLoad; ViewManager *_viewManager; Palette *_palette; Kernel *_kernel; Player *_player; Mouse *_mouse; Events *_events; FontManager *_font; Actor *_actor; Scene *_scene; Dialogs *_dialogs; M4Surface *_screen; Inventory *_inventory; ConversationView *_conversationView; Sound *_sound; Rails *_rails; ScriptInterpreter *_script; WoodScript *_ws; Common::RandomSource *_random; Scene *scene() { return _scene; } }; class MadsEngine : public MadsM4Engine { private: void showDialog(); public: MadsConversation _converse; uint32 _currentTimer; MadsPlayer _player; public: MadsEngine(OSystem *syst, const M4GameDescription *gameDesc); virtual ~MadsEngine(); virtual Common::Error run(); MadsGlobals *globals() { return (MadsGlobals *)_globals; } MadsScene *scene() { return (MadsScene *)_scene; } void startScene(int sceneNum) { if (!_scene) { _scene = new MadsScene(this); ((MadsScene *)_scene)->initialise(); } _scene->show(); _scene->loadScene(101); } }; class M4Engine : public MadsM4Engine { public: Converse *_converse; public: M4Engine(OSystem *syst, const M4GameDescription *gameDesc); virtual ~M4Engine(); virtual Common::Error run(); M4Globals *globals() { return (M4Globals *)_globals; } M4Scene *scene() { return (M4Scene *)_scene; } }; // FIXME: remove globals extern MadsM4Engine *_vm; extern MadsEngine *_madsVm; extern M4Engine *_m4Vm; } // End of namespace M4 #endif