/* 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 MADS_GAME_H #define MADS_GAME_H #include "common/scummsys.h" #include "common/savefile.h" #include "common/str-array.h" #include "common/serializer.h" #include "mads/audio.h" #include "mads/scene.h" #include "mads/game_data.h" #include "mads/globals.h" #include "mads/inventory.h" #include "mads/player.h" #include "mads/screen.h" namespace MADS { class MADSEngine; enum { PLAYER_INVENTORY = 2 }; enum Difficulty { DIFFICULTY_HARD = 1, DIFFICULTY_REALLY_HARD = 2, DIFFICULTY_IMPOSSIBLE = 3 }; enum KernelMode { KERNEL_GAME_LOAD = 0, KERNEL_SECTION_PRELOAD = 1, KERNEL_SECTION_INIT = 2, KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5 }; enum ProtectionResult { PROTECTION_SUCCEED = 0, PROTECTION_FAIL = 1, PROTECTION_ESCAPE = 2 }; #define MADS_SAVEGAME_VERSION 1 struct MADSSavegameHeader { uint8 _version; Common::String _saveName; Graphics::Surface *_thumbnail; int _year, _month, _day; int _hour, _minute; int _totalFrames; }; class Game { private: /** * Main game loop */ void gameLoop(); /** * Inner game loop for executing gameplay within a game section */ void sectionLoop(); /** * Load quotes data */ void loadQuotes(); protected: MADSEngine *_vm; MSurface *_surface; int _statusFlag; Common::StringArray _quotes; bool _quoteEmergency; bool _vocabEmergency; bool _anyEmergency; int _loadGameSlot; Common::String _saveName; Common::InSaveFile *_saveFile; /** * Constructor */ Game(MADSEngine *vm); /** * Initialises the current section number of the game */ void initSection(int sectionNumber); //@{ /** @name Virtual Method list */ /** * Perform any copy protection check */ virtual ProtectionResult checkCopyProtection() = 0; /** * Initialises global variables for a new game */ virtual void initialiseGlobals() = 0; /** * Set up the section handler specific to each section */ virtual void setSectionHandler() = 0; /** * Checks for whether to show a dialog */ virtual void checkShowDialog() = 0; //@} public: static Game *init(MADSEngine *vm); public: Player _player; ScreenObjects _screenObjects; Difficulty _difficulty; int _sectionNumber; int _priorSectionNumber; int _currentSectionNumber; InventoryObjects _objects; SectionHandler *_sectionHandler; VisitedScenes _visitedScenes; Scene _scene; KernelMode _kernelMode; int _trigger; ScreenTransition _fx; TriggerMode _triggerMode; TriggerMode _triggerSetupMode; uint32 _priorFrameTimer; Common::String _aaName; int _winStatus; int _widepipeCtr; public: virtual ~Game(); /** * Main outer loop for the game */ void run(); uint32 getQuotesSize() { return _quotes.size(); } const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; } void splitQuote(Common::String quote, Common::String part1, Common::String part2) {warning("TODO: splitQuote()");} Common::StringArray getMessage(uint32 id); /** * Returns the globals for the game */ virtual Globals &globals() = 0; /** * Standard object handling across the game */ virtual void doObjectAction() = 0; /** * Fallback handler for any action that isn't explicitly handled */ virtual void unhandledAction() = 0; /** * Global game step */ virtual void step() = 0; /** * Synchronise the game data * @param s Serializer * @param phase1 If true, it's synchronising the basic scene information */ virtual void synchronize(Common::Serializer &s, bool phase1); // DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs void clearQuotes() {} void loadQuoteRange(int startNum, int endNum) {} void loadQuoteSet(...) {} void loadQuote(int quoteNum) {} /** * Handle a keyboard event */ void handleKeypress(const Common::Event &event); /** * Starts a savegame loading. * @remarks Due to the way the engine is implemented, loading is done in two * parts, the second part after the specific scene has been loaded */ void loadGame(int slotNumber); /** * Save the current game */ void saveGame(int slotNumber, const Common::String &saveName); /** * Write out a savegame header */ void writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header); /** * Read in a savegame header */ static bool readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header); }; } // End of namespace MADS #endif /* MADS_GAME_H */