/* 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_MADS_H #define MADS_MADS_H #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.h" #include "common/util.h" #include "engines/engine.h" #include "graphics/surface.h" #include "mads/conversations.h" #include "mads/debugger.h" #include "mads/dialogs.h" #include "mads/events.h" #include "mads/font.h" #include "mads/game.h" #include "mads/screen.h" #include "mads/msurface.h" #include "mads/resources.h" #include "mads/sound.h" /** * This is the namespace of the MADS engine. * * Status of this engine: In Development * * Games using this engine: * - Rex Nebular and the Cosmic Gender Bender */ namespace MADS { #define DEBUG_BASIC 1 #define DEBUG_INTERMEDIATE 2 #define DEBUG_DETAILED 3 enum MADSDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2 }; enum { GType_RexNebular = 0, GType_Dragonsphere = 1, GType_Phantom = 2 }; enum ScreenFade { SCREEN_FADE_SMOOTH = 0, SCREEN_FADE_MEDIUM = 1, SCREEN_FADE_FAST = 2 }; struct MADSGameDescription; class MADSEngine : public Engine { private: const MADSGameDescription *_gameDescription; Common::RandomSource _randomSource; /** * Handles basic initialisation */ void initialize(); void loadOptions(); protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: Debugger *_debugger; Dialogs *_dialogs; EventsManager *_events; Font *_font; Game *_game; GameConversations * _gameConv; Palette *_palette; Resources *_resources; Screen *_screen; SoundManager *_sound; AudioPlayer *_audio; bool _easyMouse; bool _invObjectsAnimated; bool _textWindowStill; ScreenFade _screenFade; bool _musicFlag; bool _soundFlag; bool _dithering; bool _disableFastwalk; public: MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc); virtual ~MADSEngine(); uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; uint16 getVersion() const; uint32 getGameID() const; uint32 getGameFeatures() const; int getRandomNumber(int maxNumber); int getRandomNumber(int minNumber, int maxNumber); int hypotenuse(int xv, int yv); /** * Returns true if it is currently okay to restore a game */ bool canLoadGameStateCurrently(); /** * Returns true if it is currently okay to save the game */ bool canSaveGameStateCurrently(); /** * Support method that generates a savegame name * @param slot Slot number */ Common::String generateSaveName(int slot); /** * Handles loading a game via the GMM */ virtual Common::Error loadGameState(int slot); /** * Handles saving the game via the GMM */ virtual Common::Error saveGameState(int slot, const Common::String &desc); /** * Handles updating sound settings after they're changed in the GMM dialog */ virtual void syncSoundSettings(); void saveOptions(); }; } // End of namespace MADS #endif /* MADS_MADS_H */