/* 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 TITANIC_TITANIC_H #define TITANIC_TITANIC_H #include "common/scummsys.h" #include "common/random.h" #include "common/system.h" #include "common/serializer.h" #include "engines/advancedDetector.h" #include "engines/engine.h" #include "graphics/screen.h" #include "titanic/debugger.h" #include "titanic/events.h" #include "titanic/support/files_manager.h" #include "titanic/main_game_window.h" #include "titanic/support/file_reader.h" #include "titanic/support/movie.h" #include "titanic/support/screen_manager.h" #include "titanic/support/string.h" #include "titanic/true_talk/tt_script_base.h" /** * This is the namespace of the Titanic engine. * * Status of this engine: In Development * * Games using this engine: * - Starship Titanic */ namespace Titanic { enum TitanicDebugChannels { kDebugCore = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2, kDebugSound = 1 << 3 }; #define TITANIC_SAVEGAME_VERSION 1 #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 #define ERROR_BASIC 1 #define ERROR_INTERMEDIATE 2 #define ERROR_DETAILED 3 #define TOTAL_ITEMS 46 #define TOTAL_ROOMS 34 struct TitanicGameDescription; class TitanicEngine; struct TitanicSavegameHeader { uint8 _version; Common::String _saveName; Graphics::Surface *_thumbnail; int _year, _month, _day; int _hour, _minute; int _totalFrames; }; class TitanicEngine : public Engine { private: /** * Handles basic initialization */ void initialize(); /** * Handles game deinitialization */ void deinitialize(); /** * Sets up the item names, short, and long descriptions */ void setItemNames(); /** * Sets up the list of room names */ void setRoomNames(); protected: const TitanicGameDescription *_gameDescription; int _loadSaveSlot; // Engine APIs virtual void initializePath(const Common::FSNode &gamePath); virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: Debugger *_debugger; Events *_events; CFilesManager *_filesManager; Graphics::Screen *_screen; OSScreenManager *_screenManager; CMainGameWindow *_window; Common::RandomSource _randomSource; CScriptHandler *_scriptHandler; TTScriptBase *_script; CFileReader _fileReader; CMovieList _activeMovies; CString _itemNames[TOTAL_ITEMS]; CString _itemDescriptions[TOTAL_ITEMS]; CString _itemObjects[TOTAL_ITEMS]; CString _itemIds[40]; CString _roomNames[TOTAL_ROOMS]; public: TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc); virtual ~TitanicEngine(); uint32 getFeatures() const; bool isDemo() const; Common::Language getLanguage() const; /** * Gets a random number */ uint getRandomNumber(uint max) { return _randomSource.getRandomNumber(max); } }; extern TitanicEngine *g_vm; } // End of namespace Titanic #endif /* TITANIC_TITANIC_H */