/* 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 XEEN_XEEN_H #define XEEN_XEEN_H #include "common/scummsys.h" #include "common/system.h" #include "common/error.h" #include "common/random.h" #include "common/serializer.h" #include "common/util.h" #include "engines/engine.h" #include "xeen/combat.h" #include "xeen/debugger.h" #include "xeen/dialogs/dialogs.h" #include "xeen/events.h" #include "xeen/files.h" #include "xeen/interface.h" #include "xeen/locations.h" #include "xeen/map.h" #include "xeen/party.h" #include "xeen/patcher.h" #include "xeen/resources.h" #include "xeen/saves.h" #include "xeen/screen.h" #include "xeen/scripts.h" #include "xeen/sound.h" #include "xeen/spells.h" #include "xeen/window.h" /** * This is the namespace of the Xeen engine. * * Status of this engine: In Development * * Games using this engine: * - Might & Magic 4: Clouds of Xeen * - Might & Magic 5: Dark Side of Xeen * - Might & Magic: World of Xeen * - Might & Magic: Swords of Xeen */ namespace Xeen { enum { GType_Clouds = 1, GType_DarkSide = 2, GType_WorldOfXeen = 3, GType_Swords = 4 }; enum XeenDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2, kDebugSound = 1 << 3 }; enum Mode { MODE_FF = -1, MODE_STARTUP = 0, MODE_INTERACTIVE = 1, MODE_COMBAT = 2, MODE_3 = 3, MODE_4 = 4, MODE_SLEEPING = 5, MODE_6 = 6, MODE_7 = 7, MODE_8 = 8, MODE_SCRIPT_IN_PROGRESS = 9, MODE_CHARACTER_INFO = 10, MODE_INTERACTIVE2 = 12, MODE_DIALOG_123 = 13, MODE_INTERACTIVE7 = 17, MODE_86 = 86 }; enum GameMode { GMODE_NONE = 0, GMODE_STARTUP = 1, GMODE_MENU = 2, GMODE_PLAY_GAME = 3, GMODE_QUIT = 4 }; struct XeenGameDescription; #define XEEN_SAVEGAME_VERSION 1 class XeenEngine : public Engine { /** * Container to a set of options newly introduced under ScummVM */ struct ExtendedOptions { bool _showItemCosts; bool _durableArmor; ExtendedOptions() : _showItemCosts(false), _durableArmor(false) {} }; private: const XeenGameDescription *_gameDescription; Common::RandomSource _randomSource; private: /** * Initializes all the engine sub-objects */ bool initialize(); /** * Load settings */ void loadSettings(); // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; /** * Outer gameplay loop responsible for dispatching control to game-specific * intros, main menus, or to play the actual game */ void outerGameLoop(); /** * Inner game loop */ void gameLoop(); /** * Plays the actual game */ void play(); protected: int _loadSaveSlot; protected: /** * Show the starting sequence/intro */ virtual void showStartup() = 0; /** * Show the startup menu */ virtual void showMainMenu() = 0; /** * Play the game */ virtual void playGame(); /** * Death cutscene */ virtual void death() = 0; public: Combat *_combat; Debugger *_debugger; EventsManager *_events; FileManager *_files; Interface *_interface; LocationManager *_locations; Map *_map; Party *_party; Patcher *_patcher; Resources *_resources; SavesManager *_saves; Screen *_screen; Scripts *_scripts; Sound *_sound; Spells *_spells; Windows *_windows; Mode _mode; GameMode _gameMode; bool _noDirectionSense; bool _startupWindowActive; uint _endingScore; bool _gameWon[3]; uint _finalScore; ExtendedOptions _extOptions; public: XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc); virtual ~XeenEngine(); uint32 getFeatures() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; uint16 getVersion() const; uint32 getGameID() const; uint32 getGameFeatures() const; bool getIsCD() const; int getRandomNumber(int maxNumber); int getRandomNumber(int minNumber, int maxNumber); /** * Returns true if the game should be exited (either quitting, exiting to the main menu, or loading a savegame) */ bool shouldExit() const { return _gameMode != GMODE_NONE || isLoadPending() || shouldQuit(); } /** * Returns true if a savegame load is pending */ bool isLoadPending() const { return _loadSaveSlot != -1; } /** * Load a savegame */ virtual Common::Error loadGameState(int slot); /** * Save the game */ virtual Common::Error saveGameState(int slot, const Common::String &desc); /** * Updates sound settings */ virtual void syncSoundSettings(); /** * Returns true if a savegame can currently be loaded */ virtual bool canLoadGameStateCurrently(); /** * Returns true if the game can currently be saved */ virtual bool canSaveGameStateCurrently(); /** * Show a cutscene * @param name Name of cutscene * @param status For World of Xeen, Goober status * @param score Final score */ virtual void showCutscene(const Common::String &name, int status, uint score) {} /** * Dream sequence */ virtual void dream() = 0; static Common::String printMil(uint value); static Common::String printK(uint value); static Common::String printK2(uint value); /** * Saves engine settings */ void saveSettings(); /** * Show an error message in a GUI dialog */ void GUIError(const Common::String &msg); /** * Checks if an auto save should be done, and if so, takes care of it */ void autoSaveCheck(int &lastSaveTime); }; extern XeenEngine *g_vm; } // End of namespace Xeen #endif /* XEEN_XEEN_H */