/* 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/savefile.h" #include "common/serializer.h" #include "common/util.h" #include "engines/engine.h" #include "graphics/surface.h" #include "xeen/debugger.h" #include "xeen/events.h" #include "xeen/screen.h" #include "xeen/sound.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_0 = 0, MODE_9 = 9 }; struct XeenGameDescription; #define XEEN_SAVEGAME_VERSION 1 #define GAME_FRAME_TIME 50 struct XeenSavegameHeader { uint8 _version; Common::String _saveName; Graphics::Surface *_thumbnail; int _year, _month, _day; int _hour, _minute; int _totalFrames; }; class XeenEngine : public Engine { private: const XeenGameDescription *_gameDescription; Common::RandomSource _randomSource; int _loadSaveSlot; protected: /** * Play the game */ virtual void playGame(); private: void initialize(); /** * Synchronize savegame data */ void synchronize(Common::Serializer &s); /** * Support method that generates a savegame name * @param slot Slot number */ Common::String generateSaveName(int slot); // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: Debugger *_debugger; EventsManager *_events; Screen *_screen; SoundManager *_sound; Mode _mode; GameEvent _gameEvent; Common::SeekableReadStream *_eventData; 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; int getRandomNumber(int maxNumber); /** * Load a savegame */ virtual Common::Error loadGameState(int slot); /** * Save the game */ virtual Common::Error saveGameState(int slot, const Common::String &desc); /** * Returns true if a savegame can currently be loaded */ bool canLoadGameStateCurrently(); /** * Returns true if the game can currently be saved */ bool canSaveGameStateCurrently(); /** * Read in a savegame header */ static bool readSavegameHeader(Common::InSaveFile *in, XeenSavegameHeader &header); /** * Write out a savegame header */ void writeSavegameHeader(Common::OutSaveFile *out, XeenSavegameHeader &header); }; } // End of namespace Xeen #endif /* XEEN_XEEN_H */