aboutsummaryrefslogtreecommitdiff
path: root/engines/access/access.h
blob: 56646f01c9677ee003186948782859ec496479c1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
/* 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 ACCESS_ACCESS_H
#define ACCESS_ACCESS_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 "access/animation.h"
#include "access/bubble_box.h"
#include "access/char.h"
#include "access/data.h"
#include "access/debugger.h"
#include "access/events.h"
#include "access/files.h"
#include "access/font.h"
#include "access/inventory.h"
#include "access/player.h"
#include "access/resources.h"
#include "access/room.h"
#include "access/screen.h"
#include "access/scripts.h"
#include "access/sound.h"
#include "access/video.h"

/**
 * This is the namespace of the Access engine.
 *
 * Status of this engine: In Development
 *
 * Games using this engine:
 * - Amazon: Guardians of Eden
 */
namespace Access {

enum {
	GType_Amazon = 1,
	GType_MartianMemorandum = 2,
	GType_Noctropolis = 3
};

enum AccessDebugChannels {
	kDebugPath      = 1 << 0,
	kDebugScripts	= 1 << 1,
	kDebugGraphics	= 1 << 2,
	kDebugSound     = 1 << 3
};

struct AccessGameDescription;

extern const char *const _estTable[];

#define ACCESS_SAVEGAME_VERSION 1

struct AccessSavegameHeader {
	uint8 _version;
	Common::String _saveName;
	Graphics::Surface *_thumbnail;
	int _year, _month, _day;
	int _hour, _minute;
	int _totalFrames;
};

class AccessEngine : public Engine {
private:
	uint32 _lastTime, _curTime;

	/**
	 * Handles basic initialization
	 */
	void initialize();

	/**
	 * Set VGA mode
	 */
	void setVGA();

protected:
	const AccessGameDescription *_gameDescription;
	Common::RandomSource _randomSource;
	int _loadSaveSlot;

	/**
	 * Main handler for showing game rooms
	 */
	void doRoom();

	/**
	* Support method that generates a savegame name
	* @param slot		Slot number
	*/
	Common::String generateSaveName(int slot);

	/**
	 * Play back an entire video
	 */
	void playVideo(int videoNum, const Common::Point &pt);

	// Engine APIs
	virtual Common::Error run();
	virtual bool hasFeature(EngineFeature f) const;
protected:
	/**
	 * Play the game
	 */
	virtual void playGame() = 0;

	/**
	* Synchronize savegame data
	*/
	virtual void synchronize(Common::Serializer &s);
public:
	AnimationManager *_animation;
	BubbleBox *_bubbleBox;
	BubbleBox *_helpBox;
	BubbleBox *_travelBox;
	BubbleBox *_invBox;
	BubbleBox *_aboutBox;
	CharManager *_char;
	Debugger *_debugger;
	EventsManager *_events;
	FileManager *_files;
	InventoryManager *_inventory;
	Player *_player;
	Resources *_res;
	Room *_room;
	Screen *_screen;
	Scripts *_scripts;
	SoundManager *_sound;
	MusicManager *_midi;
	VideoPlayer *_video;

	BaseSurface *_destIn;
	BaseSurface *_current;
	ASurface _buffer1;
	ASurface _buffer2;
	ASurface _vidBuf;
	int _vidX, _vidY;
	Common::Array<CharEntry *> _charTable;
	SpriteResource *_objectsTable[100];
	bool _establishTable[100];
	bool _establishFlag;
	int _establishMode;
	int _establishGroup;
	int _establishCtrlTblOfs;
	int _numAnimTimers;
	TimerList _timers;
	DeathList _deaths;
	FontManager _fonts;
	Common::Array<Common::Rect> _newRects;
	Common::Array<Common::Rect> _oldRects;
	Common::Array<ExtraCell> _extraCells;
	ImageEntryList _images;
	int _mouseMode;

	int _playerDataCount;
	int _currentManOld;
	int _converseMode;
	bool _currentCharFlag;
	bool _boxSelect;
	int _scale;
	int _scaleH1, _scaleH2;
	int _scaleN1;
	int _scaleT1;
	int _scaleMaxY;
	int _scaleI;
	int _scrollX, _scrollY;
	int _scrollCol, _scrollRow;
	bool _imgUnscaled;
	bool _canSaveLoad;

	Resource *_establish;
	int _printEnd;
	int _txtPages;
	int _narateFile;
	int _sndSubFile;
	int _countTbl[6];

	// Fields that are included in savegames
	int _conversation;
	int _currentMan;
	uint32 _newTime;
	uint32 _newDate;
	int _flags[256];

	// Fields used by MM
	// TODO: Refactor
	int _travel[60];
	int _ask[40];
	int _startTravelItem;
	int _startTravelBox;
	int _startAboutItem;
	int _startAboutBox;
	int _boxDataStart;
	bool _boxDataEnd;
	int _boxSelectY;
	int _boxSelectYOld;
	int _numLines;
	byte _byte26CB5;
	int _bcnt;
	byte *_tempList;
	int _pictureTaken;
	//

	bool _vidEnd;
	bool _clearSummaryFlag;
	bool _cheatFl;
	bool _restartFl;
	// Fields mapped into the flags array
	int &_useItem;
	int &_startup;
	int &_manScaleOff;

public:
	AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
	virtual ~AccessEngine();

	virtual void dead(int deathId) = 0;

	uint32 getFeatures() const;
	bool isCD() const;
	bool isDemo() const;
	Common::Language getLanguage() const;
	Common::Platform getPlatform() const;
	uint16 getVersion() const;
	uint32 getGameID() const;
	uint32 getGameFeatures() const;
	bool shouldQuitOrRestart();

	int getRandomNumber(int maxNumber);

	void loadCells(Common::Array<CellIdent> &cells);

	/**
	* Free the sprites list
	*/
	void freeCells();

	virtual void establish(int esatabIndex, int sub) = 0;

	void plotList();
	void plotList1();

	void copyBlocks();

	void copyRects();

	void copyBF1BF2();

	void copyBF2Vid();

	void freeChar();

	/**
	 * Draw a string on a given surface and update text positioning
	 */
	void printText(BaseSurface *s, const Common::String &msg);
	void speakText(BaseSurface *s, const Common::String &msg);

	/**
	 * 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
	 */
	WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header, bool skipThumbnail = true);

	/**
	 * Write out a savegame header
	 */
	void writeSavegameHeader(Common::OutSaveFile *out, AccessSavegameHeader &header);

	void SPRINTCHR(char c, int fontNum);
	void PRINTCHR(Common::String msg, int fontNum);

	bool playMovie(const Common::String &filename, const Common::Point &pos);
};

} // End of namespace Access

#endif /* ACCESS_ACCESS_H */