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/* 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;
ASurface *_destIn;
ASurface *_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(ASurface *s, const Common::String &msg);
void speakText(ASurface *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
*/
static bool readSavegameHeader(Common::InSaveFile *in, AccessSavegameHeader &header);
/**
* 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 */
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