aboutsummaryrefslogtreecommitdiff
path: root/engines/dm/dm.h
blob: aa37776286637c3edbcece95cb959a4fccf3df4a (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
/* 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.
*
*/

/*
* Based on the Reverse Engineering work of Christophe Fontanel,
* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
*/

#ifndef DM_H
#define DM_H

#include "common/random.h"
#include "engines/engine.h"
#include "gui/debugger.h"


namespace DM {

class Console;
class DisplayMan;
class DungeonMan;
class EventManager;
class MenuMan;
class ChampionMan;
class LoadsaveMan;
class ObjectMan;
class InventoryMan;
class TextMan;
class MovesensMan;


enum direction {
	kDirNorth = 0,
	kDirEast = 1,
	kDirSouth = 2,
	kDirWest = 3
};

// TODO: refactor direction into a class
extern int8 _dirIntoStepCountEast[4];
extern int8 _dirIntoStepCountNorth[4];

void turnDirRight(direction &dir);
void turnDirLeft(direction &dir);
direction returnOppositeDir(direction dir);
bool isOrientedWestEast(direction dir);


enum ThingType {
	kPartyThingType = -1, // @ CM1_THING_TYPE_PARTY, special value
	kDoorThingType = 0,
	kTeleporterThingType = 1,
	kTextstringType = 2,
	kSensorThingType = 3,
	kGroupThingType = 4,
	kWeaponThingType = 5,
	kArmourThingType = 6,
	kScrollThingType = 7,
	kPotionThingType = 8,
	kContainerThingType = 9,
	kJunkThingType = 10,
	kProjectileThingType = 14,
	kExplosionThingType = 15,
	kThingTypeTotal = 16 // +1 than the last (explosionThingType)
}; // @ C[00..15]_THING_TYPE_...

class Thing {
	uint16 _data;
public:
	static const Thing _thingNone;
	static const Thing _thingEndOfList;

	Thing() : _data(0) {}
	explicit Thing(uint16 d) { set(d); }

	void set(uint16 d) {
		_data = d;
	}

	byte getCell() const { return _data >> 14; }
	ThingType getType() const { return (ThingType)((_data >> 10) & 0xF); }
	uint16 getIndex() const { return _data & 0x1FF; }
	uint16 toUint16() const { return _data; } // I don't like 'em cast operators
	bool operator==(const Thing &rhs) const { return _data == rhs._data; }
	bool operator!=(const Thing &rhs) const { return _data != rhs._data; }
}; // @ THING


enum {
	// engine debug channels
	kDMDebugExample = 1 << 0
};

class DMEngine : public Engine {
	void startGame(); // @ F0462_START_StartGame_CPSF
	void processNewPartyMap(uint16 mapIndex); // @ F0003_MAIN_ProcessNewPartyMap_CPSE
	void initializeGame(); // @ F0463_START_InitializeGame_CPSADEF
	void gameloop(); // @ F0002_MAIN_GameLoop_CPSDF
public:
	explicit DMEngine(OSystem *syst);
	~DMEngine();

	virtual Common::Error run(); // @ main

private:
	Console *_console;
public:
	Common::RandomSource *_rnd;
	DisplayMan *_displayMan;
	DungeonMan *_dungeonMan;
	EventManager *_eventMan;
	MenuMan *_menuMan;
	ChampionMan *_championMan;
	LoadsaveMan *_loadsaveMan;
	ObjectMan *_objectMan;
	InventoryMan *_inventoryMan;
	TextMan *_textMan;
	MovesensMan *_movsens;

	bool _stopWaitingForPlayerInput; // G0321_B_StopWaitingForPlayerInput
	bool _gameTimeTicking; // @ G0301_B_GameTimeTicking
	bool _restartGameAllowed; // @ G0524_B_RestartGameAllowed
	uint32 _gameId; // @ G0525_l_GameID, probably useless here
	bool _pressingEye; // @ G0331_B_PressingEye
	bool _stopPressingEye; // @ G0332_B_StopPressingEye
	bool _pressingMouth; // @ G0333_B_PressingMouth
	bool _stopPressingMouth; // @ G0334_B_StopPressingMouth
	bool _highlightBoxInversionRequested; // @ G0340_B_HighlightBoxInversionRequested
};

class Console : public GUI::Debugger {
public:
	explicit Console(DMEngine *vm) {}
	virtual ~Console(void) {}
};

} // End of namespace DM

#endif