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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 HOPKINS_H
#define HOPKINS_H

#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/hash-str.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "hopkins/anim.h"
#include "hopkins/computer.h"
#include "hopkins/debugger.h"
#include "hopkins/dialogs.h"
#include "hopkins/events.h"
#include "hopkins/files.h"
#include "hopkins/font.h"
#include "hopkins/globals.h"
#include "hopkins/graphics.h"
#include "hopkins/lines.h"
#include "hopkins/menu.h"
#include "hopkins/objects.h"
#include "hopkins/saveload.h"
#include "hopkins/script.h"
#include "hopkins/sound.h"
#include "hopkins/talk.h"

/**
 * This is the namespace of the Hopkins engine.
 *
 * Status of this engine: In Development
 *
 * Games using this engine:
 * - Hopkins FBI
 */
namespace Hopkins {

enum {
	kHopkinsDebugAnimations = 1 << 0,
	kHopkinsDebugActions = 1 << 1,
	kHopkinsDebugSound = 1 << 2,
	kHopkinsDebugMusic = 1 << 3,
	kHopkinsDebugScripts = 1 << 4
};

#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3

#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480

#define MAX_LINES 400

struct HopkinsGameDescription;

class HopkinsEngine : public Engine {
private:
	const HopkinsGameDescription *_gameDescription;
	Common::RandomSource _randomSource;

	void initializeSystem();

	void PASS();
	void restoreSystem();
	void PUBQUIT();
	void displayEndDemo();
	void bombExplosion();
	void handleConflagration();
	void BASE();
	void BASED();
	void playEnding();
	void displayPlane();

	/**
	 * Displays the map screen in the underground base.
	 */
	int  handleBaseMap();

	void BTOCEAN();
	void OCEAN_HOME();
	void OCEAN(int16 curExitId, Common::String backgroundFilename, int16 defaultDirection, int16 exit1, int16 exit2, int16 exit3, int16 exit4, int16 soundId);
	void loadCredits();
	void displayCredits(int startPosY, byte *buffer, char colour);
	void displayCredits();
	void NO_DISPO(int sortie);

	bool runWin95Demo();
	bool runLinuxDemo();
	bool runFull();

	/**
	 * Show warning screen about the game being adults only.
	 */
	bool displayAdultDisclaimer();
protected:
	// Engine APIs
	virtual Common::Error run();
	virtual bool hasFeature(EngineFeature f) const;

public:
	Debugger _debugger;
	AnimationManager _animationManager;
	ComputerManager _computerManager;
	DialogsManager _dialogsManager;
	EventsManager _eventsManager;
	FontManager _fontManager;
	Globals _globals;
	FileManager _fileManager;
	GraphicsManager _graphicsManager;
	LinesManager _linesManager;
	MenuManager _menuManager;
	ObjectsManager _objectsManager;
	SaveLoadManager _saveLoadManager;
	ScriptManager _scriptManager;
	SoundManager _soundManager;
	TalkManager _talkManager;

public:
	HopkinsEngine(OSystem *syst, const HopkinsGameDescription *gameDesc);
	virtual ~HopkinsEngine();
	void GUIError(const Common::String &msg);

	uint32 getFeatures() const;
	Common::Language getLanguage() const;
	Common::Platform getPlatform() const;
	uint16 getVersion() const;
	bool getIsDemo() const;
	bool shouldQuit() const;

	int getRandomNumber(int maxNumber);
	Common::String generateSaveName(int slotNumber);
	virtual bool canLoadGameStateCurrently();
	virtual bool canSaveGameStateCurrently();
	virtual Common::Error loadGameState(int slot);
	virtual Common::Error saveGameState(int slot, const Common::String &desc);

	/**
	 * Run the introduction sequence
	 */
	void playIntro();

	/**
	 * Synchronises the sound settings from ScummVM into the engine
	 */
	virtual void syncSoundSettings();
};

// Global reference to the HopkinsEngine object
extern HopkinsEngine *g_vm;

#define GLOBALS g_vm->_globals

} // End of namespace Hopkins

#endif /* HOPKINS_H */