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
|
/* 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_HOPKINS_H
#define HOPKINS_HOPKINS_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"
#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"
/**
* This is the namespace of the Hopkins engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Hopkins FBI
*/
namespace Hopkins {
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
enum HopkinsDebugChannels {
kDebugPath = 1 << 0
};
/**
* A wrapper macro used around three character constants, like 'END', to
* ensure portability. Typical usage: MKTAG24('E','N','D').
*/
#define MKTAG24(a0,a1,a2) ((uint32)((a2) | (a1) << 8 | ((a0) << 16)))
#define READ_LE_INT16(x) (int16) READ_LE_UINT16(x)
struct HopkinsGameDescription;
class HopkinsEngine : public Engine {
private:
const HopkinsGameDescription *_gameDescription;
Common::RandomSource _randomSource;
void initializeSystem();
void displayNotAvailable();
void restoreSystem();
void endLinuxDemo();
void displayEndDemo();
void bombExplosion();
void handleConflagration();
void playSubmarineCutscene();
void playUnderwaterBaseCutscene();
void playPlaneCutscene();
void playEnding();
bool isUnderwaterSubScene();
/**
* Displays the map screen in the underground base.
*/
int handleBaseMap();
/**
* Loads the base map from the PBASE file
*/
void loadBaseMap();
/**
* Draws a simple base map for the Windows version, which implemented a 'Wolfenstein 3D'
* style shooter for the base, rather than having a map
*/
void drawBaseMap();
void handleOceanMouseEvents();
void setSubmarineSprites();
void handleOceanMaze(int16 curExitId, Common::String backgroundFilename, Directions defaultDirection, int16 exit1, int16 exit2, int16 exit3, int16 exit4, int16 soundId);
void loadCredits();
void displayCredits(int startPosY, byte *buffer, char color);
void displayCredits();
void handleNotAvailable(int nextScreen);
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:
AnimationManager *_animMan;
ComputerManager *_computer;
DialogsManager *_dialog;
Debugger *_debug;
EventsManager *_events;
FileManager *_fileIO;
FontManager *_fontMan;
Globals *_globals;
GraphicsManager *_graphicsMan;
LinesManager *_linesMan;
MenuManager *_menuMan;
ObjectsManager *_objectsMan;
SaveLoadManager *_saveLoad;
ScriptManager *_script;
SoundManager *_soundMan;
TalkManager *_talkMan;
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;
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);
int _startGameSlot;
/**
* Run the introduction sequence
*/
void playIntro();
/**
* Synchronizes the sound settings from ScummVM into the engine
*/
virtual void syncSoundSettings();
};
// Global reference to the HopkinsEngine object
extern HopkinsEngine *g_vm;
} // End of namespace Hopkins
#endif /* HOPKINS_HOPKINS_H */
|