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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.
*
* $URL$
* $Id$
*
*/
#ifndef M4_H
#define M4_H
#include "common/scummsys.h"
#include "common/util.h"
#include "engines/engine.h"
#include "m4/globals.h"
#include "m4/graphics.h"
#include "m4/resource.h"
#include "m4/saveload.h"
#include "m4/viewmgr.h"
#include "m4/gui.h"
#include "m4/events.h"
#include "m4/font.h"
#include "m4/scene.h"
#include "m4/actor.h"
#include "m4/sound.h"
#include "m4/rails.h"
#include "m4/converse.h"
#include "m4/animation.h"
//#define DUMP_SCRIPTS
/**
* This is the namespace of the M4 engine.
*
* Status of this engine:
* This engine is eventually intended to compromise two evolutions of the same engine: 'MADS' for the
* first generation of the engine, and 'M4' for the second generation. This engine is called M4 overall
* simply because work first began on the M4 side (focusing on the game 'Orion Burger').
*
* MADS Status: The current game being focused on is 'Rex Nebular' by DreamMaster, who is implementing
* functionality as he disassembles the games original executables. Currently the engine has no particular
* game logic implemented, although it does have the title screen implemented, and displays the initial
* game screen and some game interface elements
*
* M4 Status: Work on this engine began with the game 'Orion Burger'. Some of the user interface
* functionality has been implemented. No further work has been done on this for some time, so progress
* on this part of the engine can be considered frozen.
*
* Games this engine will support:
* MADS Games: Dragonsphere, Return of the Phantom, Rex Nebular and the Cosmic Gender Bender
* M4 Games: Orion Burger, The Riddle of Master Lu
*/
namespace M4 {
class MidiPlayer;
class FileSystem;
class ResourceManager;
class Mouse;
class Events;
class Scene;
class ViewManager;
class View;
class Inventory;
class GameInterfaceView;
class ConversationView;
class Actor;
class Converse;
class ScriptInterpreter;
class WoodScript;
class Animation;
enum M4GameType {
GType_Riddle = 1,
GType_Burger,
GType_RexNebular,
GType_DragonSphere,
GType_Phantom
};
enum Features {
kFeaturesNone = 0,
kFeaturesCD = 1 << 0,
kFeaturesDemo = 1 << 1
};
enum {
kFileTypeHash,
kFileTypeHAG
};
enum {
kDebugScript = 1 << 0,
kDebugConversations = 2 << 0
};
#define MESSAGE_BASIC 1
#define MESSAGE_INTERMEDIATE 2
#define MESSAGE_DETAILED 3
struct M4GameDescription;
#define GAME_FRAME_DELAY 50
#define VALIDATE_MADS assert(!_vm->isM4())
inline void str_lower(char *s) { while (*s) { *s = tolower(*s); s++; } }
inline void str_upper(char *s) { while (*s) { *s = toupper(*s); s++; } }
inline long FixedMul(long a, long b) { return (long)(((float)a * (float)b) / 65536.0); }
inline long FixedDiv(long a, long b) { return (long)(((float)a / (float)b) * 65536.0); }
class M4Engine : public Engine {
private:
Common::Error goMADS();
Common::Error goM4();
protected:
// Engine APIs
virtual Common::Error run();
void shutdown();
MidiPlayer *_midi;
public:
M4Engine(OSystem *syst, const M4GameDescription *gameDesc);
virtual ~M4Engine();
int getGameType() const;
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool isM4() const { return (getGameType() == GType_Riddle) || (getGameType() == GType_Burger); }
const char *getGameFile(int fileType);
Common::EventManager *eventMan() { return _eventMan; }
OSystem *system() { return _system; }
const M4GameDescription *_gameDescription;
ResourceManager *res() const { return _resourceManager; }
MidiPlayer *midi() { return _midi; }
Common::SaveFileManager *saveManager() { return _saveFileMan; }
void dumpFile(const char* filename, bool uncompress = false);
void eventHandler();
bool delay(int duration, bool keyAborts = true, bool clickAborts = true);
void loadMenu(MenuType menuType, bool loadSaveFromHotkey = false,
bool calledFromMainMenu = false);
// TODO: eventually these have to be removed
int32 seed;
void imath_seed(int32 seednum) { seed = seednum; }
uint32 imath_random() { return(seed = (25173*seed + 13849) & 0xffff); }
int32 imath_ranged_rand(int32 a, int32 b) { return (a + (((1 + ABS<int32>(b-a))*imath_random())>>16)); }
long imath_ranged_rand16(long a, long b) { return ((a + FixedMul(1+ABS<int32>(b-a),imath_random()))); }
//
ResourceManager *_resourceManager;
SaveLoad *_saveLoad;
ViewManager *_viewManager;
Palette *_palette;
Kernel *_kernel;
Globals *_globals;
Player *_player;
Mouse *_mouse;
Events *_events;
Font *_font;
Actor *_actor;
Scene *_scene;
Dialogs *_dialogs;
M4Surface *_screen;
Inventory *_inventory;
GameInterfaceView *_interfaceView;
ConversationView *_conversationView;
Sound *_sound;
Rails *_rails;
Converse *_converse;
ScriptInterpreter *_script;
WoodScript *_ws;
Animation *_animation;
Common::RandomSource *_random;
};
// FIXME: remove global
extern M4Engine *_vm;
} // End of namespace M4
#endif
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