aboutsummaryrefslogtreecommitdiff
path: root/engines/m4/m4.h
blob: 18c3936db8fb3ea4e3e0e3e0e3647ba97d72b272 (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
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
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
/* 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 M4_H
#define M4_H

#include "common/scummsys.h"
#include "common/util.h"
#include "common/random.h"
#include "audio/mididrv.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/mads_player.h"
#include "m4/mads_scene.h"
#include "m4/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 using this engine:
 * 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 M4InterfaceView;
class ConversationView;
class Actor;
class Converse;
class MadsConversation;
class ScriptInterpreter;
class WoodScript;
class Animation;

enum M4GameType {
	GType_Riddle = 1,
	GType_Burger = 2,
	GType_RexNebular = 3, 
	GType_DragonSphere = 4,
	GType_Phantom = 5
};

enum Features {
	kFeaturesNone = 0,
	kFeaturesCD = 1 << 0,
	kFeaturesDemo = 1 << 1
};

enum {
	kFileTypeHash,
	kFileTypeHAG
};

enum {
	kDebugScript = 1 << 0,
	kDebugConversations = 1 << 1,
	kDebugGraphics = 1 << 2,
	kDebugSound = 1 << 3,
	kDebugCore = 1 << 4
};

#define MESSAGE_BASIC 1
#define MESSAGE_INTERMEDIATE 2
#define MESSAGE_DETAILED 3

struct M4GameDescription;

#define GAME_FRAME_DELAY 20

#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 MadsM4Engine : public Engine {
private:
	Common::Error goMADS();
	Common::Error goM4();

protected:
	// Engine APIs
	virtual Common::Error run();

	void shutdown();

	MidiPlayer *_midi;

public:
	MadsM4Engine(OSystem *syst, const M4GameDescription *gameDesc);
	virtual ~MadsM4Engine();

	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; }

	const M4GameDescription *_gameDescription;

	ResourceManager *res() const { return _resourceManager; }
	MidiPlayer *midi() { return _midi; }
	Common::SaveFileManager *saveManager() { return _saveFileMan; }
	void dumpFile(const char *filename, bool uncompress);
	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;
	Globals *_globals;

	SaveLoad *_saveLoad;
	ViewManager *_viewManager;
	Palette *_palette;
	Kernel *_kernel;
	Player *_player;
	Mouse *_mouse;
	Events *_events;
	FontManager *_font;
	Actor *_actor;
	Scene *_scene;
	Dialogs *_dialogs;
	M4Surface *_screen;
	Inventory *_inventory;
	ConversationView *_conversationView;
	Sound *_sound;
	Rails *_rails;
	ScriptInterpreter *_script;
	WoodScript *_ws;
	Common::RandomSource *_random;

	Scene *scene() { return _scene; }
};

class MadsEngine : public MadsM4Engine {
private:
	void showDialog();
public:
	MadsConversation _converse;
	uint32 _currentTimer;
	MadsPlayer _player;
public:
	MadsEngine(OSystem *syst, const M4GameDescription *gameDesc);
	virtual ~MadsEngine();

	virtual Common::Error run();

	MadsGlobals *globals() { return (MadsGlobals *)_globals; }
	MadsScene *scene() { return (MadsScene *)_scene; }
	void startScene(int sceneNum) {
		if (!_scene) {
			_scene = new MadsScene(this);
			((MadsScene *)_scene)->initialize();
		}
		_scene->show();
		_scene->loadScene(101);
	}
};

class M4Engine : public MadsM4Engine {
public:
	Converse *_converse;
public:
	M4Engine(OSystem *syst, const M4GameDescription *gameDesc);
	virtual ~M4Engine();

	virtual Common::Error run();

	M4Globals *globals() { return (M4Globals *)_globals; }
	M4Scene *scene() { return (M4Scene *)_scene; }
};

// FIXME: remove globals
extern MadsM4Engine *_vm;
extern MadsEngine *_madsVm;
extern M4Engine *_m4Vm;

} // End of namespace M4

#endif