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
|
/* 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 MADS_GAME_H
#define MADS_GAME_H
#include "common/scummsys.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/serializer.h"
#include "mads/audio.h"
#include "mads/scene.h"
#include "mads/game_data.h"
#include "mads/globals.h"
#include "mads/inventory.h"
#include "mads/player.h"
#include "mads/screen.h"
namespace MADS {
class MADSEngine;
enum {
PLAYER_INVENTORY = 2
};
enum KernelMode {
KERNEL_GAME_LOAD = 0, KERNEL_SECTION_PRELOAD = 1, KERNEL_SECTION_INIT = 2,
KERNEL_ROOM_PRELOAD = 3, KERNEL_ROOM_INIT = 4, KERNEL_ACTIVE_CODE = 5
};
enum ProtectionResult {
PROTECTION_SUCCEED = 0, PROTECTION_FAIL = 1, PROTECTION_ESCAPE = 2
};
#define MADS_SAVEGAME_VERSION 1
struct MADSSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
class Game {
private:
/**
* Main game loop
*/
void gameLoop();
/**
* Inner game loop for executing gameplay within a game section
*/
void sectionLoop();
/**
* Load quotes data
*/
void loadQuotes();
protected:
MADSEngine *_vm;
MSurface *_surface;
int _statusFlag;
Common::StringArray _quotes;
bool _quoteEmergency;
bool _vocabEmergency;
bool _anyEmergency;
int _lastSave;
Common::String _saveName;
Common::InSaveFile *_saveFile;
/**
* Constructor
*/
Game(MADSEngine *vm);
/**
* Initialises the current section number of the game
*/
void initSection(int sectionNumber);
//@{
/** @name Virtual Method list */
/**
* Perform any copy protection check
*/
virtual ProtectionResult checkCopyProtection() = 0;
/**
* Initialises global variables for a new game
*/
virtual void initialiseGlobals() = 0;
/**
* Set up the section handler specific to each section
*/
virtual void setSectionHandler() = 0;
/**
* Checks for whether to show a dialog
*/
virtual void checkShowDialog() = 0;
//@}
public:
static Game *init(MADSEngine *vm);
public:
Player _player;
ScreenObjects _screenObjects;
int _sectionNumber;
int _priorSectionNumber;
int _currentSectionNumber;
InventoryObjects _objects;
SectionHandler *_sectionHandler;
VisitedScenes _visitedScenes;
Scene _scene;
KernelMode _kernelMode;
int _trigger;
ScreenTransition _fx;
TriggerMode _triggerMode;
TriggerMode _triggerSetupMode;
uint32 _priorFrameTimer;
Common::String _aaName;
int _winStatus;
int _widepipeCtr;
int _loadGameSlot;
public:
virtual ~Game();
/**
* Main outer loop for the game
*/
void run();
uint32 getQuotesSize() { return _quotes.size(); }
const Common::String &getQuote(uint32 index) { return _quotes[index - 1]; }
void splitQuote(Common::String quote, Common::String part1, Common::String part2) {warning("TODO: splitQuote()");}
Common::StringArray getMessage(uint32 id);
/**
* Returns the globals for the game
*/
virtual Globals &globals() = 0;
/**
* Standard object handling across the game
*/
virtual void doObjectAction() = 0;
/**
* Fallback handler for any action that isn't explicitly handled
*/
virtual void unhandledAction() = 0;
/**
* Global game step
*/
virtual void step() = 0;
/**
* Synchronise the game data
* @param s Serializer
* @param phase1 If true, it's synchronising the basic scene information
*/
virtual void synchronize(Common::Serializer &s, bool phase1);
// DEPRECATED: ScummVM re-implementation keeps all the quotes loaded, so the methods below are stubs
void clearQuotes() {}
void loadQuoteRange(int startNum, int endNum) {}
void loadQuoteSet(...) {}
void loadQuote(int quoteNum) {}
/**
* Handle a keyboard event
*/
void handleKeypress(const Common::Event &event);
/**
* Starts a savegame loading.
* @remarks Due to the way the engine is implemented, loading is done in two
* parts, the second part after the specific scene has been loaded
*/
void loadGame(int slotNumber);
/**
* Save the current game
*/
void saveGame(int slotNumber, const Common::String &saveName);
/**
* Write out a savegame header
*/
void writeSavegameHeader(Common::OutSaveFile *out, MADSSavegameHeader &header);
/**
* Read in a savegame header
*/
static bool readSavegameHeader(Common::InSaveFile *in, MADSSavegameHeader &header);
};
} // End of namespace MADS
#endif /* MADS_GAME_H */
|