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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 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 Difficulty {
DIFFICULTY_HARD = 1, DIFFICULTY_REALLY_HARD = 2, DIFFICULTY_IMPOSSIBLE = 3
};
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 _loadGameSlot;
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;
Difficulty _difficulty;
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;
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 */
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