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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_MADS_H
#define MADS_MADS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "mads/conversations.h"
#include "mads/debugger.h"
#include "mads/dialogs.h"
#include "mads/events.h"
#include "mads/font.h"
#include "mads/game.h"
#include "mads/screen.h"
#include "mads/msurface.h"
#include "mads/resources.h"
#include "mads/sound.h"
/**
* This is the namespace of the MADS engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Rex Nebular and the Cosmic Gender Bender
*/
namespace MADS {
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
enum MADSDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2
};
enum {
GType_RexNebular = 0,
GType_Dragonsphere = 1,
GType_Phantom = 2
};
enum ScreenFade {
SCREEN_FADE_SMOOTH = 0,
SCREEN_FADE_MEDIUM = 1,
SCREEN_FADE_FAST = 2
};
struct MADSGameDescription;
class MADSEngine : public Engine {
private:
const MADSGameDescription *_gameDescription;
Common::RandomSource _randomSource;
/**
* Handles basic initialisation
*/
void initialize();
void loadOptions();
protected:
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
Debugger *_debugger;
Dialogs *_dialogs;
EventsManager *_events;
Font *_font;
Game *_game;
GameConversation * _gameConv;
Palette *_palette;
Resources *_resources;
ScreenSurface _screen;
SoundManager *_sound;
AudioPlayer *_audio;
bool _easyMouse;
bool _invObjectsAnimated;
bool _textWindowStill;
ScreenFade _screenFade;
bool _musicFlag;
bool _soundFlag;
bool _dithering;
bool _disableFastwalk;
public:
MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc);
virtual ~MADSEngine();
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
int getRandomNumber(int maxNumber);
int getRandomNumber(int minNumber, int maxNumber);
int hypotenuse(int xv, int yv);
/**
* Returns true if it is currently okay to restore a game
*/
bool canLoadGameStateCurrently();
/**
* Returns true if it is currently okay to save the game
*/
bool canSaveGameStateCurrently();
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String generateSaveName(int slot);
/**
* Handles loading a game via the GMM
*/
virtual Common::Error loadGameState(int slot);
/**
* Handles saving the game via the GMM
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Handles updating sound settings after they're changed in the GMM dialog
*/
virtual void syncSoundSettings();
void saveOptions();
};
} // End of namespace MADS
#endif /* MADS_MADS_H */
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