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
|
/* 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/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;
Palette *_palette;
Resources *_resources;
ScreenSurface _screen;
SoundManager *_sound;
AudioPlayer *_audio;
bool _easyMouse;
bool _invObjectsAnimated;
bool _textWindowStill;
ScreenFade _screenFade;
bool _musicFlag;
bool _soundFlag;
bool _dithering;
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 */
|