aboutsummaryrefslogtreecommitdiff
path: root/engines/startrek/startrek.h
blob: 312942a27d39b523d16da0c8718a18150749b831 (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
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
/* 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 STARTREK_H
#define STARTREK_H

#include "common/events.h"
#include "common/list.h"
#include "common/ptr.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/scummsys.h"
#include "common/serializer.h"
#include "common/sinetables.h"
#include "common/str.h"
#include "common/stream.h"
#include "common/system.h"
#include "common/util.h"

#include "gui/saveload-dialog.h"

#include "engines/engine.h"

#include "startrek/action.h"
#include "startrek/awaymission.h"
#include "startrek/filestream.h"
#include "startrek/graphics.h"
#include "startrek/items.h"
#include "startrek/object.h"
#include "startrek/sound.h"
#include "startrek/space.h"


using Common::SharedPtr;
using Common::String;

namespace Common {
	class MacResManager;
}

namespace StarTrek {

class StarTrekEngine;
class Room;

typedef String (StarTrekEngine::*TextGetterFunc)(int, uintptr, String *);


const int SAVEGAME_DESCRIPTION_LEN = 30;

struct SavegameMetadata {
	uint32 version;
	char description[SAVEGAME_DESCRIPTION_LEN + 1];

	uint32 saveDate;
	uint16 saveTime;
	byte saveTimeSecs;
	uint32 playTime;

	::Graphics::Surface *thumbnail;

	void setSaveTimeAndDate(TimeDate time) {
		saveDate = ((time.tm_mday & 0xFF) << 24) | (((time.tm_mon + 1) & 0xFF) << 16) | ((time.tm_year + 1900) & 0xFFFF);
		saveTime = ((time.tm_hour & 0xFF) << 8) | ((time.tm_min) & 0xFF);
		saveTimeSecs = time.tm_sec & 0xFF;
	}

	int getDay() { return (saveDate >> 24) & 0xFF; }
	int getMonth() { return (saveDate >> 16) & 0xFF; }
	int getYear() { return saveDate & 0xFFFF; }
	int getHour() { return (saveTime >> 8) & 0xFF; }
	int getMinute() { return saveTime & 0xFF; }
};


const int MAX_MENUBUTTONS = 32;
const int TEXTBOX_WIDTH = 26;
const int TEXT_CHARS_PER_LINE = TEXTBOX_WIDTH - 2;
const int MAX_TEXTBOX_LINES = 12;

const int MAX_BUFFERED_WALK_ACTIONS = 32;


enum StarTrekGameType {
	GType_ST25 = 1,
	GType_STJR = 2
};

enum StarTrekGameFeatures {
	GF_DEMO =    (1 << 0)
};

enum kDebugLevels {
	kDebugSound =     1 << 0,
	kDebugGraphics =  1 << 1,
	kDebugSavegame =  1 << 2,
	kDebugSpace =     2 << 3
};

enum GameMode {
	GAMEMODE_START = 0,
	GAMEMODE_BRIDGE,
	GAMEMODE_AWAYMISSION,
	GAMEMODE_BEAMDOWN,
	GAMEMODE_BEAMUP
};

enum TextDisplayMode {
	TEXTDISPLAY_WAIT = 0,  // Wait for input before closing text
	TEXTDISPLAY_SUBTITLES, // Automatically continue when speech is done
	TEXTDISPLAY_NONE       // No text displayed
};

enum TextColor {
	TEXTCOLOR_GREY   = 0x88,
	TEXTCOLOR_RED    = 0xa1,
	TEXTCOLOR_YELLOW = 0xb0,
	TEXTCOLOR_BLUE   = 0xc0
};

// Keeps track of data for a list of buttons making up a menu
struct Menu {
	Sprite sprites[MAX_MENUBUTTONS];
	uint16 retvals[MAX_MENUBUTTONS];
	uint32 disabledButtons;
	SharedPtr<FileStream> menuFile;
	uint16 numButtons;
	int16 selectedButton;
	SharedPtr<Menu> nextMenu;
};

// Special events that can be returned by handleMenuEvents.
// (Normally it returns the "retval" of a pressed button, which is positive.)
enum MenuEvent {
	MENUEVENT_RCLICK_OFFBUTTON = -4,
	MENUEVENT_ENABLEINPUT,          // Makes buttons selectable (occurs after a delay)
	MENUEVENT_RCLICK_ONBUTTON,
	MENUEVENT_LCLICK_OFFBUTTON
};

// Buttons for standard text display
enum TextButtons {
	TEXTBUTTON_CONFIRM = 0,
	TEXTBUTTON_SCROLLUP,
	TEXTBUTTON_SCROLLDOWN,
	TEXTBUTTON_PREVCHOICE,
	TEXTBUTTON_NEXTCHOICE,
	TEXTBUTTON_SCROLLUP_ONELINE,
	TEXTBUTTON_SCROLLDOWN_ONELINE,
	TEXTBUTTON_GOTO_TOP,
	TEXTBUTTON_GOTO_BOTTOM,
	TEXTBUTTON_SPEECH_DONE // "Virtual" button?
};

// Buttons for option menu (corresponding to button indices, not button retvals, which are
// different for some reason)
enum OptionMenuButtons {
	OPTIONBUTTON_TEXT,
	OPTIONBUTTON_SAVE,
	OPTIONBUTTON_LOAD,
	OPTIONBUTTON_ENABLEMUSIC,
	OPTIONBUTTON_DISABLEMUSIC,
	OPTIONBUTTON_ENABLESFX,
	OPTIONBUTTON_DISABLESFX,
	OPTIONBUTTON_QUIT
};

enum TrekEventType {
	TREKEVENT_TICK = 0, // DOS clock changes
	TREKEVENT_LBUTTONDOWN = 1,
	TREKEVENT_MOUSEMOVE = 2,
	TREKEVENT_LBUTTONUP = 3,
	TREKEVENT_RBUTTONDOWN = 4,
	TREKEVENT_RBUTTONUP = 5,
	TREKEVENT_KEYDOWN = 6
};

struct TrekEvent {
	TrekEventType type;
	Common::KeyState kbd;
	Common::Point mouse;
	uint32 tick;
};


struct StarTrekGameDescription;
class Graphics;
class IWFile;
class Sound;

class StarTrekEngine : public ::Engine {
protected:
	Common::Error run();

public:
	// math.cpp
	/**
	 * Unit of the angle is "quadrants" (90 degrees = 1.0)
	 */
	Fixed14 sin(Angle angle);
	Fixed14 cos(Angle angle);
	Angle atan2(int32 deltaX, int32 deltaZ);

	// Game modes
	Common::Error runGameMode(int mode);

	// Away missions
	void initAwayMission();
	void runAwayMission();
	void cleanupAwayMission();
	void loadRoom(const Common::String &missionName, int roomIndex);
	void initAwayCrewPositions(int warpEntryIndex);
	void handleAwayMissionEvents();
	void awayMissionLeftClick();
	/**
	 * Called on right-click (select action), or when certain actions are otherwise
	 * selected (checks whether to show inventory icon, etc)
	 */
	void awayMissionSelectAction(bool openActionMenu);
	void awayMissionUseObject(int16 clickedObject);
	void awayMissionGetLookOrTalk(int16 clickedObject);
	void unloadRoom();
	/**
	 * Similar to loadActorAnim, but scale is determined by the y-position in the room. The
	 * further up (away) the object is, the smaller it is.
	 */
	int loadActorAnimWithRoomScaling(int actorIndex, const Common::String &animName, int16 x, int16 y);
	Fixed8 getActorScaleAtPosition(int16 y);
	void addAction(const Action &action);
	void addAction(byte type, byte b1, byte b2, byte b3);
	bool checkItemInteractionExists(int action, int activeItem, int passiveItem, int16 arg6);
	void handleAwayMissionAction();

	/**
	 * Returns true if the given position is contained in a polygon.
	 *
	 * The data passed contains the following words in this order:
	 *   * Index of polygon (unused here)
	 *   * Number of vertices in polygon
	 *   * For each vertex: x and y coordinates.
	 */
	bool isPointInPolygon(int16 *data, int16 x, int16 y);
	void checkTouchedLoadingZone(int16 x, int16 y);
	/**
	 * Updates any nonzero away mission timers, and invokes ACTION_TIMER_EXPIRED when any one
	 * reaches 0.
	 */
	void updateAwayMissionTimers();
	/**
	 * Returns true if the given position in the room is solid (not walkable).
	 * Reads from a ".map" file which has a bit for each position in the room, which is true
	 * when that position is solid.
	 */
	bool isPositionSolid(int16 x, int16 y);
	void loadRoomIndex(int roomIndex, int spawnIndex);

public:
	SharedPtr<Room> getRoom();

private:
	// Intro
	void playIntro();
	/**
	 * Initializes an object to spawn at one position and move toward another position.
	 * @param ticks The number of ticks it should take for the object to reach the destination
	 */
	void initIntroR3ObjectToMove(R3 *r3, int16 srcAngle, int16 srcDepth, int16 destAngle, int16 destDepth, int16 ticks);
	void loadSubtitleSprite(int index, Sprite *sprite);

	// Space, pseudo-3D (space.cpp)
	void initStarfieldPosition();
	void initStarfield(int16 x, int16 y, int16 width, int16 height, int16 arg8);
	void addR3(R3 *r3);
	void delR3(R3 *r3);
	void clearStarfieldPixels();
	void drawStarfield();
	void updateStarfieldAndShips(bool arg0);
	R3 *sub_19f24(R3 *r3);
	void drawR3Shape(R3 *r3);
	bool sub_1c022(R3 *r3);

	Point3 constructPoint3ForStarfield(int16 x, int16 y, int16 z);
	Point3 matrixMult(const Matrix &weight, const Point3 &point);
	Point3 matrixMult(const Point3 &point, const Matrix &weight);
	int32 scaleSpacePosition(int32 x, int32 z);

	/**
	 * Creates something like an "identity" matrix? (Value 0x4000 along the diagonal)
	 */
	Matrix initMatrix();
	Matrix initSpeedMatrixForXZMovement(Angle angle, const Matrix &matrix);

	// Transporter room
	void runTransportSequence(const Common::String &name);

	// Bridge
	void initBridge(bool b) {}; // TODO
	void cleanupBridge() {}; // TODO

public:
	StarTrekEngine(OSystem *syst, const StarTrekGameDescription *gamedesc);
	virtual ~StarTrekEngine();

	// Running the game
	void playSoundEffectIndex(int index);
	void playMidiMusicTracks(int startTrack, int loopTrack);
	void playSpeech(const Common::String &filename);
	void stopPlayingSpeech();

	// Actors
	void initActors();
	/**
	 * Set an actor's animation, position, and scale.
	 */
	int loadActorAnim(int actorIndex, const Common::String &animName, int16 x, int16 y, Fixed8 scale);
	/**
	 * Tries to make an actor walk to a position.
	 * Returns true if successful in initiating the walk.
	 */
	bool actorWalkToPosition(int actorIndex, const Common::String &animFile, int16 srcX, int16 srcY, int16 destX, int16 destY);
	void updateActorAnimations();
	void removeActorFromScreen(int actorIndex);
	void actorFunc1();
	void drawActorToScreen(Actor *actor, const Common::String &animName, int16 x, int16 y, Fixed8 scale, bool addSprite);
	void releaseAnim(Actor *actor);
	void initStandAnim(int actorIndex);
	void updateActorPositionWhileWalking(Actor *actor, int16 x, int16 y);
	/**
	 * Chooses a value for the actor's speed and direction, based on a source position and
	 * a destination position it's walking to.
	 */
	void chooseActorDirectionForWalking(Actor *actor, int16 srcX, int16 srcY, int16 destX, int16 destY);
	/**
	 * Returns true if an actor can walk directly from a source position to a destination
	 * position without running into unwalkable terrain.
	 */
	bool directPathExists(int16 srcX, int16 srcY, int16 destX, int16 destY);

	int findObjectAt(int x, int y);
	int findObjectAt(Common::Point p) { return findObjectAt(p.x, p.y); }
	/**
	 * Loads a bitmap for the animation frame with the given scale.
	 */
	SharedPtr<Bitmap> loadAnimationFrame(const Common::String &filename, Fixed8 scale);

	/**
	 * Called when the "get" action is first selected. Returns a selected object.
	 * This behaves like other menus in that it holds game execution, but no actual menu pops
	 * up; it just waits for the player to select something on the screen.
	 */
	int selectObjectForUseAction();
	Common::String getCrewmanAnimFilename(int actorIndex, const Common::String &basename);
	/**
	 * Checks whether to change the mouse bitmap to have the red outline.
	 */
	void updateMouseBitmap();
	/**
	 * Checks whether to walk a crewman to a hotspot (the last one obtained from
	 * a "findObjectAt" call).
	 */
	bool walkActiveObjectToHotspot();
	/**
	 * Return true if an object is unselectable with the given action?
	 */
	bool isObjectUnusable(int objectIndex, int action);
	/**
	 * When a crewman is collapsed, they get once a timer reaches 0.
	 */
	void updateCrewmanGetupTimers();
	void showInventoryIcons(bool showItem);
	void hideInventoryIcons();
	int showInventoryMenu(int x, int y, bool restoreMouse);
	void initStarfieldSprite(Sprite *sprite, SharedPtr<Bitmap> bitmap, const Common::Rect &rect);
	SharedPtr<Bitmap> scaleBitmap(SharedPtr<Bitmap> bitmap, Fixed8 scale);
	/**
	 * This takes a row of an unscaled bitmap, and copies it to a row of a scaled bitmap.
	 * This was heavily optimized in the original game (manually constructed an unrolled
	 * loop).
	 */
	void scaleBitmapRow(byte *src, byte *dest, uint16 origWidth, uint16 scaledWidth);

	// Events
public:
	/**
	 * Checks for all events, and updates Star Trek's event queue if queueEvents is set.
	 * This does not account for "tick" events (getNextEvent/popNextEvent handle that).
	 */
	void pollEvents(bool queueEvents = true);
	void waitForNextTick(bool queueEvents = true);
	void initializeEventsAndMouse();
	/**
	 * Returns false if there is no event waiting. If "poll" is true, this always returns
	 * something (waits until an event occurs if necessary).
	 */
	bool getNextEvent(TrekEvent *e, bool poll = true);
	void removeNextEvent();
	bool popNextEvent(TrekEvent *e, bool poll = true);
	void addEventToQueue(const TrekEvent &e);
	void clearEventBuffer();
	void updateEvents();
	void updateTimerEvent();
	void updateMouseEvents();
	void updateKeyboardEvents();
	void updateClockTicks();
	bool checkKeyPressed();

	Common::EventManager *getEventMan() { return _eventMan; }

private:
	Common::List<TrekEvent> _eventQueue;
	bool _mouseMoveEventInQueue;
	bool _tickEventInQueue;
	uint32 _frameStartMillis;


	// text.cpp
public:
	/**
	 * Gets one line of text (does not include words that won't fit).
	 * Returns position of text to continue from, or nullptr if done.
	 */
	const char *getNextTextLine(const char *text, char *line, int lineWidth);

	String centerTextboxHeader(String headerText);
	void getTextboxHeader(String *headerTextOutput, String speakerText, int choiceIndex);
	/**
	 * Text getter for showText which reads from an rdf file.
	 * Not really used, since it would require hardcoding text locations in RDF files.
	 * "readTextFromArrayWithChoices" replaces this.
	 */
	String readTextFromRdf(int choiceIndex, uintptr data, String *headerTextOutput);
	String readTextFromBuffer(int choiceIndex, uintptr data, String *headerTextOutput);

	/**
	 * Shows text with the given header and main text.
	 */
	void showTextbox(String headerText, const String &mainText, int xoffset, int yoffset, byte textColor, int maxTextLines); // TODO: better name. (return type?)

	String skipTextAudioPrompt(const String &str);
	/**
	 * Plays an audio prompt, if it exists, and returns the string starting at the end of the
	 * prompt.
	 */
	String playTextAudio(const String &str);

	/**
	 * @param rclickCancelsChoice   If true, right-clicks return "-1" as choice instead of
	 *                              whatever was selected.
	 */
	int showText(TextGetterFunc textGetter, uintptr var, int xoffset, int yoffset, int textColor, bool loopChoices, int maxTextLines, bool rclickCancelsChoice);

	/**
	 * Returns the number of lines this string will take up in a textbox.
	 */
	int getNumTextboxLines(const String &str);
	String putTextIntoLines(const String &text);

	/**
	 * Creates a blank textbox in a TextBitmap, and initializes a sprite to use it.
	 */
	SharedPtr<TextBitmap> initTextSprite(int *xoffsetPtr, int *yoffsetPtr, byte textColor, int numTextLines, bool withHeader, Sprite *sprite);
	/**
	 * Draws the "main" text (everything but the header at the top) to a TextBitmap.
	 */
	void drawMainText(SharedPtr<TextBitmap> bitmap, int numTextLines, int numTextboxLines, const String &text, bool withHeader);

	String readLineFormattedText(TextGetterFunc textGetter, uintptr var, int choiceIndex, SharedPtr<TextBitmap> textBitmap, int numTextboxLines, int *numLines);

	/**
	 * Text getter for showText which reads choices from an array of pointers.
	 * Last element in the array must be an empty string.
	 */
	String readTextFromArray(int choiceIndex, uintptr data, String *headerTextOutput);
	/**
	 * Similar to above, but shows the choice index when multiple choices are present.
	 * Effectively replaces the "readTextFromRdf" function.
	 */
	String readTextFromArrayWithChoices(int choiceIndex, uintptr data, String *headerTextOutput);

	// menu.cpp
public:
	/**
	 * Returns the index of the button at the given position, or -1 if none.
	 */
	int getMenuButtonAt(Sprite *sprites, int numSprites, int x, int y);
	/**
	 * This chooses a sprite from the list to place the mouse cursor at. The sprite it chooses
	 * may be, for example, the top-leftmost one in the list. Exact behaviour is determined by
	 * the "mode" parameter.
	 *
	 * If "containMouseSprite" is a valid index, it's ensured that the mouse is contained
	 * within it. "mode" should be -1 in this case.
	 */
	void chooseMousePositionFromSprites(Sprite *sprites, int numSprites, int spriteIndex, int mode);
	/**
	 * Draws or removes the outline on menu buttons when the cursor hovers on them, or leaves
	 * them.
	 */
	void drawMenuButtonOutline(SharedPtr<Bitmap> bitmap, byte color);
	void showOptionsMenu(int x, int y);
	/**
	 * Show the "action selection" menu, ie. look, talk, etc.
	 */
	int showActionMenu();
	/**
	 * Loads a .MNU file, which is a list of buttons to display.
	 */
	void loadMenuButtons(String mnuFilename, int xpos, int ypos);
	/**
	 * Sets which buttons are visible based on the given bitmask.
	 */
	void setVisibleMenuButtons(uint32 bits);
	/**
	 * Disables the given bitmask of buttons.
	 */
	void disableMenuButtons(uint32 bits);
	void enableMenuButtons(uint32 bits);
	/**
	 * This returns either a special menu event (negative number) or the retval of the button
	 * clicked (usually an index, always positive).
	 */
	int handleMenuEvents(uint32 ticksUntilClickingEnabled, bool inTextbox);
	void unloadMenuButtons();

	/**
	 * Sets the mouse bitmap based on which action is selected.
	 */
	void chooseMouseBitmapForAction(int action, bool withRedOutline);
	void showQuitGamePrompt(int x, int y);
	void showGameOverMenu();
	/**
	 * This can be called from startup or from the options menu.
	 * On startup, this tries to load the setting without user input.
	 */
	void showTextConfigurationMenu(bool fromOptionMenu);

	int loadTextDisplayMode();
	void saveTextDisplayMode(int value);


private:
	int16 _textDisplayMode;
	uint32 _textboxVar2;
	uint16 _textboxVar6;
	bool _textboxHasMultipleChoices;
	SharedPtr<Menu> _activeMenu;
	// Saved value of StarTrekEngine::_keyboardControlsMouse when menus are up
	bool _keyboardControlsMouseOutsideMenu;

	// saveload.cpp
public:
	bool showSaveMenu();
	bool showLoadMenu();

	bool saveGame(int slot, Common::String desc);
	bool loadGame(int slot);

	/**
	 * Call this after loading "saveOrLoadMetadata" to load all the data pertaining to game
	 * execution.
	 */
	bool saveOrLoadGameData(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta);

	Common::String getSavegameFilename(int slotId) const;

	// Detection related functions
public:
	const StarTrekGameDescription *_gameDescription;
	uint32 getFeatures() const;
	uint16 getVersion() const;
	Common::Platform getPlatform() const;
	uint8 getGameType();
	Common::Language getLanguage();

	// Resource related functions
	SharedPtr<FileStream> loadFile(Common::String filename, int fileIndex=0);
	/**
	 * TODO: Figure out what the extra parameters are, and if they're important.
	 */
	SharedPtr<FileStream> loadFileWithParams(Common::String filename, bool unk1, bool unk2, bool unk3);

	// Movie related functions
	void playMovie(Common::String filename);
	void playMovieMac(Common::String filename);

	// Misc
	uint16 getRandomWord();
	/**
	 * ".txt" files are just lists of strings. This traverses the file to get a particular
	 * string index.
	 */
	Common::String getLoadedText(int textIndex);


public:
	int _gameMode;
	int _lastGameMode;

	// NOTE: this has a different meaning than the original game. When non-empty, a new
	// room load is triggered, as opposed to original behaviour where this was only read
	// when "loadRoom" was called.
	Common::String _missionToLoad;
	int _roomIndexToLoad;
	int _spawnIndexToLoad;

	Common::String _missionName;
	int _roomIndex;
	Common::String _screenName; // _screenName = _missionName + _roomIndex
	Common::String _mapFilename; // Similar to _screenName, but used for .map files?
	SharedPtr<FileStream> _mapFile;
	Fixed16 _playerActorScale;

	Common::String _txtFilename;
	Common::String _loadedText; // TODO: might be OK to delete this

	// Queue of "actions" (ie. next frame, clicked on object) for away mission or bridge
	Common::Queue<Action> _actionQueue;

	AwayMission _awayMission;
	bool _warpHotspotsActive;
	int16 _activeWarpHotspot;
	int16 _activeDoorWarpHotspot;
	int16 _lookActionBitmapIndex;

	Item _itemList[NUM_OBJECTS];

	Actor _actorList[NUM_ACTORS];
	Actor * const _kirkActor;
	Actor * const _spockActor;
	Actor * const _mccoyActor;
	Actor * const _redshirtActor;

	SharedPtr<FileStream> _actorBanFiles[NUM_ACTORS / 2];
	uint16 _actorBanVar2[NUM_ACTORS / 2]; // TODO: initialize?

	Sprite _inventoryIconSprite;
	Sprite _itemIconSprite;

	// Certain hotspots store a position value where objects must walk to before
	// interacting with them. After calling "findObjectAt", these values are updated.
	bool _objectHasWalkPosition;
	Common::Point _objectWalkPosition;

	// Actions to perform after a crewman finishes walking to a position.
	// Room-specific code can specify that a specific action of type
	// "ACTION_FINISHED_WALKING" occurs after moving a crewman somewhere.
	Action _actionOnWalkCompletion[MAX_BUFFERED_WALK_ACTIONS];
	bool _actionOnWalkCompletionInUse[MAX_BUFFERED_WALK_ACTIONS];

	// _clockTicks is based on DOS interrupt 1A, AH=0; read system clock counter.
	// Updates 18.206 times every second.
	uint32 _clockTicks;
	uint32 _frameIndex;
	uint32 _roomFrameCounter; // Resets to 0 on loading a room

	bool _musicEnabled;
	bool _sfxEnabled;
	uint16 _word_467a6;
	uint16 _musicWorking;
	bool _sfxWorking;
	bool _finishedPlayingSpeech;

	bool _mouseControllingShip;

	// TODO: make this work.
	// When false, the keyboard generally acts in a more specific way (ie. move mouse
	// between items in a menu).
	bool _keyboardControlsMouse;

	bool _inQuitGameMenu;
	bool _showSubtitles;

	byte _byte_45b3c;

	// Pseudo-3D / starfield stuff
	Sprite _starfieldSprite;
	Star _starList[NUM_STARS];
	Point3 _starfieldPosition;
	int32 _starfieldPointDivisor;
	int16 _starfieldXVar1, _starfieldYVar1;
	int16 _starfieldXVar2, _starfieldYVar2;
	Common::Rect _starfieldRect;
	R3 _enterpriseR3;
	R3 *_r3List[NUM_SPACE_OBJECTS];
	R3 *_orderedR3List[NUM_SPACE_OBJECTS];
	Matrix _starPositionMatrix;
	Matrix _someMatrix;
	float _flt_50898;
	
	Graphics *_gfx;
	Sound *_sound;
	SharedPtr<IWFile> _iwFile;

private:
	Common::RandomSource _randomSource;
	Common::SineTable _sineTable;

	Common::MacResManager *_macResFork;
	SharedPtr<Room> _room;
};

// Static function
bool saveOrLoadMetadata(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta);

} // End of namespace StarTrek

#endif