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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 TITANIC_TITANIC_H
#define TITANIC_TITANIC_H
#include "common/scummsys.h"
#include "common/random.h"
#include "common/system.h"
#include "common/serializer.h"
#include "engines/advancedDetector.h"
#include "engines/engine.h"
#include "graphics/screen.h"
#include "titanic/debugger.h"
#include "titanic/events.h"
#include "titanic/support/files_manager.h"
#include "titanic/main_game_window.h"
#include "titanic/support/movie.h"
#include "titanic/support/screen_manager.h"
#include "titanic/support/string.h"
/**
* This is the namespace of the Titanic engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Starship Titanic
*/
namespace Titanic {
enum TitanicDebugChannels {
kDebugCore = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2,
kDebugSound = 1 << 3
};
#define TITANIC_SAVEGAME_VERSION 1
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define ERROR_BASIC 1
#define ERROR_INTERMEDIATE 2
#define ERROR_DETAILED 3
#define TOTAL_ITEMS 46
#define TOTAL_ROOMS 34
struct TitanicGameDescription;
class TitanicEngine;
struct TitanicSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
class TitanicEngine : public Engine {
private:
/**
* Handles basic initialization
*/
void initialize();
/**
* Handles game deinitialization
*/
void deinitialize();
/**
* Sets up the item names, short, and long descriptions
*/
void setItemNames();
/**
* Sets up the list of room names
*/
void setRoomNames();
protected:
const TitanicGameDescription *_gameDescription;
int _loadSaveSlot;
// Engine APIs
virtual void initializePath(const Common::FSNode &gamePath);
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
CFilesManager _filesManager;
Debugger *_debugger;
Events *_events;
Graphics::Screen *_screen;
OSScreenManager *_screenManager;
CMainGameWindow *_window;
Common::RandomSource _randomSource;
CMovieList _activeMovies;
CString _itemNames[TOTAL_ITEMS];
CString _itemDescriptions[TOTAL_ITEMS];
CString _itemObjects[TOTAL_ITEMS];
CString _itemIds[40];
CString _roomNames[TOTAL_ROOMS];
public:
TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc);
virtual ~TitanicEngine();
uint32 getFeatures() const;
bool isDemo() const;
Common::Language getLanguage() const;
/**
* Gets a random number
*/
uint getRandomNumber(uint max) { return _randomSource.getRandomNumber(max); }
};
extern TitanicEngine *g_vm;
} // End of namespace Titanic
#endif /* TITANIC_TITANIC_H */
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