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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 XEEN_XEEN_H
#define XEEN_XEEN_H

#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/util.h"
#include "engines/engine.h"
#include "xeen/combat.h"
#include "xeen/debugger.h"
#include "xeen/dialogs/dialogs.h"
#include "xeen/events.h"
#include "xeen/files.h"
#include "xeen/interface.h"
#include "xeen/locations.h"
#include "xeen/map.h"
#include "xeen/party.h"
#include "xeen/patcher.h"
#include "xeen/resources.h"
#include "xeen/saves.h"
#include "xeen/screen.h"
#include "xeen/scripts.h"
#include "xeen/sound.h"
#include "xeen/spells.h"
#include "xeen/window.h"

/**
 * This is the namespace of the Xeen engine.
 *
 * Status of this engine: In Development
 *
 * Games using this engine:
 * - Might & Magic 4: Clouds of Xeen
 * - Might & Magic 5: Dark Side of Xeen
 * - Might & Magic: World of Xeen
 * - Might & Magic: Swords of Xeen
 */
namespace Xeen {

enum {
	GType_Clouds = 1,
	GType_DarkSide = 2,
	GType_WorldOfXeen = 3,
	GType_Swords = 4
};

enum XeenDebugChannels {
	kDebugPath      = 1 << 0,
	kDebugScripts	= 1 << 1,
	kDebugGraphics	= 1 << 2,
	kDebugSound     = 1 << 3
};

enum Mode {
	MODE_FF = -1,
	MODE_STARTUP = 0,
	MODE_INTERACTIVE = 1,
	MODE_COMBAT = 2,
	MODE_3 = 3,
	MODE_4 = 4,
	MODE_SLEEPING = 5,
	MODE_6 = 6,
	MODE_7 = 7,
	MODE_8 = 8,
	MODE_SCRIPT_IN_PROGRESS = 9,
	MODE_CHARACTER_INFO = 10,
	MODE_INTERACTIVE2 = 12,
	MODE_DIALOG_123 = 13,
	MODE_INTERACTIVE7 = 17,
	MODE_86 = 86
};

enum GameMode {
	GMODE_NONE = 0,
	GMODE_STARTUP = 1,
	GMODE_MENU = 2,
	GMODE_PLAY_GAME = 3,
	GMODE_QUIT = 4
};

struct XeenGameDescription;

#define XEEN_SAVEGAME_VERSION 1

class XeenEngine : public Engine {
	/**
	 * Container to a set of options newly introduced under ScummVM
	 */
	struct ExtendedOptions {
		bool _showItemCosts;
		bool _durableArmor;

		ExtendedOptions() : _showItemCosts(false), _durableArmor(false) {}
	};
private:
	const XeenGameDescription *_gameDescription;
	Common::RandomSource _randomSource;
private:
	/**
	 * Initializes all the engine sub-objects
	 */
	bool initialize();

	/**
	 * Load settings
	 */
	void loadSettings();

	// Engine APIs
	virtual Common::Error run();
	virtual bool hasFeature(EngineFeature f) const;

	/**
	 * Outer gameplay loop responsible for dispatching control to game-specific
	 * intros, main menus, or to play the actual game
	 */
	void outerGameLoop();

	/**
	 * Inner game loop
	 */
	void gameLoop();

	/**
	 * Plays the actual game
	 */
	void play();
protected:
	int _loadSaveSlot;
protected:
	/**
	 * Show the starting sequence/intro
	 */
	virtual void showStartup() = 0;

	/**
	 * Show the startup menu
	 */
	virtual void showMainMenu() = 0;

	/**
	 * Play the game
	 */
	virtual void playGame();

	/**
	 * Death cutscene
	 */
	virtual void death() = 0;
public:
	Combat *_combat;
	Debugger *_debugger;
	EventsManager *_events;
	FileManager *_files;
	Interface *_interface;
	LocationManager *_locations;
	Map *_map;
	Party *_party;
	Patcher *_patcher;
	Resources *_resources;
	SavesManager *_saves;
	Screen *_screen;
	Scripts *_scripts;
	Sound *_sound;
	Spells *_spells;
	Windows *_windows;
	Mode _mode;
	GameMode _gameMode;
	bool _noDirectionSense;
	bool _startupWindowActive;
	uint _endingScore;
	bool _gameWon[3];
	uint _finalScore;
	ExtendedOptions _extOptions;
public:
	XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc);
	virtual ~XeenEngine();

	/**
	 * Returns the features
	 */
	uint32 getFeatures() const;

	/**
	 * Returns the game language
	 */
	Common::Language getLanguage() const;

	/**
	 * Returns the game's platform
	 */
	Common::Platform getPlatform() const;

	/**
	 * Gets the game Id
	 */
	uint32 getGameID() const;

	/**
	 * Returns the game Id, but with a reuslt of Clouds or Dark Side for World of Xeen,
	 * depending on which side the player is currently on
	 */
	uint32 getSpecificGameId() const;

	/**
	 * Returns the game features
	 */
	uint32 getGameFeatures() const;

	/**
	 * Returns true if the game is the CD version
	 */
	bool getIsCD() const;

	/**
	 * Returns a random number
	 */
	int getRandomNumber(int maxNumber);

	/**
	 * Returns a random number
	 */
	int getRandomNumber(int minNumber, int maxNumber);

	/**
	 * Returns true if the game should be exited (either quitting, exiting to the main menu, or loading a savegame)
	 */
	bool shouldExit() const { return _gameMode != GMODE_NONE || isLoadPending() || shouldQuit(); }

	/**
	 * Returns true if a savegame load is pending
	 */
	bool isLoadPending() const { return _loadSaveSlot != -1; }

	/**
	 * Load a savegame
	 */
	virtual Common::Error loadGameState(int slot);

	/**
	 * Save the game
	 */
	virtual Common::Error saveGameState(int slot, const Common::String &desc);

	/**
	 * Updates sound settings
	 */
	virtual void syncSoundSettings();

	/**
	 * Returns true if a savegame can currently be loaded
	 */
	virtual bool canLoadGameStateCurrently();

	/**
	* Returns true if the game can currently be saved
	*/
	virtual bool canSaveGameStateCurrently();

	/**
	 * Show a cutscene
	 * @param name		Name of cutscene
	 * @param status	For World of Xeen, Goober status
	 * @param score		Final score
	 */
	virtual void showCutscene(const Common::String &name, int status, uint score) {}

	/**
	 * Dream sequence
	 */
	virtual void dream() = 0;

	static Common::String printMil(uint value);

	static Common::String printK(uint value);

	static Common::String printK2(uint value);

	/**
	 * Saves engine settings
	 */
	void saveSettings();

	/**
	 * Show an error message in a GUI dialog
	 */
	void GUIError(const Common::String &msg);

	/**
	 * Checks if an auto save should be done, and if so, takes care of it
	 */
	void autoSaveCheck(int &lastSaveTime);
};

extern XeenEngine *g_vm;

} // End of namespace Xeen

#endif /* XEEN_XEEN_H */