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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/savefile.h"
#include "common/serializer.h"
#include "common/util.h"
#include "engines/engine.h"
#include "xeen/combat.h"
#include "xeen/debugger.h"
#include "xeen/dialogs.h"
#include "xeen/events.h"
#include "xeen/files.h"
#include "xeen/interface.h"
#include "xeen/map.h"
#include "xeen/party.h"
#include "xeen/saves.h"
#include "xeen/screen.h"
#include "xeen/scripts.h"
#include "xeen/sound.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_0 = 0,
MODE_1 = 1,
MODE_2 = 2,
MODE_3 = 3,
MODE_4 = 4,
MODE_5 = 5,
MODE_6 = 6,
MODE_7 = 7,
MODE_8 = 8,
MODE_9 = 9,
MODE_17 = 17
};
struct XeenGameDescription;
#define XEEN_SAVEGAME_VERSION 1
#define GAME_FRAME_TIME 50
class XeenEngine : public Engine {
private:
const XeenGameDescription *_gameDescription;
Common::RandomSource _randomSource;
int _loadSaveSlot;
void showIntro();
void showMainMenu();
void play();
void pleaseWait();
void gameLoop();
protected:
/**
* Play the game
*/
virtual void playGame();
private:
void initialize();
/**
* Synchronize savegame data
*/
void synchronize(Common::Serializer &s);
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String generateSaveName(int slot);
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
Combat *_combat;
Debugger *_debugger;
EventsManager *_events;
FileManager *_files;
Interface *_interface;
Map *_map;
Party *_party;
SavesManager *_saves;
Screen *_screen;
Scripts *_scripts;
SoundManager *_sound;
Mode _mode;
GameEvent _gameEvent;
Common::SeekableReadStream *_eventData;
Roster _roster;
int _loadDarkSide;
bool _dangerSenseAllowed;
int _face1State;
int _face2State;
bool _noDirectionSense;
int _falling;
bool _moveMonsters;
int _openDoor;
public:
XeenEngine(OSystem *syst, const XeenGameDescription *gameDesc);
virtual ~XeenEngine();
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
int getRandomNumber(int maxNumber);
/**
* Load a savegame
*/
virtual Common::Error loadGameState(int slot);
/**
* Save the game
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Returns true if a savegame can currently be loaded
*/
bool canLoadGameStateCurrently();
/**
* Returns true if the game can currently be saved
*/
bool canSaveGameStateCurrently();
/**
* Read in a savegame header
*/
static bool readSavegameHeader(Common::InSaveFile *in, XeenSavegameHeader &header);
/**
* Write out a savegame header
*/
void writeSavegameHeader(Common::OutSaveFile *out, XeenSavegameHeader &header);
};
} // End of namespace Xeen
#endif /* XEEN_XEEN_H */
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