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engines/hopkins/hopkins.h
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192
engines/hopkins/hopkins.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef HOPKINS_HOPKINS_H
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#define HOPKINS_HOPKINS_H
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#include "hopkins/anim.h"
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#include "hopkins/computer.h"
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#include "hopkins/debugger.h"
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#include "hopkins/dialogs.h"
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#include "hopkins/events.h"
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#include "hopkins/files.h"
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#include "hopkins/font.h"
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#include "hopkins/globals.h"
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#include "hopkins/graphics.h"
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#include "hopkins/lines.h"
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#include "hopkins/menu.h"
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#include "hopkins/objects.h"
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#include "hopkins/saveload.h"
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#include "hopkins/script.h"
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#include "hopkins/sound.h"
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#include "hopkins/talk.h"
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/random.h"
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#include "common/hash-str.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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/**
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* This is the namespace of the Hopkins engine.
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*
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* Status of this engine: In Development
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*
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* Games using this engine:
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* - Hopkins FBI
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*/
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namespace Hopkins {
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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enum HOPKINSAction {
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kActionNone,
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kActionEscape,
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kActionInventory,
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kActionSave,
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kActionLoad,
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kActionOptions
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};
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enum HopkinsDebugChannels {
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kDebugPath = 1,
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kDebugGraphics,
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};
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/**
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* A wrapper macro used around three character constants, like 'END', to
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* ensure portability. Typical usage: MKTAG24('E','N','D').
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*/
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#define MKTAG24(a0,a1,a2) ((uint32)((a2) | (a1) << 8 | ((a0) << 16)))
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struct HopkinsGameDescription;
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class HopkinsEngine : public Engine {
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private:
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const HopkinsGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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void initializeSystem();
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void displayNotAvailable();
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void restoreSystem();
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void endLinuxDemo();
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void displayEndDemo();
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void bombExplosion();
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void handleConflagration();
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void playSubmarineCutscene();
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void playUnderwaterBaseCutscene();
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void playPlaneCutscene();
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void playEnding();
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bool isUnderwaterSubScene();
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/**
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* Displays the map screen in the underground base.
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*/
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int handleBaseMap();
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/**
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* Loads the base map from the PBASE file
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*/
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void loadBaseMap();
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/**
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* Draws a simple base map for the Windows version, which implemented a 'Wolfenstein 3D'
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* style shooter for the base, rather than having a map
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*/
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void drawBaseMap();
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void handleOceanMouseEvents();
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void setSubmarineSprites();
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void handleOceanMaze(int16 curExitId, const Common::Path &backgroundFilename, Directions defaultDirection, int16 exit1, int16 exit2, int16 exit3, int16 exit4, int16 soundId);
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void loadCredits();
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void displayCredits(int startPosY, byte *buffer, char color);
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void displayCredits();
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void handleNotAvailable(int nextScreen);
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bool runWin95Demo();
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bool runLinuxDemo();
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bool runFull();
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/**
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* Show warning screen about the game being adults only.
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*/
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bool displayAdultDisclaimer();
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protected:
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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public:
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AnimationManager *_animMan;
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ComputerManager *_computer;
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DialogsManager *_dialog;
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EventsManager *_events;
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FileManager *_fileIO;
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FontManager *_fontMan;
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Globals *_globals;
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GraphicsManager *_graphicsMan;
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LinesManager *_linesMan;
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MenuManager *_menuMan;
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ObjectsManager *_objectsMan;
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SaveLoadManager *_saveLoad;
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ScriptManager *_script;
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SoundManager *_soundMan;
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TalkManager *_talkMan;
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public:
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HopkinsEngine(OSystem *syst, const HopkinsGameDescription *gameDesc);
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~HopkinsEngine() override;
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void GUIError(const Common::String &msg);
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uint32 getFeatures() const;
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Common::Language getLanguage() const;
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Common::Platform getPlatform() const;
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uint16 getVersion() const;
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bool getIsDemo() const;
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const Common::String &getTargetName() const;
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int getRandomNumber(int maxNumber);
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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int _startGameSlot;
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/**
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* Run the introduction sequence
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*/
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void playIntro();
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/**
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* Synchronizes the sound settings from ScummVM into the engine
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*/
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void syncSoundSettings() override;
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};
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} // End of namespace Hopkins
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#endif /* HOPKINS_HOPKINS_H */
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