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engines/mads/mads.h
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167
engines/mads/mads.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 MADS_MADS_H
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#define MADS_MADS_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/util.h"
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#include "engines/engine.h"
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#include "graphics/surface.h"
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#include "mads/conversations.h"
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#include "mads/debugger.h"
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#include "mads/dialogs.h"
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#include "mads/events.h"
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#include "mads/font.h"
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#include "mads/game.h"
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#include "mads/screen.h"
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#include "mads/msurface.h"
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#include "mads/resources.h"
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#include "mads/sound.h"
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#include "mads/detection.h"
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/**
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* This is the namespace of the MADS 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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* - Rex Nebular and the Cosmic Gender Bender
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*/
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namespace MADS {
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#define DEBUG_BASIC 1
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#define DEBUG_INTERMEDIATE 2
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#define DEBUG_DETAILED 3
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enum MADSActions {
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kActionNone,
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kActionEscape,
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kActionGameMenu,
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kActionSave,
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kActionRestore,
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kActionScrollUp,
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kActionScrollDown,
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kActionStartGame,
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kActionResumeGame,
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kActionShowIntro,
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kActionCredits,
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kActionQuotes,
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kActionRestartAnimation
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};
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enum MADSDebugChannels {
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kDebugPath = 1,
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kDebugScripts,
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kDebugGraphics,
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};
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enum ScreenFade {
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SCREEN_FADE_SMOOTH = 0,
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SCREEN_FADE_MEDIUM = 1,
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SCREEN_FADE_FAST = 2
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};
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class MADSEngine : public Engine {
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private:
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const MADSGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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/**
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* Handles basic initialisation
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*/
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void initialize();
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void loadOptions();
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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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Debugger *_debugger;
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Dialogs *_dialogs;
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EventsManager *_events;
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Font *_font;
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Game *_game;
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GameConversations * _gameConv;
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Palette *_palette;
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Resources *_resources;
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Screen *_screen;
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SoundManager *_sound;
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AudioPlayer *_audio;
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bool _easyMouse;
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bool _invObjectsAnimated;
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bool _textWindowStill;
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ScreenFade _screenFade;
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bool _musicFlag;
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bool _soundFlag;
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bool _dithering;
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bool _disableFastwalk;
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public:
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MADSEngine(OSystem *syst, const MADSGameDescription *gameDesc);
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~MADSEngine() override;
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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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uint32 getGameID() const;
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uint32 getGameFeatures() const;
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bool isDemo() const;
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int getRandomNumber(int maxNumber);
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int getRandomNumber(int minNumber, int maxNumber);
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/**
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* Returns true if it is currently okay to restore a game
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Returns true if it is currently okay to save the game
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Handles loading a game via the GMM
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*/
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Common::Error loadGameState(int slot) override;
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/**
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* Handles saving the game via the GMM
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*/
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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/**
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* Handles updating sound settings after they're changed in the GMM dialog
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*/
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void syncSoundSettings() override;
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void saveOptions();
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};
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} // End of namespace MADS
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#endif /* MADS_MADS_H */
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