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2026-02-02 04:50:13 +01:00

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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef XEEN_XEEN_H
#define XEEN_XEEN_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/text-to-speech.h"
#include "common/error.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/util.h"
#include "engines/engine.h"
#include "mm/xeen/combat.h"
#include "mm/xeen/debugger.h"
#include "mm/xeen/dialogs/dialogs.h"
#include "mm/xeen/events.h"
#include "mm/xeen/files.h"
#include "mm/xeen/interface.h"
#include "mm/xeen/locations.h"
#include "mm/xeen/map.h"
#include "mm/xeen/party.h"
#include "mm/xeen/patcher.h"
#include "mm/xeen/resources.h"
#include "mm/xeen/saves.h"
#include "mm/xeen/screen.h"
#include "mm/xeen/scripts.h"
#include "mm/xeen/sound.h"
#include "mm/xeen/spells.h"
#include "mm/xeen/window.h"
#include "mm/detection.h"
#include "mm/mm.h"
/**
* This is the namespace of the Xeen engine.
*
* Games using this engine:
* - Might & Magic 4: Clouds of Xeen
* - Might & Magic 5: Darkside of Xeen
* - Might & Magic: World of Xeen
* - Might & Magic: Swords of Xeen
*/
namespace MM {
namespace Xeen {
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
};
#ifdef USE_TTS
enum TTSLanguage {
kEnglish = 0,
kGerman = 1,
kFrench = 2,
kSpanish = 3,
kRussian = 4,
kChinese = 5
};
#endif
#define XEEN_SAVEGAME_VERSION 2
class XeenEngine : public MMEngine {
/**
* Container to a set of options newly introduced under ScummVM
*/
struct ExtendedOptions {
bool _showItemCosts;
bool _durableArmor;
bool _showHpSpBars;
ExtendedOptions() :
_showItemCosts(false),
_durableArmor(false),
_showHpSpBars(false)
{}
};
private:
/**
* Initializes all the engine sub-objects
*/
bool initialize();
/**
* Load settings
*/
void loadSettings();
// Engine APIs
Common::Error run() override;
/**
* 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;
#ifdef USE_TTS
bool _mouseMoved;
TTSLanguage _ttsLanguage;
Common::CodePage _ttsTextEncoding;
#endif
CCArchive *_xeenCc = nullptr, *_darkCc = nullptr,
*_introCc = nullptr;
SaveArchive *_xeenSave = nullptr, *_darkSave = nullptr;
BaseCCArchive *_currentArchive = nullptr;
SaveArchive *_currentSave = nullptr;
public:
XeenEngine(OSystem *syst, const MM::MightAndMagicGameDescription *gameDesc);
~XeenEngine() override;
/**
* 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 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
*/
Common::Error loadGameState(int slot) override;
/**
* Save the game
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Updates sound settings
*/
void syncSoundSettings() override;
/**
* Returns true if a savegame can currently be loaded
*/
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Returns true if the game can currently be saved
*/
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Returns true if an autosave can be created
*/
bool canSaveAutosaveCurrently() override;
/**
* 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::U32String &msg);
#ifdef USE_TTS
/**
* Voice text with the text-to-speech system
*/
void sayText(const Common::String &text, Common::TextToSpeechManager::Action action = Common::TextToSpeechManager::QUEUE_NO_REPEAT) const;
/**
* Stop the text-to-speech system's speech
*/
void stopTextToSpeech() const;
/**
* Convert text to a custom encoding for Spanish text
* @param text Text to convert
* @returns Converted string
*/
Common::U32String convertSpanishText(const Common::String &text) const;
#endif
};
extern XeenEngine *g_vm;
} // End of namespace Xeen
} // End of namespace MM
#endif