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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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef ENGINES_GAME_H
+#define ENGINES_GAME_H
+
+#include "common/str.h"
+#include "common/array.h"
+#include "common/hash-str.h"
+#include "common/ptr.h"
+
+namespace Graphics {
+ struct Surface;
+}
+
+/**
+ * A simple structure used to map gameids (like "monkey", "sword1", ...) to
+ * nice human readable and descriptive game titles (like "The Secret of Monkey Island").
+ * This is a plain struct to make it possible to declare NULL-terminated C arrays
+ * consisting of PlainGameDescriptors.
+ */
+struct PlainGameDescriptor {
+ const char *gameid;
+ const char *description;
+};
+
+/**
+ * Given a list of PlainGameDescriptors, returns the first PlainGameDescriptor
+ * matching the given gameid. If not match is found return 0.
+ * The end of the list must marked by a PlainGameDescriptor with gameid equal to 0.
+ */
+const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
+
+/**
+ * A hashmap describing details about a given game. In a sense this is a refined
+ * version of PlainGameDescriptor, as it also contains a gameid and a description string.
+ * But in addition, platform and language settings, as well as arbitrary other settings,
+ * can be contained in a GameDescriptor.
+ * This is an essential part of the glue between the game engines and the launcher code.
+ */
+class GameDescriptor : public Common::StringMap {
+public:
+ GameDescriptor() {
+ setVal("gameid", "");
+ setVal("description", "");
+ }
+
+ GameDescriptor(const PlainGameDescriptor &pgd) {
+ setVal("gameid", pgd.gameid);
+ setVal("description", pgd.description);
+ }
+
+ GameDescriptor(const Common::String &g, const Common::String &d, Common::Language l = Common::UNK_LANG,
+ Common::Platform p = Common::kPlatformUnknown) {
+ setVal("gameid", g);
+ setVal("description", d);
+ if (l != Common::UNK_LANG)
+ setVal("language", Common::getLanguageCode(l));
+ if (p != Common::kPlatformUnknown)
+ setVal("platform", Common::getPlatformCode(p));
+ }
+
+ /**
+ * Update the description string by appending (LANG/PLATFORM/EXTRA) to it.
+ */
+ void updateDesc(const char *extra = 0);
+
+ Common::String &gameid() { return getVal("gameid"); }
+ Common::String &description() { return getVal("description"); }
+ const Common::String &gameid() const { return getVal("gameid"); }
+ const Common::String &description() const { return getVal("description"); }
+ Common::Language language() const { return contains("language") ? Common::parseLanguage(getVal("language")) : Common::UNK_LANG; }
+ Common::Platform platform() const { return contains("platform") ? Common::parsePlatform(getVal("platform")) : Common::kPlatformUnknown; }
+
+ const Common::String &preferredtarget() const {
+ return contains("preferredtarget") ? getVal("preferredtarget") : getVal("gameid");
+ }
+};
+
+/** List of games. */
+class GameList : public Common::Array<GameDescriptor> {
+public:
+ GameList() {}
+ GameList(const GameList &list) : Common::Array<GameDescriptor>(list) {}
+ GameList(const PlainGameDescriptor *g) {
+ while (g->gameid) {
+ push_back(GameDescriptor(g->gameid, g->description));
+ g++;
+ }
+ }
+};
+
+/**
+ * A hashmap describing details about a given save state.
+ * TODO
+ * Guaranteed to contain save_slot, filename and description values.
+ * Additional ideas: Playtime, creation date, thumbnail, ...
+ */
+class SaveStateDescriptor : public Common::StringMap {
+protected:
+ Common::SharedPtr<Graphics::Surface> _thumbnail; // can be 0
+
+public:
+ SaveStateDescriptor() : _thumbnail() {
+ setVal("save_slot", "-1"); // FIXME: default to 0 (first slot) or to -1 (invalid slot) ?
+ setVal("description", "");
+ setVal("filename", "");
+ }
+
+ SaveStateDescriptor(int s, const Common::String &d, const Common::String &f) : _thumbnail() {
+ char buf[16];
+ sprintf(buf, "%d", s);
+ setVal("save_slot", buf);
+ setVal("description", d);
+ setVal("filename", f);
+ }
+
+ SaveStateDescriptor(const Common::String &s, const Common::String &d, const Common::String &f) : _thumbnail() {
+ setVal("save_slot", s);
+ setVal("description", d);
+ setVal("filename", f);
+ }
+
+ /** The saveslot id, as it would be passed to the "-x" command line switch. */
+ Common::String &save_slot() { return getVal("save_slot"); }
+
+ /** The saveslot id, as it would be passed to the "-x" command line switch (read-only variant). */
+ const Common::String &save_slot() const { return getVal("save_slot"); }
+
+ /** A human readable description of the save state. */
+ Common::String &description() { return getVal("description"); }
+
+ /** A human readable description of the save state (read-only variant). */
+ const Common::String &description() const { return getVal("description"); }
+
+ /** The filename of the savestate, for use with the SaveFileManager API. */
+ Common::String &filename() { return getVal("filename"); }
+
+ /** The filename of the savestate, for use with the SaveFileManager API (read-only variant). */
+ const Common::String &filename() const { return getVal("filename"); }
+
+ /** Optional entries only included when querying via MetaEngine::querySaveMetaInfo */
+
+ /**
+ * Returns the value of a given key as boolean.
+ * It accepts 'true', 'yes' and '1' for true and
+ * 'false', 'no' and '0' for false.
+ * (FIXME:) On unknown value it errors out ScummVM.
+ * On unknown key it returns false as default.
+ */
+ bool getBool(const Common::String &key) const;
+
+ /**
+ * Sets the 'is_deletable' key, which indicates, if the
+ * given savestate is safe for deletion.
+ */
+ void setDeletableFlag(bool state);
+
+ /**
+ * Return a thumbnail graphics surface representing the savestate visually
+ * This is usually a scaled down version of the game graphics. The size
+ * should be either 160x100 or 160x120 pixels, depending on the aspect
+ * ratio of the game. If another ratio is required, contact the core team.
+ */
+ const Graphics::Surface *getThumbnail() const { return _thumbnail.get(); }
+
+ void setThumbnail(Graphics::Surface *t);
+
+ /**
+ * Sets the 'save_date' key properly, based on the given values
+ */
+ void setSaveDate(int year, int month, int day);
+
+ /**
+ * Sets the 'save_time' key properly, based on the given values
+ */
+ void setSaveTime(int hour, int min);
+
+ /**
+ * Sets the 'play_time' key properly, based on the given values
+ */
+ void setPlayTime(int hours, int minutes);
+};
+
+/** List of savestates. */
+typedef Common::Array<SaveStateDescriptor> SaveStateList;
+
+#endif