/* 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 BLADERUNNER_GAMEINFO_H #define BLADERUNNER_GAMEINFO_H #include "common/str.h" #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class GameInfo { BladeRunnerEngine *_vm; uint32 _actor_count; uint32 _player_id; uint32 _flag_count; uint32 _clue_count; uint32 _global_var_count; uint32 _set_names_count; uint32 _initial_scene_id; uint32 _initial_set_id; uint32 _waypoint_count; uint32 _sfx_track_count; uint32 _music_track_count; uint32 _outtake_count; uint32 _cover_waypoint_count; uint32 _flee_waypoint_count; char (*_scene_names)[5]; char (*_sfx_tracks)[13]; char (*_music_tracks)[13]; char (*_outtakes)[13]; public: GameInfo(BladeRunnerEngine *vm); ~GameInfo(); bool open(const Common::String &name); uint32 getActorCount() { return _actor_count; } uint32 getPlayerId() { return _player_id; } uint32 getFlagCount() { return _flag_count; } uint32 getClueCount() { return _clue_count; } uint32 getGlobalVarCount() { return _global_var_count; } uint32 getSetNamesCount() { return _set_names_count; } uint32 getInitialSceneId() { return _initial_scene_id; } uint32 getInitialSetId() { return _initial_set_id; } uint32 getWaypointCount() { return _waypoint_count; } uint32 getSfxTrackCount() { return _sfx_track_count; } uint32 getMusicTrackCount() { return _music_track_count; } uint32 getOuttakeCount() { return _outtake_count; } uint32 getCoverWaypointCount() { return _cover_waypoint_count; } uint32 getFleeWaypointCount() { return _flee_waypoint_count; } const char *getSceneName(int i) { return _scene_names[i]; } const char *getSfxTrack(int i) { return _sfx_tracks[i]; } const char *getMusicTrack(int i) { return _music_tracks[i]; } const char *getOuttake(int i) { return _outtakes[i]; } }; } // End of namespace BladeRunner #endif