/* 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; }; /** * Same as PlainGameDsscriptor except it adds Game GUI options parameter * This is a plain struct to make it possible to declare NULL-terminated C arrays * consisting of PlainGameDescriptors. */ struct PlainGameDescriptorGUIOpts { const char *gameid; const char *description; uint32 guioptions; }; /** * 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(); GameDescriptor(const PlainGameDescriptor &pgd); GameDescriptor(const PlainGameDescriptorGUIOpts &pgd); GameDescriptor(const Common::String &gameid, const Common::String &description, Common::Language language = Common::UNK_LANG, Common::Platform platform = Common::kPlatformUnknown, uint32 guioptions = 0); /** * Update the description string by appending (LANG/PLATFORM/EXTRA) to it. */ void updateDesc(const char *extra = 0); void setGUIOptions(uint32 options); 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 { public: GameList() {} GameList(const GameList &list) : Common::Array(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 and description values. * Additional ideas: Playtime, creation date, thumbnail, ... */ class SaveStateDescriptor : public Common::StringMap { protected: Common::SharedPtr _thumbnail; // can be 0 public: SaveStateDescriptor() : _thumbnail() { setVal("save_slot", "-1"); // FIXME: default to 0 (first slot) or to -1 (invalid slot) ? setVal("description", ""); } SaveStateDescriptor(int s, const Common::String &d) : _thumbnail() { char buf[16]; sprintf(buf, "%d", s); setVal("save_slot", buf); setVal("description", d); } SaveStateDescriptor(const Common::String &s, const Common::String &d) : _thumbnail() { setVal("save_slot", s); setVal("description", d); } /** 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"); } /** 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); /** * Sets the 'is_write_protected' key, which indicates if the * given savestate can be overwritten or not */ void setWriteProtectedFlag(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(); } /** * Set a thumbnail graphics surface representing the savestate visually. * Ownership of the surface is transferred to the SaveStateDescriptor. * Hence the caller must not delete the surface. */ 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 SaveStateList; #endif