/* 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 NEVERHOOD_NEVERHOOD_H #define NEVERHOOD_NEVERHOOD_H #include "common/scummsys.h" #include "common/events.h" #include "common/keyboard.h" #include "common/random.h" #include "common/savefile.h" #include "common/str-array.h" #include "common/system.h" #include "engines/engine.h" #include "gui/debugger.h" #include "neverhood/console.h" #include "neverhood/messages.h" namespace Neverhood { enum NeverhoodGameFeatures { }; struct NeverhoodGameDescription; class GameModule; class GameVars; class ResourceMan; class Screen; class SoundMan; class AudioResourceMan; class StaticData; struct NPoint; struct GameState { int sceneNum; int which; }; class NeverhoodEngine : public ::Engine { protected: Common::Error run(); void mainLoop(); public: NeverhoodEngine(OSystem *syst, const NeverhoodGameDescription *gameDesc); virtual ~NeverhoodEngine(); // Detection related functions const NeverhoodGameDescription *_gameDescription; const char *getGameId() const; uint32 getFeatures() const; uint16 getVersion() const; Common::Platform getPlatform() const; Common::Language getLanguage() const; bool hasFeature(EngineFeature f) const; bool isDemo() const; bool applyResourceFixes() const; Common::String getTargetName() { return _targetName; }; Common::RandomSource *_rnd; int16 _mouseX, _mouseY; uint16 _buttonState; GameState _gameState; GameVars *_gameVars; Screen *_screen; ResourceMan *_res; GameModule *_gameModule; StaticData *_staticData; Console *_console; GUI::Debugger *getDebugger() { return _console; } SoundMan *_soundMan; AudioResourceMan *_audioResourceMan; public: /* Save/load */ enum kReadSaveHeaderError { kRSHENoError = 0, kRSHEInvalidType = 1, kRSHEInvalidVersion = 2, kRSHEIoError = 3 }; struct SaveHeader { Common::String description; uint32 version; byte gameID; uint32 flags; uint32 saveDate; uint32 saveTime; uint32 playTime; Graphics::Surface *thumbnail; }; bool _isSaveAllowed; bool canLoadGameStateCurrently() { return _isSaveAllowed; } bool canSaveGameStateCurrently() { return _isSaveAllowed; } Common::Error loadGameState(int slot); Common::Error saveGameState(int slot, const Common::String &description); Common::Error removeGameState(int slot); bool savegame(const char *filename, const char *description); bool loadgame(const char *filename); const char *getSavegameFilename(int num); static Common::String getSavegameFilename(const Common::String &target, int num); WARN_UNUSED_RESULT static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true); GameState& gameState() { return _gameState; } GameModule *gameModule() { return _gameModule; } int16 getMouseX() const { return _mouseX; } int16 getMouseY() const { return _mouseY; } NPoint getMousePos(); void toggleSoundUpdate(bool state) { _updateSound = state; } void toggleMusic(bool state) { _enableMusic = state; } bool musicIsEnabled() { return _enableMusic; } private: bool _updateSound; bool _enableMusic; }; } // End of namespace Neverhood #endif /* NEVERHOOD_NEVERHOOD_H */