/* 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 SUPERNOVA_SUPERNOVA_H #define SUPERNOVA_SUPERNOVA_H #include "common/array.h" #include "common/events.h" #include "common/random.h" #include "common/scummsys.h" #include "engines/engine.h" #include "common/file.h" #include "supernova/console.h" #include "supernova/graphics.h" #include "supernova/msn_def.h" #include "supernova/room.h" #include "supernova/sound.h" #include "supernova/imageid.h" #include "supernova/game-manager.h" namespace Common { class MemoryReadWriteStream; } namespace Supernova { #define SAVEGAME_HEADER MKTAG('M','S','N','1') #define SAVEGAME_HEADER2 MKTAG('M','S','N','2') #define SAVEGAME_VERSION 10 #define SUPERNOVA_DAT "supernova.dat" #define SUPERNOVA_DAT_VERSION 3 class GuiElement; class ResourceManager; class Sound; class console; class GameManager; class GameManager1; class Screen; class SupernovaEngine : public Engine { public: explicit SupernovaEngine(OSystem *syst); ~SupernovaEngine(); virtual Common::Error run(); virtual Common::Error loadGameState(int slot); virtual bool canLoadGameStateCurrently(); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual bool canSaveGameStateCurrently(); virtual bool hasFeature(EngineFeature f) const; virtual void pauseEngineIntern(bool pause); GameManager *_gm; Console *_console; Sound *_sound; ResourceManager *_resMan; Screen *_screen; bool _allowLoadGame; bool _allowSaveGame; Common::StringArray _gameStrings; Common::String _nullString; int _sleepAuoSaveVersion; Common::MemoryReadWriteStream* _sleepAutoSave; uint _delay; int _textSpeed; char _MSPart; bool _improved; Common::Error loadGameStrings(); void init(); bool loadGame(int slot); bool saveGame(int slot, const Common::String &description); bool serialize(Common::WriteStream *out); bool deserialize(Common::ReadStream *in, int version); bool quitGameDialog(); void errorTempSave(bool saving); void setTextSpeed(); const Common::String &getGameString(int idx) const; void setGameString(int idx, const Common::String &string); void showHelpScreen1(); void showHelpScreen2(); Common::SeekableReadStream *getBlockFromDatFile(Common::String name); Common::Error showTextReader(const char *extension); // forwarding calls void playSound(AudioId sample); void playSound(MusicId index); void paletteFadeIn(); void paletteFadeOut(int minBrightness = 0); void paletteBrightness(); void renderImage(int section); void renderImage(ImageId id, bool removeImage = false); bool setCurrentImage(int filenumber); void saveScreen(int x, int y, int width, int height); void saveScreen(const GuiElement &guiElement); void restoreScreen(); void renderRoom(Room &room); void renderMessage(const char *text, MessagePosition position = kMessageNormal); void renderMessage(const Common::String &text, MessagePosition position = kMessageNormal); void renderMessage(int stringId, MessagePosition position = kMessageNormal, Common::String var1 = "", Common::String var2 = ""); void renderMessage(int stringId, int x, int y); void removeMessage(); void renderText(const uint16 character); void renderText(const char *text); void renderText(const Common::String &text); void renderText(int stringId); void renderText(const uint16 character, int x, int y, byte color); void renderText(const char *text, int x, int y, byte color); void renderText(const Common::String &text, int x, int y, byte color); void renderText(int stringId, int x, int y, byte color); void renderText(const GuiElement &guiElement); void renderBox(int x, int y, int width, int height, byte color); void renderBox(const GuiElement &guiElement); void setColor63(byte value); void stopSound(); }; } #endif