/* 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_SUPERNOVA2_H #define SUPERNOVA_SUPERNOVA2_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 "supernova2/console.h" namespace Common { class MemoryReadWriteStream; } namespace Supernova2 { #define SAVEGAME_HEADER MKTAG('M','S','N','2') #define SAVEGAME_VERSION 9 #define SUPERNOVA2_DAT "supernova2.dat" #define SUPERNOVA2_DAT_VERSION 1 class GuiElement; class console; class GameManager; class Supernova2Engine : public Engine { public: explicit Supernova2Engine(OSystem *syst); ~Supernova2Engine(); virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; GameManager *_gm; Console *_console; bool _allowLoadGame; bool _allowSaveGame; Common::StringArray _gameStrings; Common::String _nullString; int _sleepAuoSaveVersion; Common::MemoryReadWriteStream* _sleepAutoSave; uint _delay; int _textSpeed; 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); // forwarding calls }; } #endif