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/* 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 BASE_GAME_H
#define BASE_GAME_H
#include "common/str.h"
#include "common/array.h"
#include "common/hash-str.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;
};
/**
* 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() {
setVal("gameid", "");
setVal("description", "");
}
GameDescriptor(const PlainGameDescriptor &pgd) {
setVal("gameid", pgd.gameid);
setVal("description", pgd.description);
}
GameDescriptor(const Common::String &g, const Common::String &d, Common::Language l = Common::UNK_LANG,
Common::Platform p = Common::kPlatformUnknown) {
setVal("gameid", g);
setVal("description", d);
if (l != Common::UNK_LANG)
setVal("language", Common::getLanguageCode(l));
if (p != Common::kPlatformUnknown)
setVal("platform", Common::getPlatformCode(p));
}
/**
* Update the description string by appending (LANG/PLATFORM/EXTRA) to it.
*/
void updateDesc(const char *extra = 0);
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<GameDescriptor> {
public:
GameList() {}
GameList(const GameList &list) : Common::Array<GameDescriptor>(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, filename and description values.
* Additional ideas: Playtime, creation date, thumbnail, ...
*/
class SaveStateDescriptor : public Common::StringMap {
protected:
Graphics::Surface *_thumbnail; // can be NULL
public:
SaveStateDescriptor() : _thumbnail(0) {
setVal("save_slot", "-1"); // FIXME: default to 0 (first slot) or to -1 (invalid slot) ?
setVal("description", "");
setVal("filename", "");
}
SaveStateDescriptor(int s, const Common::String &d, const Common::String &f) : _thumbnail(0) {
char buf[16];
sprintf(buf, "%d", s);
setVal("save_slot", buf);
setVal("description", d);
setVal("filename", f);
}
SaveStateDescriptor(const Common::String &s, const Common::String &d, const Common::String &f) : _thumbnail(0) {
setVal("save_slot", s);
setVal("description", d);
setVal("filename", f);
}
~SaveStateDescriptor() {
setThumbnail(0);
}
/** 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"); }
/** The filename of the savestate, for use with the SaveFileManager API. */
Common::String &filename() { return getVal("filename"); }
/** The filename of the savestate, for use with the SaveFileManager API (read-only variant). */
const Common::String &filename() const { return getVal("filename"); }
/**
* 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.
*
* TODO: it is probably a bad idea to read this for *all* games at once,
* at least on low-end devices. So this info should probably normally only
* be included optionally. I.e. only upon a query for a specific savegame...
* To this end, add a getFullSaveStateInfo(target, slot) to the plugin API.
*/
const Graphics::Surface *getThumbnail() const { return _thumbnail; }
void setThumbnail(Graphics::Surface *t);
};
/** List of savestates. */
typedef Common::Array<SaveStateDescriptor> SaveStateList;
#endif
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