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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.
*
*/
#ifndef ENGINES_GAME_H
#define ENGINES_GAME_H
#include "common/array.h"
#include "common/hash-str.h"
#include "common/str.h"
#include "common/language.h"
#include "common/platform.h"
/**
* 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 be marked by an entry with gameid 0.
*/
const PlainGameDescriptor *findPlainGameDescriptor(const char *gameid, const PlainGameDescriptor *list);
/**
* Ths is an enum to describe how done a game is. This also indicates what level of support is expected.
*/
enum GameSupportLevel {
kStableGame = 0, // the game is fully supported
kTestingGame, // the game is not supposed to end up in releases yet but is ready for public testing
kUnstableGame // the game is not even ready for public testing yet
};
/**
* 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, Common::String guioptions = Common::String());
GameDescriptor(const Common::String &gameid,
const Common::String &description,
Common::Language language = Common::UNK_LANG,
Common::Platform platform = Common::kPlatformUnknown,
Common::String guioptions = Common::String(),
GameSupportLevel gsl = kStableGame);
/**
* Update the description string by appending (EXTRA/PLATFORM/LANG) to it.
* Values that are missing are omitted, so e.g. (EXTRA/LANG) would be
* added if no platform has been specified but a language and an extra string.
*/
void updateDesc(const char *extra = 0);
void setGUIOptions(Common::String options);
void appendGUIOptions(const Common::String &str);
/**
* What level of support is expected of this game
*/
GameSupportLevel getSupportLevel();
void setSupportLevel(GameSupportLevel gsl);
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));
g++;
}
}
};
#endif
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