1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
|
/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
#ifndef HUGO_FILE_H
#define HUGO_FILE_H
// TODO get rid of those defines
#define HELPFILE "help.dat"
#define EOP '#' /* Marks end of a page in help file */
namespace Hugo {
class FileManager {
public:
FileManager(HugoEngine &vm);
bool fileExists(char *filename);
char *fetchString(int index);
sound_pt getSound(short sound, uint16 *size);
void closePlaybackFile();
void closeDatabaseFiles();
void initSavedGame();
void instructions();
void openDatabaseFiles();
void readBackground(int screenIndex);
void readBootFile();
void readImage(int objNum, object_t *objPtr);
void readOverlay(int screenNum, image_pt image, ovl_t overlayType);
void readUIFItem(short id, byte *buf);
void restoreGame(short slot);
void restoreSeq(object_t *obj);
void saveGame(short slot, const char *descrip);
void saveSeq(object_t *obj);
private:
HugoEngine &_vm;
Common::File _stringArchive; /* Handle for string file */
Common::File _sceneryArchive; /* Handle for scenery file */
Common::File _objectsArchive; /* Handle for objects file */
byte *convertPCC(byte *p, uint16 y, uint16 bpl, image_pt data_p);
seq_t *readPCX(Common::File &f, seq_t *seqPtr, byte *imagePtr, bool firstFl, const char *name);
uif_hdr_t *getUIFHeader(uif_t id);
//Strangerke : Not used?
void openPlaybackFile(bool playbackFl, bool recordFl);
void printBootText();
// bool pkkey();
// char pbget();
};
} // End of namespace Hugo
#endif //HUGO_FILE_H
|