aboutsummaryrefslogtreecommitdiff
path: root/engines/neverhood/neverhood.h
blob: 0561aa251e6e42caf2aa3dfb5b0d432026ad086b (plain)
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
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
/* 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 NEVERHOOD_H
#define NEVERHOOD_H

#include "common/scummsys.h"
#include "common/events.h"
#include "common/keyboard.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/str-array.h"
#include "common/system.h"
#include "audio/mixer.h"
#include "engines/engine.h"
#include "neverhood/messages.h"

namespace Neverhood {

enum NeverhoodGameFeatures {
};

struct NeverhoodGameDescription;

class GameModule;
class GameVars;
class ResourceMan;
class Screen;
class SoundMan;
class AudioResourceMan;
class StaticData;
class Console;
struct NPoint;

struct GameState {
	int sceneNum;
	int which;
};

class NeverhoodEngine : public ::Engine {
protected:

	Common::Error run();
	void mainLoop();

public:
	NeverhoodEngine(OSystem *syst, const NeverhoodGameDescription *gameDesc);
	virtual ~NeverhoodEngine();

	// Detection related functions
	const NeverhoodGameDescription *_gameDescription;
	const char *getGameId() const;
	uint32 getFeatures() const;
	uint16 getVersion() const;
	Common::Platform getPlatform() const;
	Common::Language getLanguage() const;
	bool hasFeature(EngineFeature f) const;
	bool isDemo() const;
	bool applyResourceFixes() const;
	Common::String getTargetName() { return _targetName; };

	Common::RandomSource *_rnd;

	int16 _mouseX, _mouseY;
	uint16 _buttonState;

	GameState _gameState;
	GameVars *_gameVars;
	Screen *_screen;
	ResourceMan *_res;
	GameModule *_gameModule;
	StaticData *_staticData;
	Console *_console;

	SoundMan *_soundMan;
	AudioResourceMan *_audioResourceMan;

public:

	/* Save/load */

	enum kReadSaveHeaderError {
		kRSHENoError = 0,
		kRSHEInvalidType = 1,
		kRSHEInvalidVersion = 2,
		kRSHEIoError = 3
	};

	struct SaveHeader {
		Common::String description;
		uint32 version;
		byte gameID;
		uint32 flags;
		uint32 saveDate;
		uint32 saveTime;
		uint32 playTime;
		Graphics::Surface *thumbnail;
	};

	bool _isSaveAllowed;

	bool canLoadGameStateCurrently() { return _isSaveAllowed; }
	bool canSaveGameStateCurrently() { return _isSaveAllowed; }

	Common::Error loadGameState(int slot);
	Common::Error saveGameState(int slot, const Common::String &description);
	Common::Error removeGameState(int slot);
	bool savegame(const char *filename, const char *description);
	bool loadgame(const char *filename);
	const char *getSavegameFilename(int num);
	static Common::String getSavegameFilename(const Common::String &target, int num);
	static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header);

	GameState& gameState() { return _gameState; }
	GameModule *gameModule() { return _gameModule; }
	int16 getMouseX() const { return _mouseX; }
	int16 getMouseY() const { return _mouseY; }
	NPoint getMousePos();

	void toggleSoundUpdate(bool state) { _updateSound = state; }
	void toggleMusic(bool state) { _enableMusic = state; }
	bool musicIsEnabled() { return _enableMusic; }

private:
	bool _updateSound;
	bool _enableMusic;

};

} // End of namespace Neverhood

#endif /* NEVERHOOD_H */