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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 SUPERNOVA_SUPERNOVA_H
#define SUPERNOVA_SUPERNOVA_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 "supernova/console.h"
#include "supernova/graphics.h"
#include "supernova/msn_def.h"
#include "supernova/rooms.h"
#include "supernova/sound.h"
namespace Common {
class MemoryReadWriteStream;
}
namespace Supernova {
#define SAVEGAME_HEADER MKTAG('M','S','N','1')
#define SAVEGAME_VERSION 9
#define SUPERNOVA_DAT "supernova.dat"
#define SUPERNOVA_DAT_VERSION 1
class GuiElement;
class ResourceManager;
class Sound;
class console;
class GameManager;
class Screen;
class SupernovaEngine : public Engine {
public:
explicit SupernovaEngine(OSystem *syst);
~SupernovaEngine();
virtual Common::Error run();
virtual Common::Error loadGameState(int slot);
virtual bool canLoadGameStateCurrently();
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual bool canSaveGameStateCurrently();
virtual bool hasFeature(EngineFeature f) const;
virtual void pauseEngineIntern(bool pause);
GameManager *_gm;
Console *_console;
Sound *_sound;
ResourceManager *_resMan;
Screen *_screen;
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
void playSound(AudioId sample);
void playSound(MusicId index);
void paletteFadeIn();
void paletteFadeOut();
void paletteBrightness();
void renderImage(int section);
bool setCurrentImage(int filenumber);
void saveScreen(int x, int y, int width, int height);
void saveScreen(const GuiElement &guiElement);
void restoreScreen();
void renderRoom(Room &room);
void renderMessage(const char *text, MessagePosition position = kMessageNormal);
void renderMessage(const Common::String &text, MessagePosition position = kMessageNormal);
void renderMessage(StringId stringId, MessagePosition position = kMessageNormal,
Common::String var1 = "", Common::String var2 = "");
void removeMessage();
void renderText(const uint16 character);
void renderText(const char *text);
void renderText(const Common::String &text);
void renderText(StringId stringId);
void renderText(const uint16 character, int x, int y, byte color);
void renderText(const char *text, int x, int y, byte color);
void renderText(const Common::String &text, int x, int y, byte color);
void renderText(StringId stringId, int x, int y, byte color);
void renderText(const GuiElement &guiElement);
void renderBox(int x, int y, int width, int height, byte color);
void renderBox(const GuiElement &guiElement);
void setColor63(byte value);
};
}
#endif
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