scummvm/engines/queen/queen.h

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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.
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*
* 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.
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*
* $URL$
* $Id$
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*
*/
#ifndef QUEEN_H
#define QUEEN_H
#include "engines/engine.h"
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namespace Common {
class InSaveFile;
}
#if defined(_WIN32_WCE) && (_WIN32_WCE <= 300)
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#include "common/endian.h"
FORCEINLINE int16 READ_BE_INT16(const void *ptr) {
uint16 result;
char dummy[2];
result = READ_BE_UINT16(ptr);
strcpy(dummy, "x"); // Hello, I'm a drunk optimizer. Thanks for helping me.
return result;
}
#else
#define READ_BE_INT16 READ_BE_UINT16
#endif
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namespace Queen {
struct GameStateHeader {
uint32 version;
uint32 flags;
uint32 dataSize;
char description[32];
};
class BamScene;
class BankManager;
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class Command;
class Debugger;
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class Display;
class Graphics;
class Grid;
class Input;
class Logic;
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class Resource;
class Sound;
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class Walk;
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class QueenEngine : public Engine {
public:
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QueenEngine(OSystem *syst);
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virtual ~QueenEngine();
BamScene *bam() const { return _bam; }
BankManager *bankMan() const { return _bankMan; }
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Command *command() const { return _command; }
Debugger *debugger() const { return _debugger; }
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Display *display() const { return _display; }
Graphics *graphics() const { return _graphics; }
Grid *grid() const { return _grid; }
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Input *input() const { return _input; }
Logic *logic() const { return _logic; }
Resource *resource() const { return _resource; }
Sound *sound() const { return _sound; }
Walk *walk() const { return _walk; }
Common::RandomSource randomizer;
void registerDefaultSettings();
void checkOptionSettings();
void readOptionSettings();
void writeOptionSettings();
int talkSpeed() const { return _talkSpeed; }
void talkSpeed(int speed) { _talkSpeed = speed; }
bool subtitles() const { return _subtitles; }
void subtitles(bool enable) { _subtitles = enable; }
void quitGame() { _quit = true; }
void update(bool checkPlayerInput = false);
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bool canLoadOrSave() const;
void saveGameState(uint16 slot, const char *desc);
void loadGameState(uint16 slot);
void makeGameStateName(uint16 slot, char *buf);
void findGameStateDescriptions(char descriptions[100][32]);
Common::InSaveFile *readGameStateHeader(uint16 slot, GameStateHeader *gsh);
enum {
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SAVESTATE_CUR_VER = 1,
SAVESTATE_MAX_NUM = 100,
SAVESTATE_MAX_SIZE = 30000,
AUTOSAVE_SLOT = 0xFF,
MIN_TEXT_SPEED = 4,
MAX_TEXT_SPEED = 100
};
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protected:
GUI::Debugger *getDebugger();
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int go();
int init();
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int _talkSpeed;
bool _subtitles;
bool _quit;
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uint32 _lastSaveTime;
uint32 _lastUpdateTime;
BamScene *_bam;
BankManager *_bankMan;
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Command *_command;
Debugger *_debugger;
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Display *_display;
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Graphics *_graphics;
Grid *_grid;
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Input *_input;
Logic *_logic;
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Resource *_resource;
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Sound *_sound;
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Walk *_walk;
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};
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} // End of namespace Queen
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#endif