151 lines
4.1 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_GAME_H
#define CRAB_GAME_H
#include "crab/GameClock.h"
#include "crab/gamestate_container.h"
#include "crab/event/GameEventInfo.h"
#include "crab/event/gameeventmanager.h"
#include "crab/ui/DevConsole.h"
#include "crab/ui/hud.h"
#include "crab/ui/map.h"
namespace Crab {
class Game : public GameState {
private:
enum State {
STATE_GAME,
STATE_MAP,
STATE_PAUSE,
STATE_CHARACTER,
STATE_JOURNAL,
STATE_INVENTORY,
STATE_HELP,
STATE_LOSE_MENU,
STATE_LOSE_LOAD
} _state;
enum SaveGameType {
SAVEGAME_NORMAL, // Save the game normally when user uses the save menu
SAVEGAME_EVENT, // Auto-save the game at certain points using events
SAVEGAME_EXIT, // Auto-save the game on exit
SAVEGAME_QUICK // You can use quick-save and quick-load keys
};
// These things don't need to be saved
bool _isInited;
pyrodactyl::ui::HUD _hud;
Common::Array<pyrodactyl::event::EventResult> _eventRes;
pyrodactyl::ui::ParagraphData _popDefault;
pyrodactyl::ui::DebugConsole _debugConsole;
// These things need to be saved
pyrodactyl::ui::Map _map;
pyrodactyl::event::Manager _gem;
pyrodactyl::event::Info _info;
pyrodactyl::level::Level _level;
pyrodactyl::event::TriggerSet _gameOver;
// Keeps track of the time player has spent in the game
GameClock _clock;
// The name of the auto save and quick save files
struct SaveFile {
bool _autoSlot;
Common::String _auto1, _auto2, _autoQuit, _quick, _ironman;
SaveFile() : _auto1("autoSave 1"), _auto2("autoSave 2"), _autoQuit("autoSave"), _quick("Quick Save") { _autoSlot = false; }
void load(rapidxml::xml_node<char> *node) {
loadStr(_auto1, "auto_1", node);
loadStr(_auto2, "auto_2", node);
loadStr(_autoQuit, "quit", node);
loadStr(_quick, "quick", node);
}
} _savefile;
static void quit(bool &shouldChangeState, GameStateID &newStateId, const GameStateID &newStateVal);
bool applyResult();
void applyResult(LevelResult result);
// Load a level
bool loadLevel(const Common::String &id, int playerX = -1, int playerY = -1);
void toggleState(const State &s);
// A nice simple function for saving games
void createSaveGame(const SaveGameType &savetype);
Common::String fullPath(const Common::String &filename) {
Common::String res = "CRAB_" + filename;
res += g_engine->_filePath->_saveExt;
return res;
}
// Load the current player image
void playerImg() {
_hud.playerImg(g_engine->_eventStore->_img[_info.playerImg()]);
}
public:
Game() : _isInited(false), _state(STATE_GAME) {}
void init(const Common::String &filename);
void startNewGame();
void loadGame();
void handleEvents(Common::Event &event, bool &shouldChangeState, GameStateID &newStateId);
#if 0
void handleEvents(SDL_Event &Event, bool &ShouldChangeState, GameStateID &NewStateID);
#endif
void internalEvents(bool &shouldChangeState, GameStateID &newStateId);
void draw();
bool loadState(Common::SeekableReadStream *stream);
// Raw function to save game to file - generally, using the CreateSaveGame function is recommended
void saveState(Common::SeekableWriteStream *stream);
void autoSave() {
createSaveGame(SAVEGAME_EXIT);
}
void setUI();
};
} // End of namespace Crab
#endif // CRAB_GAME_H