scummvm/engines/saga2/saga2.h

146 lines
3.6 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 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 SAGA2_H
#define SAGA2_H
#include "common/debug.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/system.h"
#include "engines/engine.h"
#include "saga2/idtypes.h"
#include "saga2/weapons.h"
#include "saga2/vdraw.h"
namespace Video {
class SmackerDecoder;
}
namespace Common {
class MemoryWriteStreamDynamic;
}
namespace Saga2 {
class ContainerList;
class Timer;
class TimerList;
class BandList;
class ActorAppearance;
class PathRequest;
class MotionTask;
class MotionTaskList;
class GrabInfo;
class CImageCache;
class SensorList;
class Sensor;
class EffectDisplayPrototypeList;
class SpellDisplayPrototypeList;
enum {
kDebugResources = 1 << 0,
kDebugActors = 1 << 1,
kDebugScripts = 1 << 2,
kDebugEventLoop = 1 << 3,
kDebugInit = 1 << 4,
kDebugTiles = 1 << 5,
kDebugPalettes = 1 << 6,
kDebugLoading = 1 << 7,
kDebugTimers = 1 << 8,
kDebugPath = 1 << 9,
kDebugTasks = 1 << 10,
kDebugSound = 1 << 11,
kDebugSaveload = 1 << 12,
kDebugSensors = 1 << 13
};
#define TICKSPERSECOND (728L/10L)
class Saga2Engine : public Engine {
public:
Saga2Engine(OSystem *syst);
~Saga2Engine();
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
bool canLoadGameStateCurrently() override { return true; }
bool canSaveGameStateCurrently() override { return true; }
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
void syncGameStream(Common::Serializer &s);
void loadExeResources();
void freeExeResources();
// itevideo.cpp
void startVideo(const char *fileName, int x, int y);
bool checkVideo(void);
void endVideo(void);
void abortVideo(void);
void readConfig();
void saveConfig();
public:
// We need random numbers
Common::RandomSource *_rnd;
WeaponStuff _weaponRack[kMaxWeapons];
weaponID _loadedWeapons;
Common::Array<char *> _nameList;
Common::List<TimerList *> _timerLists;
Common::List<Timer *> _timers;
Common::List<ActorAppearance *> _appearanceLRU;
Common::List<PathRequest *> _pathQueue;
Common::List<SensorList *> _sensorListList;
Common::List<Sensor *> _sensorList;
Common::List<MotionTask *>::iterator _nextMT;
Common::List<int> _platformLRU;
BandList *_bandList;
MotionTaskList *_mTaskList;
CImageCache *_imageCache;
GrabInfo *_mouseInfo;
EffectDisplayPrototypeList *_edpList;
SpellDisplayPrototypeList *_sdpList;
ContainerList *_containerList;
gDisplayPort _mainPort;
bool _autoAggression;
bool _autoWeapon;
bool _showNight;
bool _speechText;
private:
Video::SmackerDecoder *_smkDecoder;
int _videoX, _videoY;
};
extern Saga2Engine *g_vm;
} // End of namespace Saga2
#endif