scummvm/engines/neverhood/neverhood.h
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

151 lines
4.0 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 NEVERHOOD_NEVERHOOD_H
#define NEVERHOOD_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 "engines/engine.h"
#include "gui/debugger.h"
#include "neverhood/console.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;
struct NPoint;
struct GameState {
int sceneNum;
int which;
};
class NeverhoodEngine : public ::Engine {
protected:
Common::Error run() override;
void mainLoop();
public:
NeverhoodEngine(OSystem *syst, const NeverhoodGameDescription *gameDesc);
~NeverhoodEngine() override;
// 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 override;
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;
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() override { return _isSaveAllowed; }
bool canSaveGameStateCurrently() override { return _isSaveAllowed; }
Common::Error loadGameState(int slot) override;
Common::Error saveGameState(int slot, const Common::String &description, bool isAutosave = false) override;
Common::Error removeGameState(int slot);
bool savegame(const char *filename, const char *description);
bool loadgame(const char *filename);
Common::String getSaveStateName(int slot) const override;
static Common::String getSavegameFilename(const Common::String &target, int num);
WARN_UNUSED_RESULT static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail = true);
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_NEVERHOOD_H */