scummvm/engines/nancy/nancy.h
Le Philousophe 42e45f6769 NANCY: Move debug channels in detection.h to avoid pulling whole nancy.h
This one includes C++11 constructs which are not accepted by older
compilers
2021-05-22 13:42:55 +02:00

174 lines
4.6 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 NANCY_H
#define NANCY_H
#include "common/file.h"
#include "common/str.h"
#include "engines/engine.h"
#include "nancy/detection.h"
#include "nancy/time.h"
#include "nancy/commontypes.h"
namespace Common {
class RandomSource;
class Serializer;
}
/**
* This is the namespace of the Nancy engine.
*
* Status of this engine:
* Nancy Drew: Secrets can kill is completable,
* with a few minor graphical glitches;
* The Vampire Diaries boots, but crashes almost immediately;
* every other game is untested but definitely unplayable
*
* Games using this engine:
* - The Vampire Diaries (1996)
* - Almost every mainline Nancy Drew game by HeR Interactive,
* up to and including Nancy Drew: Sea of Darkness (2015)
*/
namespace Nancy {
static const int kSavegameVersion = 1;
struct NancyGameDescription;
class ResourceManager;
class IFF;
class InputManager;
class SoundManager;
class GraphicsManager;
class CursorManager;
class CheatDialog;
class NancyConsole;
struct GameConstants;
namespace State {
class State;
}
class NancyEngine : public Engine {
public:
friend class NancyConsole;
NancyEngine(OSystem *syst, const NancyGameDescription *gd);
~NancyEngine();
static NancyEngine *create(GameType type, OSystem *syst, const NancyGameDescription *gd);
virtual bool hasFeature(EngineFeature f) const override;
virtual Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
virtual Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
virtual bool canLoadGameStateCurrently() override;
virtual bool canSaveGameStateCurrently() override;
virtual bool canSaveAutosaveCurrently() override;
const char *getCopyrightString() const;
uint32 getGameFlags() const;
const char *getGameId() const;
GameType getGameType() const;
Common::Platform getPlatform() const;
const GameConstants &getConstants() const;
void setState(NancyState::NancyState state, NancyState::NancyState overridePrevious = NancyState::kNone);
NancyState::NancyState getState() { return _gameFlow.curState; }
void setToPreviousState();
// Chunks found in BOOT get extracted and cached at startup, this function lets other classes access them
Common::SeekableReadStream *getBootChunkStream(const Common::String &name) const;
void setMouseEnabled(bool enabled);
void callCheatMenu(bool eventFlags);
// Managers
ResourceManager *_resource;
GraphicsManager *_graphicsManager;
CursorManager *_cursorManager;
InputManager *_input;
SoundManager *_sound;
Common::RandomSource *_randomSource;
// BSUM data
SceneChangeDescription _firstScene;
uint16 _startTimeHours;
uint16 _startTimeMinutes;
bool _overrideMovementTimeDeltas;
Time _slowMovementTimeDelta;
Time _fastMovementTimeDelta;
Time _playerTimeMinuteLength;
uint _horizontalEdgesSize;
uint _verticalEdgesSize;
Common::Rect _textboxScreenPosition;
private:
struct GameFlow {
NancyState::NancyState curState = NancyState::kNone;
NancyState::NancyState prevState = NancyState::kNone;
};
virtual Common::Error run() override;
void bootGameEngine();
State::State *getStateObject(NancyState::NancyState state) const;
bool addBootChunk(const Common::String &name, Common::SeekableReadStream *stream);
void clearBootChunks();
void preloadCals(const IFF &boot);
void readChunkList(const IFF &boot, Common::Serializer &ser, const Common::String &prefix);
void readBootSummary(const IFF &boot);
Common::Error synchronize(Common::Serializer &serializer);
bool isCompressed();
bool _cheatTypeIsEventFlag;
GameFlow _gameFlow;
OSystem *_system;
const NancyGameDescription *_gameDescription;
Common::HashMap<Common::String, Common::SeekableReadStream *> _bootChunks;
};
extern NancyEngine *g_nancy;
} // End of namespace Nancy
#endif // NANCY_H