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42e45f6769
This one includes C++11 constructs which are not accepted by older compilers
174 lines
4.6 KiB
C++
174 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef NANCY_H
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#define NANCY_H
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#include "common/file.h"
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#include "common/str.h"
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#include "engines/engine.h"
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#include "nancy/detection.h"
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#include "nancy/time.h"
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#include "nancy/commontypes.h"
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namespace Common {
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class RandomSource;
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class Serializer;
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}
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/**
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* This is the namespace of the Nancy engine.
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*
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* Status of this engine:
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* Nancy Drew: Secrets can kill is completable,
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* with a few minor graphical glitches;
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* The Vampire Diaries boots, but crashes almost immediately;
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* every other game is untested but definitely unplayable
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*
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* Games using this engine:
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* - The Vampire Diaries (1996)
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* - Almost every mainline Nancy Drew game by HeR Interactive,
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* up to and including Nancy Drew: Sea of Darkness (2015)
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*/
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namespace Nancy {
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static const int kSavegameVersion = 1;
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struct NancyGameDescription;
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class ResourceManager;
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class IFF;
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class InputManager;
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class SoundManager;
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class GraphicsManager;
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class CursorManager;
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class CheatDialog;
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class NancyConsole;
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struct GameConstants;
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namespace State {
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class State;
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}
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class NancyEngine : public Engine {
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public:
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friend class NancyConsole;
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NancyEngine(OSystem *syst, const NancyGameDescription *gd);
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~NancyEngine();
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static NancyEngine *create(GameType type, OSystem *syst, const NancyGameDescription *gd);
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virtual bool hasFeature(EngineFeature f) const override;
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virtual Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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virtual Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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virtual bool canLoadGameStateCurrently() override;
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virtual bool canSaveGameStateCurrently() override;
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virtual bool canSaveAutosaveCurrently() override;
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const char *getCopyrightString() const;
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uint32 getGameFlags() const;
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const char *getGameId() const;
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GameType getGameType() const;
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Common::Platform getPlatform() const;
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const GameConstants &getConstants() const;
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void setState(NancyState::NancyState state, NancyState::NancyState overridePrevious = NancyState::kNone);
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NancyState::NancyState getState() { return _gameFlow.curState; }
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void setToPreviousState();
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// Chunks found in BOOT get extracted and cached at startup, this function lets other classes access them
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Common::SeekableReadStream *getBootChunkStream(const Common::String &name) const;
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void setMouseEnabled(bool enabled);
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void callCheatMenu(bool eventFlags);
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// Managers
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ResourceManager *_resource;
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GraphicsManager *_graphicsManager;
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CursorManager *_cursorManager;
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InputManager *_input;
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SoundManager *_sound;
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Common::RandomSource *_randomSource;
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// BSUM data
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SceneChangeDescription _firstScene;
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uint16 _startTimeHours;
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uint16 _startTimeMinutes;
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bool _overrideMovementTimeDeltas;
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Time _slowMovementTimeDelta;
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Time _fastMovementTimeDelta;
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Time _playerTimeMinuteLength;
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uint _horizontalEdgesSize;
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uint _verticalEdgesSize;
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Common::Rect _textboxScreenPosition;
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private:
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struct GameFlow {
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NancyState::NancyState curState = NancyState::kNone;
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NancyState::NancyState prevState = NancyState::kNone;
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};
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virtual Common::Error run() override;
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void bootGameEngine();
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State::State *getStateObject(NancyState::NancyState state) const;
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bool addBootChunk(const Common::String &name, Common::SeekableReadStream *stream);
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void clearBootChunks();
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void preloadCals(const IFF &boot);
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void readChunkList(const IFF &boot, Common::Serializer &ser, const Common::String &prefix);
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void readBootSummary(const IFF &boot);
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Common::Error synchronize(Common::Serializer &serializer);
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bool isCompressed();
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bool _cheatTypeIsEventFlag;
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GameFlow _gameFlow;
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OSystem *_system;
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const NancyGameDescription *_gameDescription;
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Common::HashMap<Common::String, Common::SeekableReadStream *> _bootChunks;
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};
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extern NancyEngine *g_nancy;
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} // End of namespace Nancy
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#endif // NANCY_H
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