scummvm/queen/queen.h

161 lines
3.7 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef QUEEN_H
#define QUEEN_H
#include "base/engine.h"
class GameDetector;
class InSaveFile;
#if defined(_WIN32_WCE) && (_WIN32_WCE <= 300)
FORCEINLINE int16 READ_BE_INT16(const void *ptr) {
uint16 result;
char dummy[2];
result = READ_BE_UINT16(ptr);
strcpy(dummy, "x"); // Hello, I'm a drunk optimizer. Thanks for helping me.
return result;
}
#else
#define READ_BE_INT16 READ_BE_UINT16
#endif
namespace Queen {
#if !defined(__GNUC__)
#pragma START_PACK_STRUCTS
#endif
struct GameStateHeader {
uint32 version;
uint32 flags;
uint32 dataSize;
char description[32];
} GCC_PACK;
#if !defined(__GNUC__)
#pragma END_PACK_STRUCTS
#endif
class BamScene;
class BankManager;
class Command;
class Debugger;
class Display;
class Graphics;
class Grid;
class Input;
class Logic;
class Music;
class Resource;
class Sound;
class Walk;
class QueenEngine : public Engine {
public:
QueenEngine(GameDetector *detector, OSystem *syst);
virtual ~QueenEngine();
BamScene *bam() const { return _bam; }
BankManager *bankMan() const { return _bankMan; }
Command *command() const { return _command; }
Debugger *debugger() const { return _debugger; }
Display *display() const { return _display; }
Graphics *graphics() const { return _graphics; }
Grid *grid() const { return _grid; }
Input *input() const { return _input; }
Logic *logic() const { return _logic; }
Music *music() const { return _music; }
Resource *resource() const { return _resource; }
Sound *sound() const { return _sound; }
Walk *walk() const { return _walk; }
Common::RandomSource randomizer;
void registerDefaultSettings();
void checkOptionSettings();
void readOptionSettings();
void writeOptionSettings();
int talkSpeed() const { return _talkSpeed; }
void talkSpeed(int speed) { _talkSpeed = speed; }
bool subtitles() const { return _subtitles; }
void subtitles(bool enable) { _subtitles = enable; }
void quitGame() { _quit = true; }
void update(bool checkPlayerInput = false);
bool canLoadOrSave();
void saveGameState(uint16 slot, const char *desc);
void loadGameState(uint16 slot);
void makeGameStateName(uint16 slot, char *buf);
void findGameStateDescriptions(char descriptions[100][32]);
InSaveFile *readGameStateHeader(uint16 slot, GameStateHeader *gsh);
enum {
SAVESTATE_CUR_VER = 1,
SAVESTATE_MAX = 100,
AUTOSAVE_INTERVAL = 5 * 60 * 1000,
AUTOSAVE_SLOT = 0xFF,
MIN_TEXT_SPEED = 4,
MAX_TEXT_SPEED = 100,
MAX_MUSIC_VOLUME = 255
};
protected:
void errorString(const char *buf_input, char *buf_output);
int go();
int init(GameDetector &detector);
int _talkSpeed;
bool _subtitles;
bool _quit;
uint32 _lastSaveTime;
BamScene *_bam;
BankManager *_bankMan;
Command *_command;
Debugger *_debugger;
Display *_display;
Graphics *_graphics;
Grid *_grid;
Input *_input;
Logic *_logic;
Music *_music;
Resource *_resource;
Sound *_sound;
Walk *_walk;
};
} // End of namespace Queen
#endif