mirror of
https://github.com/libretro/scummvm.git
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dd98126423
svn-id: r39003
160 lines
3.8 KiB
C++
160 lines
3.8 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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* $URL$
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* $Id$
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*
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*/
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#ifndef QUEEN_H
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#define QUEEN_H
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#include "engines/engine.h"
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namespace Common {
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class SeekableReadStream;
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}
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#if defined(_WIN32_WCE) && (_WIN32_WCE <= 300)
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#include "common/endian.h"
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FORCEINLINE int16 READ_BE_INT16(const void *ptr) {
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uint16 result;
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char dummy[2];
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result = READ_BE_UINT16(ptr);
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strcpy(dummy, "x"); // Hello, I'm a drunk optimizer. Thanks for helping me.
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return result;
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}
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#else
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#define READ_BE_INT16 READ_BE_UINT16
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#endif
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namespace Queen {
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struct GameStateHeader {
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uint32 version;
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uint32 flags;
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uint32 dataSize;
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char description[32];
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};
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class BamScene;
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class BankManager;
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class Command;
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class Debugger;
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class Display;
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class Graphics;
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class Grid;
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class Input;
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class Logic;
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class Resource;
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class Sound;
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class Walk;
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class QueenEngine : public Engine {
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public:
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QueenEngine(OSystem *syst);
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virtual ~QueenEngine();
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BamScene *bam() const { return _bam; }
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BankManager *bankMan() const { return _bankMan; }
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Command *command() const { return _command; }
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Debugger *debugger() const { return _debugger; }
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Display *display() const { return _display; }
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Graphics *graphics() const { return _graphics; }
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Grid *grid() const { return _grid; }
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Input *input() const { return _input; }
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Logic *logic() const { return _logic; }
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Resource *resource() const { return _resource; }
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Sound *sound() const { return _sound; }
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Walk *walk() const { return _walk; }
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Common::RandomSource randomizer;
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void registerDefaultSettings();
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void checkOptionSettings();
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void readOptionSettings();
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void writeOptionSettings();
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int talkSpeed() const { return _talkSpeed; }
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void talkSpeed(int speed) { _talkSpeed = speed; }
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bool subtitles() const { return _subtitles; }
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void subtitles(bool enable) { _subtitles = enable; }
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void update(bool checkPlayerInput = false);
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bool canLoadOrSave() const;
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Common::Error saveGameState(int slot, const char *desc);
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Common::Error loadGameState(int slot);
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void makeGameStateName(int slot, char *buf) const;
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int getGameStateSlot(const char *filename) const;
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void findGameStateDescriptions(char descriptions[100][32]);
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Common::SeekableReadStream *readGameStateHeader(int slot, GameStateHeader *gsh);
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enum {
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SAVESTATE_CUR_VER = 1,
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SAVESTATE_MAX_NUM = 100,
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SAVESTATE_MAX_SIZE = 30000,
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SLOT_LISTPREFIX = -2,
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SLOT_AUTOSAVE = -1,
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SLOT_QUICKSAVE = 0,
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MIN_TEXT_SPEED = 4,
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MAX_TEXT_SPEED = 100
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};
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protected:
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// Engine APIs
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virtual Common::Error run();
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virtual GUI::Debugger *getDebugger();
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virtual bool hasFeature(EngineFeature f) const;
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virtual void syncSoundSettings();
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int _talkSpeed;
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bool _subtitles;
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uint32 _lastSaveTime;
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uint32 _lastUpdateTime;
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BamScene *_bam;
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BankManager *_bankMan;
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Command *_command;
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Debugger *_debugger;
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Display *_display;
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Graphics *_graphics;
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Grid *_grid;
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Input *_input;
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Logic *_logic;
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Resource *_resource;
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Sound *_sound;
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Walk *_walk;
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};
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} // End of namespace Queen
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#endif
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