scummvm/engines/neverhood/neverhood.h
Torbjörn Andersson 7c18021c52 NEVERHOOD: Handle invalid save_slot more gracefully on startup
If the specificed savegame doesn't exist, start the game from the
beginning. Before, it would just hang. The error handling is still
quite primitive, though.
2013-06-28 19:32:59 +02:00

147 lines
3.7 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_H
#define 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 "audio/mixer.h"
#include "engines/engine.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;
class Console;
struct NPoint;
struct GameState {
int sceneNum;
int which;
};
class NeverhoodEngine : public ::Engine {
protected:
Common::Error run();
void mainLoop();
public:
NeverhoodEngine(OSystem *syst, const NeverhoodGameDescription *gameDesc);
virtual ~NeverhoodEngine();
// Detection related functions
const NeverhoodGameDescription *_gameDescription;
const char *getGameId() const;
uint32 getFeatures() const;
uint16 getVersion() const;
Common::Platform getPlatform() const;
bool hasFeature(EngineFeature f) const;
bool isDemo() 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;
Console *_console;
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() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &description);
Common::Error removeGameState(int slot);
bool savegame(const char *filename, const char *description);
bool loadgame(const char *filename);
const char *getSavegameFilename(int num);
static Common::String getSavegameFilename(const Common::String &target, int num);
static kReadSaveHeaderError readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header);
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; }
private:
bool _updateSound;
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_H */