scummvm/engines/neverhood/neverhood.h
Eugene Sandulenko 33abb6118f ALL: Change main engine header guard defines to <directory>_<engine>_H
Recently we started to use this as new semantics, although in the past
we used simly <engine>_H. Now these guard defines are consistent with
rest of the files which are used in the engines.
2016-05-17 18:21:30 +02:00

153 lines
4.0 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_NEVERHOOD_H
#define NEVERHOOD_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 "engines/engine.h"
#include "gui/debugger.h"
#include "neverhood/console.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;
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;
Common::Language getLanguage() const;
bool hasFeature(EngineFeature f) const;
bool isDemo() const;
bool applyResourceFixes() 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;
GUI::Debugger *getDebugger() { return _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; }
void toggleMusic(bool state) { _enableMusic = state; }
bool musicIsEnabled() { return _enableMusic; }
private:
bool _updateSound;
bool _enableMusic;
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_NEVERHOOD_H */