scummvm/engines/titanic/titanic.h
Paul Gilbert 481e18ee1d TITANIC: Create a separate g_language global in it's own file
I was becoming concerned with more and more files having to add the
full engine definition and sub-classes thereof via titanic.h,
just so the TRANSLATE macro could call getLanguage. This way, files
just need to include the lightweight translation.h file instead
2017-09-17 16:24:26 -04:00

219 lines
5.3 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 TITANIC_TITANIC_H
#define TITANIC_TITANIC_H
#include "common/random.h" // getRandomNumber and getRandomFloat
#include "engines/engine.h" // class Engine
#include "titanic/support/exe_resources.h" // class CExeResources
#include "titanic/support/movie_manager.h" // class CMovieManager
#include "titanic/support/string.h" // class StringArray;
#include "titanic/support/strings.h" // class Strings;
#include "common/language.h" // Language enum
/**
* This is the namespace of the Titanic engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Starship Titanic
*/
class OSystem;
namespace Graphics {
class Screen;
}
namespace Common {
class Error;
class FSNode;
}
namespace Titanic {
#define TITANIC_SAVEGAME_VERSION 1
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TOTAL_ITEMS 46
#define TOTAL_ROOMS 34
#define MAX_SAVES 99
// If enabled, fixes an original bug where dispensed chickens weren't
// meant to be hot unless the Yellow fuse was left in the Fusebox.
// This is being left disabled for now, since most walkthroughs for
// the game redundantly suggest removing the fuse, which is wrong
//#define FIX_DISPENSOR_TEMPATURE
class CFilesManager;
class CMainGameWindow;
class CString;
class CTrueTalkManager;
class Debugger;
class Events;
class OSScreenManager;
class CScriptHandler;
class TTscriptBase;
struct TitanicGameDescription;
class TitanicEngine : public Engine {
private:
/**
* Handles basic initialization
*/
bool initialize();
/**
* Handles game deinitialization
*/
void deinitialize();
/**
* Sets up the item names, short, and long descriptions
*/
void setItemNames();
/**
* Sets up the list of room names
*/
void setRoomNames();
protected:
const TitanicGameDescription *_gameDescription;
// Engine APIs
virtual void initializePath(const Common::FSNode &gamePath);
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
public:
Debugger *_debugger;
Events *_events;
CFilesManager *_filesManager;
CMovieManager _movieManager;
Graphics::Screen *_screen;
OSScreenManager *_screenManager;
CMainGameWindow *_window;
Common::RandomSource _randomSource;
CScriptHandler *_scriptHandler;
TTscriptBase *_script;
CTrueTalkManager *_trueTalkManager;
CExeResources _exeResources;
StringArray _itemNames;
StringArray _itemDescriptions;
StringArray _itemIds;
StringArray _roomNames;
Strings _strings;
CString _stateRoomExitView;
int _loadSaveSlot;
public:
TitanicEngine(OSystem *syst, const TitanicGameDescription *gameDesc);
virtual ~TitanicEngine();
/**
* Returns true if a savegame can be loaded
*/
virtual bool canLoadGameStateCurrently();
/**
* Returns true if the game can be saved
*/
virtual bool canSaveGameStateCurrently();
/**
* Called by the GMM to load a savegame
*/
virtual Common::Error loadGameState(int slot);
/**
* Called by the GMM to save the game
*/
virtual Common::Error saveGameState(int slot, const Common::String &desc);
/**
* Handles updates to the sound levels
*/
virtual void syncSoundSettings();
/**
* Gets the game features
*/
uint32 getFeatures() const;
/**
* Returns the language for the game
*/
Common::Language getLanguage() const;
/**
* Returns true if it's the German version
*/
bool isGerman() const { return getLanguage() == Common::DE_DEU; }
/**
* Returns a uniform random unsigned integer in the interval [0, max]
*/
uint getRandomNumber(uint max) { return _randomSource.getRandomNumber(max); }
/**
* Returns a uniform random floating point number in the interval [0.0, 65535.0]
*/
double getRandomFloat() { return getRandomNumber(0xfffffffe) * 0.00001525855623540901; } // fffffffe=4294967294 and 0.00001525855623540901 ~= 1/65537.0
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
CString generateSaveName(int slot);
/**
* Checks whether a savegame exists for the given slot,
* and if it exists, returns it's description
*/
CString getSavegameName(int slot);
/**
* Displays an error message in a GUI dialog
*/
void GUIError(const char *msg, ...) GCC_PRINTF(2, 3);
/**
* Shows the ScummVM GMM save dialog
*/
void showScummVMSaveDialog();
/**
* Shows the ScummVM GMM load dialog
*/
void showScummVMRestoreDialog();
};
extern TitanicEngine *g_vm;
} // End of namespace Titanic
#endif /* TITANIC_TITANIC_H */