2016-10-06 00:59:11 +02:00

89 lines
2.9 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 BLADERUNNER_GAMEINFO_H
#define BLADERUNNER_GAMEINFO_H
#include "common/str.h"
#include "common/str.h"
namespace BladeRunner {
class BladeRunnerEngine;
class GameInfo {
BladeRunnerEngine *_vm;
uint32 _actor_count;
uint32 _player_id;
uint32 _flag_count;
uint32 _clue_count;
uint32 _global_var_count;
uint32 _set_names_count;
uint32 _initial_scene_id;
uint32 _initial_set_id;
uint32 _waypoint_count;
uint32 _sfx_track_count;
uint32 _music_track_count;
uint32 _outtake_count;
uint32 _suspectsDatabaseSize;
uint32 _cover_waypoint_count;
uint32 _flee_waypoint_count;
char (*_scene_names)[5];
char (*_sfx_tracks)[13];
char (*_music_tracks)[13];
char (*_outtakes)[13];
public:
GameInfo(BladeRunnerEngine *vm);
~GameInfo();
bool open(const Common::String &name);
uint32 getActorCount() { return _actor_count; }
uint32 getPlayerId() { return _player_id; }
uint32 getFlagCount() { return _flag_count; }
uint32 getClueCount() { return _clue_count; }
uint32 getGlobalVarCount() { return _global_var_count; }
uint32 getSetNamesCount() { return _set_names_count; }
uint32 getInitialSceneId() { return _initial_scene_id; }
uint32 getInitialSetId() { return _initial_set_id; }
uint32 getWaypointCount() { return _waypoint_count; }
uint32 getSfxTrackCount() { return _sfx_track_count; }
uint32 getMusicTrackCount() { return _music_track_count; }
uint32 getOuttakeCount() { return _outtake_count; }
uint32 getSuspectsDatabaseSize() { return _suspectsDatabaseSize; }
uint32 getCoverWaypointCount() { return _cover_waypoint_count; }
uint32 getFleeWaypointCount() { return _flee_waypoint_count; }
const char *getSceneName(int i) { return _scene_names[i]; }
const char *getSfxTrack(int i) { return _sfx_tracks[i]; }
const char *getMusicTrack(int i) { return _music_tracks[i]; }
const char *getOuttake(int i) { return _outtakes[i]; }
};
} // End of namespace BladeRunner
#endif