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engines/nancy/nancy.h
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172
engines/nancy/nancy.h
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NANCY_H
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#define NANCY_H
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#include "common/file.h"
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#include "common/str.h"
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#include "common/ptr.h"
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#include "engines/engine.h"
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#include "nancy/detection.h"
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#include "nancy/time.h"
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#include "nancy/commontypes.h"
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#include "nancy/enginedata.h"
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namespace Common {
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class RandomSource;
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class Serializer;
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}
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/**
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* This is the namespace of the Nancy engine.
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*
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* Status of this engine:
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* The Vampire Diaries and all Nancy Drew games up to and including
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* Nancy Drew: Ghost Dogs of Moon Lake are fully completable.
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* Every other game is untested but definitely unplayable.
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*
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* Games using this engine:
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* - The Vampire Diaries (1996)
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* - Almost every mainline Nancy Drew game by HeR Interactive,
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* beginnning with Nancy Drew: Secrets can Kill (1998)
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* up to and including Nancy Drew: Sea of Darkness (2015)
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*/
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namespace Nancy {
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static const int kSavegameVersion = 3;
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struct NancyGameDescription;
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class ResourceManager;
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class IFF;
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class InputManager;
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class SoundManager;
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class GraphicsManager;
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class CursorManager;
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class NancyConsole;
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class DeferredLoader;
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namespace State {
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class State;
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}
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class NancyEngine : public Engine {
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public:
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friend class NancyConsole;
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NancyEngine(OSystem *syst, const NancyGameDescription *gd);
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~NancyEngine();
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static NancyEngine *create(GameType type, OSystem *syst, const NancyGameDescription *gd);
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void errorString(const char *buf_input, char *buf_output, int buf_output_size) override;
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bool hasFeature(EngineFeature f) const override;
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Common::Error loadGameState(int slot) override;
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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void secondChance();
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const char *getCopyrightString() const;
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uint32 getGameFlags() const;
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const char *getGameId() const;
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GameType getGameType() const;
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Common::Language getGameLanguage() const;
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Common::Platform getPlatform() const;
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const StaticData &getStaticData() const;
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const EngineData *getEngineData(const Common::String &name) const;
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void setState(NancyState::NancyState state, NancyState::NancyState overridePrevious = NancyState::kNone);
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NancyState::NancyState getState() { return _gameFlow.curState; }
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void setToPreviousState();
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void setMouseEnabled(bool enabled);
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void addDeferredLoader(Common::SharedPtr<DeferredLoader> &loaderPtr);
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// The first few games used 1/2 for false/true in
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// inventory, logic conditions, and event flags
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const byte _true;
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const byte _false;
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// Managers
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ResourceManager *_resource;
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GraphicsManager *_graphics;
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CursorManager *_cursor;
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InputManager *_input;
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SoundManager *_sound;
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Common::RandomSource *_randomSource;
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// Used to check whether we need to show the SaveDialog
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bool _hasJustSaved;
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protected:
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Common::Error run() override;
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void pauseEngineIntern(bool pause) override;
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private:
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struct GameFlow {
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NancyState::NancyState curState = NancyState::kNone;
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NancyState::NancyState prevState = NancyState::kNone;
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NancyState::NancyState nextState = NancyState::kNone;
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bool changingState = true;
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};
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void bootGameEngine();
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State::State *getStateObject(NancyState::NancyState state) const;
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void destroyState(NancyState::NancyState state) const;
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void preloadCals();
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void readDatFile();
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Common::Error synchronize(Common::Serializer &serializer);
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bool isCompressed();
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StaticData _staticData;
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Common::HashMap<Common::String, EngineData *> _engineData;
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const byte _datFileMajorVersion;
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const byte _datFileMinorVersion;
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GameFlow _gameFlow;
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OSystem *_system;
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const NancyGameDescription *_gameDescription;
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Common::Array<Common::WeakPtr<DeferredLoader>> _deferredLoaderObjects;
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};
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extern NancyEngine *g_nancy;
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#define GetEngineData(s) (const s*)g_nancy->getEngineData(#s);
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} // End of namespace Nancy
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#endif // NANCY_H
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