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174
engines/queen/queen.h
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174
engines/queen/queen.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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*
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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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*
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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 QUEEN_QUEEN_H
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#define QUEEN_QUEEN_H
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#include "engines/engine.h"
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#include "common/random.h"
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namespace Common {
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class SeekableReadStream;
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}
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/**
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* This is the namespace of the Queen engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Flight of the Amazon Queen
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*/
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namespace Queen {
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enum QUEENActions {
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kActionNone,
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kActionFastMode,
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kActionSkipText,
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kActionScrollUp,
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kActionScrollDown,
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kActionInvSlot1,
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kActionInvSlot2,
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kActionInvSlot3,
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kActionInvSlot4,
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kActionSkipCutaway,
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kActionJournal,
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kActionSave,
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kActionLoad,
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kActionOpen,
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kActionClose,
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kActionMove,
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kActionGive,
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kActionLook,
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kActionPickUp,
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kActionTalk,
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kActionUse,
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kActionCloseJournal,
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};
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struct GameStateHeader {
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uint32 version;
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uint32 flags;
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uint32 dataSize;
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char description[32];
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};
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class BamScene;
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class BankManager;
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class Command;
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class Debugger;
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class Display;
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class Graphics;
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class Grid;
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class Input;
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class Logic;
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class Resource;
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class Sound;
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class Walk;
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class QueenEngine : public Engine {
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public:
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QueenEngine(OSystem *syst);
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~QueenEngine() override;
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BamScene *bam() const { return _bam; }
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BankManager *bankMan() const { return _bankMan; }
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Command *command() const { return _command; }
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Debugger *debugger() const { return _debugger; }
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Display *display() const { return _display; }
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Graphics *graphics() const { return _graphics; }
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Grid *grid() const { return _grid; }
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Input *input() const { return _input; }
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Logic *logic() const { return _logic; }
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Resource *resource() const { return _resource; }
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Sound *sound() const { return _sound; }
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Walk *walk() const { return _walk; }
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Common::RandomSource randomizer;
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void registerDefaultSettings();
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void checkOptionSettings();
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void readOptionSettings();
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void writeOptionSettings();
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int talkSpeed() const { return _talkSpeed; }
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void talkSpeed(int speed) { _talkSpeed = speed; }
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bool subtitles() const { return _subtitles; }
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void subtitles(bool enable) { _subtitles = enable; }
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void update(bool checkPlayerInput = false);
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bool canLoadOrSave() const;
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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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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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Common::Error loadGameState(int slot) override;
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int getAutosaveSlot() const override { return 99; }
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Common::String getSaveStateName(int slot) const override;
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void makeGameStateName(int slot, char *buf) const;
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int getGameStateSlot(const char *filename) const;
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void findGameStateDescriptions(char descriptions[100][32]);
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Common::SeekableReadStream *readGameStateHeader(int slot, GameStateHeader *gsh);
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enum {
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SAVESTATE_CUR_VER = 1,
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SAVESTATE_MAX_NUM = 100,
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SAVESTATE_MAX_SIZE = 30000,
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SLOT_LISTPREFIX = -2,
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SLOT_AUTOSAVE = -1,
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SLOT_QUICKSAVE = 0,
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MIN_TEXT_SPEED = 4,
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MAX_TEXT_SPEED = 100
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};
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protected:
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// Engine APIs
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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void syncSoundSettings() override;
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int _talkSpeed;
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bool _subtitles;
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uint32 _lastUpdateTime;
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bool _gameStarted;
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BamScene *_bam;
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BankManager *_bankMan;
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Command *_command;
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Debugger *_debugger;
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Display *_display;
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Graphics *_graphics;
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Grid *_grid;
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Input *_input;
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Logic *_logic;
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Resource *_resource;
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Sound *_sound;
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Walk *_walk;
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};
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} // End of namespace Queen
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#endif
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