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engines/ultima/ultima4/core/config.h
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159
engines/ultima/ultima4/core/config.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 ULTIMA4_CORE_CONFIG_H
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#define ULTIMA4_CORE_CONFIG_H
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#include "ultima/shared/conf/xml_tree.h"
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#include "ultima/shared/conf/xml_node.h"
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#include "ultima/shared/std/containers.h"
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namespace Ultima {
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namespace Ultima4 {
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/* info for loading city data from *.ult and *.tlk */
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#define CITY_HEIGHT 32
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#define CITY_WIDTH 32
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#define CITY_MAX_PERSONS 32
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/* info for loading area data from *.con */
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#define CON_HEIGHT 11
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#define CON_WIDTH 11
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/* info for loading dungeon map data from *.dng */
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#define DNG_HEIGHT 8
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#define DNG_WIDTH 8
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/* info for loading image data from shapes.ega */
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#define N_TILES 256
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#define TILE_WIDTH (2 * CHAR_WIDTH)
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#define TILE_HEIGHT (2 * CHAR_HEIGHT)
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/* info for loading image data from charset.ega */
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#define CHAR_WIDTH 8
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#define CHAR_HEIGHT 8
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/* some character defines */
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#define CHARSET_ANKH '\0'
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#define CHARSET_REDDOT '\01'
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#define CHARSET_SDOOR '\02'
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#define CHARSET_WALL '\03'
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#define CHARSET_LADDER_UPDOWN '\04'
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#define CHARSET_LADDER_DOWN '\05'
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#define CHARSET_LADDER_UP '\06'
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#define CHARSET_BULLET '\010'
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#define CHARSET_COPYRIGHT '\011'
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#define CHARSET_REGISTERED '\012'
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#define CHARSET_MALE '\013'
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#define CHARSET_FEMALE '\014'
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#define CHARSET_HORIZBAR '\015'
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#define CHARSET_ROOM '\016'
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#define CHARSET_ORB '\017'
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#define CHARSET_PROMPT '\020'
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#define CHARSET_FLOOR '\022'
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/* map viewport size (in tiles) */
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#define VIEWPORT_W 11
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#define VIEWPORT_H 11
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/* screen border size (in pixels) */
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#define BORDER_WIDTH 8
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#define BORDER_HEIGHT 8
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/* text area (in character units) */
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#define TEXT_AREA_X 24
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#define TEXT_AREA_Y 12
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#define TEXT_AREA_W 16
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#define TEXT_AREA_H 12
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/* moons/moongates */
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#define MOON_PHASES 24
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#define MOON_SECONDS_PER_PHASE 4
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#define MOON_CHAR 20
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/* wind */
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#define WIND_AREA_X 7
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#define WIND_AREA_Y 23
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#define WIND_AREA_W 10
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#define WIND_AREA_H 1
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#define WIND_SECONDS_PER_PHASE 1
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class ConfigElement;
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/**
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* Singleton class that manages the XML configuration tree.
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*/
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class Config {
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private:
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static Config *_instance;
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Shared::XMLTree _doc;
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public:
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static const Config *getInstance() {
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return _instance;
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}
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public:
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Config();
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~Config();
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ConfigElement getElement(const Common::String &name) const;
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static Std::vector<Common::String> getGames();
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static void setGame(const Common::String &name);
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};
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/**
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* A single configuration element in the config tree. Right now, a
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* thin wrapper around the XML DOM element.
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*/
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class ConfigElement {
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private:
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const Shared::XMLNode *_node;
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Common::String _name;
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public:
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ConfigElement(const Shared::XMLNode *xmlNode);
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ConfigElement(const ConfigElement &e);
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ConfigElement();
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~ConfigElement();
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ConfigElement &operator=(const ConfigElement &e);
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const Common::String getName() const {
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return _name;
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}
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bool exists(const Common::String &name) const;
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Common::String getString(const Common::String &name) const;
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int getInt(const Common::String &name, int defaultValue = 0) const;
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bool getBool(const Common::String &name) const;
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int getEnum(const Common::String &name, const char *const enumValues[]) const;
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Std::vector<ConfigElement> getChildren() const;
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const Shared::XMLNode *getNode() const {
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return _node;
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}
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};
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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