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/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#ifndef CRAB_GAMEPARAM_H
#define CRAB_GAMEPARAM_H
#include "common/hashmap.h"
#include "common/hash-str.h"
#include "common/list.h"
#include "common/rect.h"
#include "common/str.h"
#include "crab/loaders.h"
#include "crab/rapidxml/rapidxml.hpp"
namespace Crab {
// The index for all levels in the game
struct LevelPath {
// The file paths
Common::Path _layout, _asset;
// The name of the level
Common::String _name;
LevelPath() {}
void load(rapidxml::xml_node<char> *node) {
loadStr(_name, "name", node);
loadPath(_layout, "layout", node);
loadPath(_asset, "res", node);
}
};
// Stores all layout paths for the game
struct FilePaths {
// Resources common to all levels and states
Common::Path _common;
// Mod file location, current mod and their extension
Common::Path _modPath, _modCur;
Common::String _modExt;
// Main menu resources
Common::Path _mainmenuL, _mainmenuR;
// Sounds
Common::Path _soundEffect, _soundMusic;
// Fonts and window icon file
Common::Path _font, _icon;
// Save directory and extension
Common::Path _saveDir;
Common::String _saveExt;
// The location of the shader index file
Common::Path _shaders;
// The location of the color index file
Common::Path _colors;
// The list of levels in the game
Common::HashMap<Common::String, LevelPath> _level;
// The file path of the current resource file
Common::Path _currentR;
// The application data path (where saves and settings are stored)
Common::Path _appdata;
// Has this been loaded?
bool _loaded;
FilePaths();
void load(const Common::Path &filename);
void loadLevel(const Common::Path &filename);
};
// Storage pool used for saving numbers as strings
class StringPool {
// Store integer strings here
// std::unordered_map<int, Common::String> pool_i;
Common::HashMap<int, Common::String> poolI;
// Store floating point strings here
struct FloatString {
float _val;
Common::String _str;
FloatString() {
_val = 0.0f;
}
};
// std::list<FloatString> pool_f;
Common::List<FloatString> poolF;
public:
StringPool() {
poolI.clear();
poolF.clear();
}
const char *get(const int &num) {
if (poolI.contains(num) == false)
poolI[num] = numberToString<int>(num);
return poolI.getVal(num).c_str();
}
const char *fGet(const float &num) {
for (auto &i : poolF)
if (i._val == num)
return i._str.c_str();
FloatString fs;
fs._val = num;
fs._str = numberToString<float>(num);
poolF.push_back(fs);
auto ret = poolF.back();
return ret._str.c_str();
}
};
struct TempValue {
// Differences between normal mode and iron man mode
// save button - iron man saves in existing file
// load button - hidden in iron man
// exit - saves and exits in iron man
// quick save and quick load - operate on the iron man file in iron man mode
bool _ironman;
// This is the filename a player chose when selecting "new game" + iron man mode
Common::String _filename;
// We use this to see whether the player is exiting to main menu or to credits
bool _credits;
TempValue() : _filename("No IronMan") {
_ironman = false;
_credits = false;
}
};
// Our global objects
// Whether to draw debug outlines on polygons
extern bool GameDebug;
} // End of namespace Crab
#endif // CRAB_GAMEPARAM_H
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