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engines/m4/m4.h
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208
engines/m4/m4.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 M4_H
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#define M4_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/error.h"
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#include "common/fs.h"
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#include "common/hash-str.h"
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#include "common/random.h"
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#include "common/serializer.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "engines/savestate.h"
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#include "graphics/screen.h"
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#include "m4/detection.h"
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#include "m4/vars.h"
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#include "m4/core/rooms.h"
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#include "m4/subtitles.h"
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namespace M4 {
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struct M4GameDescription;
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class M4Engine : public Engine, public Sections {
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private:
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const M4GameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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M4Subtitles _subtitles;
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/**
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* Main game loop
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*/
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void m4_inflight();
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/**
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* Opens up a savefile in a given slot, and if it's an
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* original savegame, returns a reference to it
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*/
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Common::InSaveFile *getOriginalSave(int slot) const;
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protected:
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bool _useOriginalSaveLoad = false;
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// Engine APIs
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Common::Error run() override;
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/**
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* Creates globals
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*/
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virtual Vars *createVars() = 0;
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/**
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* Sets up the debugging console
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*/
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virtual void setupConsole() = 0;
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void pauseEngineIntern(bool pause) override;
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public:
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M4Engine(OSystem *syst, const M4GameDescription *gameDesc);
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~M4Engine() override = default;
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uint32 getFeatures() const;
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bool useOriginalSaveLoad() const {
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return _useOriginalSaveLoad;
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}
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/**
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* Returns the game Id
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*/
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Common::String getGameId() const;
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/**
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* Returns the game type
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*/
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int getGameType() const;
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/**
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* Return game language
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*/
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Common::Language getLanguage() const;
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/**
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* Return if it's a demo
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*/
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int isDemo() const;
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/**
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* Gets a random number
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*/
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uint32 getRandomNumber(uint maxNum) {
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return _randomSource.getRandomNumber(maxNum);
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}
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void initializePath(const Common::FSNode &gamePath) override;
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bool hasFeature(EngineFeature f) const override {
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return
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime) ||
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(f == kSupportsReturnToLauncher);
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};
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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 syncSoundSettings() override;
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Common::Error loadGameState(int slot) override;
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Common::Error loadGameStateDoIt(int slot);
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/**
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* Uses a serializer to allow implementing savegame
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* loading and saving using a single method
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*/
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Common::Error syncGame(Common::Serializer &s);
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virtual void syncFlags(Common::Serializer &s) = 0;
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Common::Error saveGameStream(Common::WriteStream* stream, bool isAutosave = false) override;
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Common::Error loadGameStream(Common::SeekableReadStream* stream) override;
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/**
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* Returns true if an autosave exists
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*/
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bool autosaveExists() const;
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/**
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* Returns true if any saves exist
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*/
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bool savesExist() const;
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/**
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* Lists the saves
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*/
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SaveStateList listSaves() const;
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/**
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* Returns the savegame thumbnail for a save
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*/
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bool loadSaveThumbnail(int slotNum, M4sprite *thumbnail) const;
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/**
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* Save game from in-game save menu
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*/
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bool saveGameFromMenu(int slotNum, const Common::String &desc,
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Graphics::Surface &thumbnail);
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/**
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* Show save game dialog
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*/
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virtual void showSaveScreen();
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enum LoadDialogSource { kLoadFromMainMenu, kLoadFromGameDialog, kLoadFromHotkey };
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/**
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* Show restore game dialog
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*/
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virtual void showLoadScreen(LoadDialogSource fromMainMenu);
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/**
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* Show the engine information
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*/
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virtual void showEngineInfo() = 0;
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void drawSubtitle(const Common::String &soundId) const {
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_subtitles.drawSubtitle(soundId);
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}
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void clearSubtitle() const {
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_subtitles.clearSubtitle();
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}
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void updateSubtitleOverlay() const {
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_subtitles.updateSubtitleOverlay();
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}
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};
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extern M4Engine *g_engine;
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#define SHOULD_QUIT ::M4::g_engine->shouldQuit()
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#define IS_BURGER (g_engine->getGameType() == GType_Burger)
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#define IS_RIDDLE (g_engine->getGameType() == GType_Riddle)
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} // End of namespace M4
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#endif // M4_H
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