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engines/ultima/nuvie/nuvie.h
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161
engines/ultima/nuvie/nuvie.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 NUVIE_NUVIE_H
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#define NUVIE_NUVIE_H
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#include "ultima/shared/engine/events.h"
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#include "ultima/shared/std/string.h"
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#include "ultima/nuvie/conf/configuration.h"
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#include "common/archive.h"
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#include "common/random.h"
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#include "engines/engine.h"
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#include "gui/debugger.h"
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namespace Ultima {
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namespace Nuvie {
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class Events;
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class Game;
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class SaveGame;
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class Screen;
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class Script;
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class SoundManager;
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class NuvieEngine : public Engine {
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private:
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Common::RandomSource _randomSource;
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Configuration *_config;
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Screen *_screen;
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Script *_script;
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Game *_game;
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SaveGame *_savegame;
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SoundManager *_soundManager;
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Events *_events;
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protected:
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const UltimaGameDescription *_gameDescription;
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private:
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void initConfig();
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void assignGameConfigValues(uint8 game_type);
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bool checkGameDir(uint8 game_type);
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bool checkDataDir();
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bool playIntro();
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protected:
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bool initialize();
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/**
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* Returns the data archive folder and version that's required
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*/
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bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion);
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public:
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const Std::string c_empty_string;
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public:
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NuvieEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
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~NuvieEngine() override;
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/**
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* Returns the game type being played
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*/
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GameId getGameId() const;
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/**
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* Returns true if the game is running an enhanced version
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* as compared to the original game
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*/
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bool isEnhanced() const;
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/**
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* Play the game
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*/
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Common::Error run() override;
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/**
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* Returns supported engine features
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*/
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bool hasFeature(EngineFeature f) const override;
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/**
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* Get a random number
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*/
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uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); }
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/**
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* Synchronize sound settings
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*/
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void syncSoundSettings() override;
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/**
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* Indicates whether a game state can be loaded.
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Indicates whether a game state can be saved.
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Load a game state.
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* @param slot the slot from which a savestate should be loaded
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* @return returns kNoError on success, else an error code.
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*/
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Common::Error loadGameState(int slot) override;
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave If true, autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override;
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/**
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* Either starts the most recently saved game, or falls back on starting a new game
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*/
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bool journeyOnwards();
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/**
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* Loads the most recently saved game
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*/
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bool loadLatestSave();
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/**
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* Quick save or load a savegame
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*/
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bool quickSave(int saveSlot, bool isLoad);
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/**
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* Return a reference to the sound manager
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*/
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SoundManager *getSoundManager() const {
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return _soundManager;
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}
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};
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extern NuvieEngine *g_engine;
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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