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engines/ultima/shared/early/game_base.h
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203
engines/ultima/shared/early/game_base.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 ULTIMA_SHARED_EARLY_GAME_BASE_H
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#define ULTIMA_SHARED_EARLY_GAME_BASE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/serializer.h"
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#include "ultima/shared/engine/events.h"
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#include "ultima/shared/engine/input_handler.h"
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#include "ultima/shared/engine/input_translator.h"
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namespace Ultima {
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namespace Shared {
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class UltimaEngine;
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class GameState;
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namespace Gfx {
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class Font;
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class Popup;
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class TextCursor;
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class TextInput;
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class VisualItem;
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} // End of namespace Gfx
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namespace Maps {
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class Map;
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} // End of namespace Maps
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/**
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* Base class for the game implementations
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*/
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class GameBase : public TreeItem, public EventTarget {
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private:
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/**
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* Checks for the presence of any savegames and, if present,
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* lets the user pick one to resume
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*/
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int getSavegameSlot();
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void leftButtonDoubleClick(const Point &mousePos) override;
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void middleButtonDoubleClick(const Point &mousePos) override;
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void rightButtonDoubleClick(const Point &mousePos);
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/**
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* Returns true if the player can control the mouse
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*/
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bool isMouseControlEnabled() const { return true; }
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void changeView(const Common::String &name);
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protected:
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uint32 _priorLeftDownTime;
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uint32 _priorMiddleDownTime;
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uint32 _priorRightDownTime;
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Gfx::VisualItem *_currentView;
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Gfx::Popup *_pendingPopup;
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InputHandler _inputHandler;
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InputTranslator _inputTranslator;
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Gfx::Font *_font;
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public:
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Gfx::TextCursor *_textCursor;
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uint _videoMode;
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public:
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/**
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* Constructor
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*/
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GameBase();
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/**
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* Destructor
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*/
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~GameBase() override;
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/**
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* Called to handle any regular updates the game requires
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*/
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void onIdle() override;
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void mouseMove(const Point &mousePos) override;
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void leftButtonDown(const Point &mousePos) override;
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void leftButtonUp(const Point &mousePos) override;
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void middleButtonDown(const Point &mousePos) override;
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void middleButtonUp(const Point &mousePos) override;
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void rightButtonDown(const Point &mousePos) override;
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void rightButtonUp(const Point &mousePos) override;
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void mouseWheel(const Point &mousePos, bool wheelUp) override;
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void keyDown(Common::KeyState keyState) override;
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/**
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* Called when the game starts
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*/
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virtual void starting(bool isLoading) {}
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/**
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* Returns true if the current video mode is VGA
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*/
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virtual bool isVGA() const { return false; }
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/**
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* Called once every frame to update the game and render the view
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*/
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void update();
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/**
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* Called by the event handler when a mouse event has been generated
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*/
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void mouseChanged();
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/**
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* Set the currently active view to display
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*/
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void setView(Gfx::VisualItem *view);
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/**
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* Set the currently active view to display
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*/
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void setView(const Common::String &viewName);
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/**
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* Sets a popup to be shown
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*/
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void setPopup(Gfx::Popup *popup);
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/**
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* Returns the current view
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*/
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Gfx::VisualItem *getView() const { return _currentView; }
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/**
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* Set a font to use
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*/
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void setFont(Gfx::Font *font);
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/**
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* Returns the current font
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*/
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Gfx::Font *getFont() const { return _font; }
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/**
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* Returns the map
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*/
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virtual Maps::Map *getMap() const { return nullptr; }
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/**
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* Gets a random number
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*/
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uint getRandomNumber(uint max);
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/**
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* Gets a random number
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*/
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uint getRandomNumber(uint min, uint max);
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/**
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* Wait for a given period of time
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*/
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void sleep(uint time);
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/**
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* Return the current time
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*/
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uint32 getMillis() const;
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/**
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* Returns true if a savegame can currently be loaded
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*/
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virtual bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) { return true; }
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/**
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* Returns true if the game can currently be saved
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*/
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virtual bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) { return false; }
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/**
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* Handles loading and saving games
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*/
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virtual void synchronize(Common::Serializer &s);
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};
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} // End of namespace Shared
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} // End of namespace Ultima
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#endif
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