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engines/ultima/shared/early/ultima_early.h
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169
engines/ultima/shared/early/ultima_early.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_ULTIMA_EARLY_H
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#define ULTIMA_SHARED_EARLY_ULTIMA_EARLY_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/endian.h"
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#include "common/hash-str.h"
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#include "common/serializer.h"
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#include "common/random.h"
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#include "common/savefile.h"
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#include "common/util.h"
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#include "graphics/surface.h"
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#include "engines/engine.h"
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#include "ultima/detection.h"
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#include "ultima/shared/engine/events.h"
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namespace Ultima {
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struct UltimaGameDescription;
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namespace Shared {
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struct UltimaSavegameHeader {
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uint8 _version;
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uint8 _gameId;
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uint8 _language;
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uint8 _videoMode;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _year, _month, _day;
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int _hour, _minute;
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int _totalFrames;
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};
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class Events;
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class Game;
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class GameBase;
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class MouseCursor;
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class Resources;
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namespace Gfx {
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class Screen;
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}
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class UltimaEarlyEngine : public Engine, public EventsCallback {
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private:
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/**
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* Initialize the engine
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*/
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virtual bool initialize();
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/**
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* Deinitialize the engine
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*/
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virtual void deinitialize() {}
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private:
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Common::RandomSource _randomSource;
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protected:
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const UltimaGameDescription *_gameDescription;
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public:
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GameBase *_game;
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MouseCursor *_mouseCursor;
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Gfx::Screen *_screen;
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EventsManager *_events;
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public:
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UltimaEarlyEngine(OSystem *syst, const UltimaGameDescription *gameDesc);
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~UltimaEarlyEngine() override;
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/**
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* Main method for running 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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* Play the game
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*/
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void playGame();
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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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* Gets a random number
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*/
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uint getRandomNumber(uint min, uint max) {
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return min + _randomSource.getRandomNumber(max - min);
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}
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/**
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* Get the screen
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*/
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Graphics::Screen *getScreen() const override;
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/**
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* Indicates whether a game state can be loaded.
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* @param isAutosave Flags whether it's an autosave check
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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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* @param isAutosave Flags whether it's an autosave check
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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 savegame
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*/
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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/**
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* Save a game state.
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*/
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) 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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* Creates a new hierarchy for the game, that contains all the logic for playing that particular game.
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*/
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Game *createGame() const;
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};
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} // End of namespace Shared
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extern Shared::UltimaEarlyEngine *g_vm;
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} // End of namespace Ultima
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#endif
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