/* 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 . * */ #ifndef GLK_ZCODE_ZCODE #define GLK_ZCODE_ZCODE #include "glk/zcode/processor.h" namespace Glk { namespace ZCode { class FrotzScreen; /** * Frotz interpreter for Z-code games */ class ZCode : public Processor { friend class FrotzScreen; protected: /** * Setup the video mode */ void initGraphicsMode() override; /** * Create the screen class */ Screen *createScreen() override; public: /** * Constructor */ ZCode(OSystem *syst, const GlkGameDescription &gameDesc); /** * Destructor */ ~ZCode() override; /** * Initialization */ void initialize(); /** * Returns the running interpreter type */ InterpreterType getInterpreterType() const override { return INTERPRETER_ZCODE; } /** * Execute the game */ void runGame() override; /** * Indicates whether an autosave can currently be saved. */ bool canSaveAutosaveCurrently() override { /* ZCode saves also include the execution stack. * So I don't know how to do autosaves in the background * without ending up with an invalid stack state */ return false; } /** * Load a savegame from a given slot */ Common::Error loadGameState(int slot) override; /** * Save the game to a given slot */ Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; /** * Loading method not used for Frotz sub-engine */ Common::Error readSaveData(Common::SeekableReadStream *rs) override { return Common::kReadingFailed; } /** * Saving method not used for Frotz sub-engine */ Common::Error writeGameData(Common::WriteStream *ws) override { return Common::kWritingFailed; } }; extern ZCode *g_vm; } // End of namespace ZCode } // End of namespace Glk #endif