/* 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 LURE_LURE_H #define LURE_LURE_H #include "engines/engine.h" #include "engines/advancedDetector.h" #include "common/rect.h" #include "common/file.h" #include "common/savefile.h" #include "common/util.h" #include "common/random.h" #include "lure/disk.h" #include "lure/res.h" #include "lure/screen.h" #include "lure/events.h" #include "lure/menu.h" #include "lure/strings.h" #include "lure/room.h" #include "lure/fights.h" #include "lure/detection.h" /** * This is the namespace of the Lure engine. * * Status of this engine: Complete * * Games using this engine: * - Lure of the Temptress */ namespace Lure { #define RandomNumberGen LureEngine::getReference().rnd() enum LureLanguage { LANG_IT_ITA = 10, LANG_FR_FRA = 6, LANG_DE_DEU = 7, LANG_ES_ESP = 17, LANG_EN_ANY = 3, LANG_RU_RUS = 5, LANG_EN_KONAMI = 4, LANG_UNKNOWN = -1 }; enum LUREActions { kActionNone, kActionSaveGame, kActionRestoreGame, kActionRestartGame, kActionQuitGame, kActionEscape, kActionFightMoveLeft, kActionFightMoveRight, kActionFightCursorLeftTop, kActionFightCursorLeftMiddle, kActionFightCursorLeftBottom, kActionFightCursorRightTop, kActionFightCursorRightMiddle, kActionFightCursorRightBottom, kActionIndexNext, kActionIndexPrevious, kActionIndexSelect, kActionYes, kActionNo }; struct LureGameDescription; class LureEngine : public Engine { private: bool _initialized; int _gameToLoad; uint8 _saveVersion; Disk *_disk; Resources *_resources; Screen *_screen; Mouse *_mouse; Events *_events; Menu *_menu; StringData *_strings; Room *_room; FightsManager *_fights; Common::RandomSource _rnd; const char *generateSaveName(int slotNumber); const LureGameDescription *_gameDescription; public: LureEngine(OSystem *system, const LureGameDescription *gameDesc); ~LureEngine() override; static LureEngine &getReference(); bool _saveLoadAllowed; // Engine APIs Common::Error init(); Common::Error go(); Common::Error run() override { Common::Error err; err = init(); if (err.getCode() != Common::kNoError) return err; return go(); } bool hasFeature(EngineFeature f) const override; void syncSoundSettings() override; void pauseEngineIntern(bool pause) override; Disk &disk() { return *_disk; } Common::RandomSource &rnd() { return _rnd; } int gameToLoad() { return _gameToLoad; } bool loadGame(uint8 slotNumber); bool saveGame(uint8 slotNumber, Common::String &caption); Common::String *detectSave(int slotNumber); uint8 saveVersion() { return _saveVersion; } uint32 getFeatures() const; LureLanguage getLureLanguage() const; Common::Language getLanguage() const; Common::Platform getPlatform() const; bool isEGA() const { return (getFeatures() & GF_EGA) != 0; } bool isKonami() const { return (getFeatures() & GF_KONAMI) != 0; } Common::Error loadGameState(int slot) override { return loadGame(slot) ? Common::kNoError : Common::kReadingFailed; } Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override { Common::String s(desc); return saveGame(slot, s) ? Common::kNoError : Common::kReadingFailed; } bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override { return _saveLoadAllowed && !Fights.isFighting(); } bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override { return _saveLoadAllowed && !Fights.isFighting(); } }; Common::String getSaveName(Common::InSaveFile *in); } // End of namespace Lure #endif