/* 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 MM1_MM1_H #define MM1_MM1_H #include "common/random.h" #include "common/serializer.h" #include "mm/detection.h" #include "mm/mm.h" #include "mm/mm1/events.h" #include "mm/mm1/globals.h" #include "mm/mm1/sound.h" /** * This is the Might and Magic I engine */ namespace MM { namespace MM1 { class MM1Engine : public MMEngine, public Events { private: // Engine APIs Common::Error run() override; void setupNormal(); bool setupEnhanced(); protected: /** * Returns true if the game should quit */ bool shouldQuit() const override { return MMEngine::shouldQuit(); } public: Globals _globals; Sound *_sound = nullptr; public: MM1Engine(OSystem *syst, const MightAndMagicGameDescription *gameDesc); ~MM1Engine() override; bool isEnhanced() const; /** * Returns a random number */ int getRandomNumber(int minNumber, int maxNumber) { return _randomSource.getRandomNumber(maxNumber - minNumber + 1) + minNumber; } int getRandomNumber(int maxNumber) { if (maxNumber < 2) maxNumber = 2; return getRandomNumber(1, maxNumber - 1); } Common::String getTargetName() const { return _targetName; } /** * Sync the sound settings */ void syncSoundSettings() override; /** * Returns true if a game can be saved */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Returns true if a savegame can be loaded */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Saves or loads a savegame */ Common::Error synchronizeSave(Common::Serializer &s); /** * Load a savegame */ Common::Error loadGameStream(Common::SeekableReadStream *stream) override { Common::Serializer s(stream, nullptr); return synchronizeSave(s); } /** * Save a savegame */ Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override { Common::Serializer s(nullptr, stream); return synchronizeSave(s); } }; extern MM1Engine *g_engine; } // namespace MM1 } // namespace MM #endif