/* 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 ULTIMA_SHARED_EARLY_ULTIMA_EARLY_H #define ULTIMA_SHARED_EARLY_ULTIMA_EARLY_H #include "common/scummsys.h" #include "common/array.h" #include "common/endian.h" #include "common/hash-str.h" #include "common/serializer.h" #include "common/random.h" #include "common/savefile.h" #include "common/util.h" #include "graphics/surface.h" #include "engines/engine.h" #include "ultima/detection.h" #include "ultima/shared/engine/events.h" namespace Ultima { struct UltimaGameDescription; namespace Shared { struct UltimaSavegameHeader { uint8 _version; uint8 _gameId; uint8 _language; uint8 _videoMode; Common::String _saveName; Graphics::Surface *_thumbnail; int _year, _month, _day; int _hour, _minute; int _totalFrames; }; class Events; class Game; class GameBase; class MouseCursor; class Resources; namespace Gfx { class Screen; } class UltimaEarlyEngine : public Engine, public EventsCallback { private: /** * Initialize the engine */ virtual bool initialize(); /** * Deinitialize the engine */ virtual void deinitialize() {} private: Common::RandomSource _randomSource; protected: const UltimaGameDescription *_gameDescription; public: GameBase *_game; MouseCursor *_mouseCursor; Gfx::Screen *_screen; EventsManager *_events; public: UltimaEarlyEngine(OSystem *syst, const UltimaGameDescription *gameDesc); ~UltimaEarlyEngine() override; /** * Main method for running the game */ Common::Error run() override; /** * Returns supported engine features */ bool hasFeature(EngineFeature f) const override; /** * Play the game */ void playGame(); /** * Get a random number */ uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); } /** * Gets a random number */ uint getRandomNumber(uint min, uint max) { return min + _randomSource.getRandomNumber(max - min); } /** * Get the screen */ Graphics::Screen *getScreen() const override; /** * Indicates whether a game state can be loaded. * @param isAutosave Flags whether it's an autosave check */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Indicates whether a game state can be saved. * @param isAutosave Flags whether it's an autosave check */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Load a savegame */ Common::Error loadGameStream(Common::SeekableReadStream *stream) override; /** * Save a game state. */ Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override; /** * Returns the game type being played */ GameId getGameId() const; /** * Returns true if the game is running an enhanced version * as compared to the original game */ bool isEnhanced() const; /* * Creates a new hierarchy for the game, that contains all the logic for playing that particular game. */ Game *createGame() const; }; } // End of namespace Shared extern Shared::UltimaEarlyEngine *g_vm; } // End of namespace Ultima #endif