/* 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 ULTIMA4_H #define ULTIMA4_H #include "common/random.h" #include "engines/engine.h" #include "ultima/detection.h" #include "ultima/shared/std/containers.h" namespace Ultima { namespace Ultima4 { class Armors; class Codex; class Config; class Context; class Death; class DialogueLoaders; class Items; class GameController; class MapLoaders; class Moongates; class Music; class ResponseParts; struct SaveGame; class Screen; class Shrines; class SoundManager; class Spells; class TileMaps; class TileRules; class TileSets; class Weapons; class Ultima4Engine : public Engine { private: Common::RandomSource _randomSource; const UltimaGameDescription *_gameDescription; int _saveSlotToLoad; private: void startup(); protected: // Engine APIs Common::Error run() override; bool initialize(); /** * Returns the data archive folder and version that's required */ bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion); public: Armors *_armors; Codex *_codex; Config *_config; Context *_context; Death *_death; DialogueLoaders *_dialogueLoaders; GameController *_game; Items *_items; MapLoaders *_mapLoaders; Moongates *_moongates; Music *_music; ResponseParts *_responseParts; SaveGame *_saveGame; Screen *_screen; Shrines *_shrines; SoundManager *_soundManager; Spells *_spells; TileMaps *_tileMaps; TileRules *_tileRules; TileSets *_tileSets; Weapons *_weapons; Std::vector _hawkwindText; public: Ultima4Engine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc); ~Ultima4Engine() override; /** * Returns supported engine features */ bool hasFeature(EngineFeature f) const override; /** * Returns true if the game is running an enhanced version * as compared to the original game */ bool isEnhanced() const; /** * Get a random number */ uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); } /** * Returns true if a savegame can be loaded */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Returns true if the game can be saved */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Save a game state. * @param slot the slot into which the savestate should be stored * @param desc a description for the savestate, entered by the user * @param isAutosave Expected to be true if an autosave is being created * @return returns kNoError on success, else an error code. */ Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override; /** * Load a game state. * @param stream the stream to load the savestate from * @return returns kNoError on success, else an error code. */ Common::Error loadGameStream(Common::SeekableReadStream *stream) override; /** * Save a game state. * @param stream The write stream to save the savegame data to * @param isAutosave Expected to be true if an autosave is being created * @return returns kNoError on success, else an error code. */ Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override; /** * Specifies to load the previous save as the actual game starts. Used by * the main menu when the Journey Onwards option is selected */ void setToJourneyOnwards(); /** * Flags to quit the game */ void quitGame(); }; extern Ultima4Engine *g_ultima; } // End of namespace Ultima4 } // End of namespace Ultima #endif