/* 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 NUVIE_NUVIE_H #define NUVIE_NUVIE_H #include "ultima/shared/engine/events.h" #include "ultima/shared/std/string.h" #include "ultima/nuvie/conf/configuration.h" #include "common/archive.h" #include "common/random.h" #include "engines/engine.h" #include "gui/debugger.h" namespace Ultima { namespace Nuvie { class Events; class Game; class SaveGame; class Screen; class Script; class SoundManager; class NuvieEngine : public Engine { private: Common::RandomSource _randomSource; Configuration *_config; Screen *_screen; Script *_script; Game *_game; SaveGame *_savegame; SoundManager *_soundManager; Events *_events; protected: const UltimaGameDescription *_gameDescription; private: void initConfig(); void assignGameConfigValues(uint8 game_type); bool checkGameDir(uint8 game_type); bool checkDataDir(); bool playIntro(); protected: bool initialize(); /** * Returns the data archive folder and version that's required */ bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion); public: const Std::string c_empty_string; public: NuvieEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc); ~NuvieEngine() 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; /** * Play the game */ Common::Error run() override; /** * Returns supported engine features */ bool hasFeature(EngineFeature f) const override; /** * Get a random number */ uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); } /** * Synchronize sound settings */ void syncSoundSettings() override; /** * Indicates whether a game state can be loaded. */ bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Indicates whether a game state can be saved. */ bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override; /** * Load a game state. * @param slot the slot from which a savestate should be loaded * @return returns kNoError on success, else an error code. */ Common::Error loadGameState(int slot) 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 If true, autosave is being created * @return returns kNoError on success, else an error code. */ Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) override; /** * Either starts the most recently saved game, or falls back on starting a new game */ bool journeyOnwards(); /** * Loads the most recently saved game */ bool loadLatestSave(); /** * Quick save or load a savegame */ bool quickSave(int saveSlot, bool isLoad); /** * Return a reference to the sound manager */ SoundManager *getSoundManager() const { return _soundManager; } }; extern NuvieEngine *g_engine; } // End of namespace Nuvie } // End of namespace Ultima #endif