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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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