169 lines
4.3 KiB
C++
169 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ULTIMA4_H
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#define ULTIMA4_H
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#include "common/random.h"
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#include "engines/engine.h"
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#include "ultima/detection.h"
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#include "ultima/shared/std/containers.h"
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namespace Ultima {
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namespace Ultima4 {
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class Armors;
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class Codex;
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class Config;
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class Context;
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class Death;
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class DialogueLoaders;
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class Items;
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class GameController;
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class MapLoaders;
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class Moongates;
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class Music;
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class ResponseParts;
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struct SaveGame;
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class Screen;
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class Shrines;
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class SoundManager;
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class Spells;
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class TileMaps;
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class TileRules;
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class TileSets;
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class Weapons;
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class Ultima4Engine : public Engine {
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private:
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Common::RandomSource _randomSource;
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const UltimaGameDescription *_gameDescription;
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int _saveSlotToLoad;
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private:
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void startup();
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protected:
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// Engine APIs
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Common::Error run() override;
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bool initialize();
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/**
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* Returns the data archive folder and version that's required
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*/
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bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion);
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public:
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Armors *_armors;
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Codex *_codex;
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Config *_config;
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Context *_context;
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Death *_death;
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DialogueLoaders *_dialogueLoaders;
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GameController *_game;
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Items *_items;
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MapLoaders *_mapLoaders;
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Moongates *_moongates;
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Music *_music;
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ResponseParts *_responseParts;
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SaveGame *_saveGame;
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Screen *_screen;
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Shrines *_shrines;
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SoundManager *_soundManager;
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Spells *_spells;
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TileMaps *_tileMaps;
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TileRules *_tileRules;
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TileSets *_tileSets;
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Weapons *_weapons;
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Std::vector<Common::String> _hawkwindText;
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public:
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Ultima4Engine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
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~Ultima4Engine() override;
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/**
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* Returns supported engine features
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*/
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bool hasFeature(EngineFeature f) const override;
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/**
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* Returns true if the game is running an enhanced version
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* as compared to the original game
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*/
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bool isEnhanced() const;
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/**
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* Get a random number
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*/
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uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); }
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/**
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* Returns true if a savegame can be loaded
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Returns true if the game can be saved
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Save a game state.
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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* @param isAutosave Expected to be true if an autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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/**
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* Load a game state.
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* @param stream the stream to load the savestate from
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* @return returns kNoError on success, else an error code.
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*/
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
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/**
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* Save a game state.
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* @param stream The write stream to save the savegame data to
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* @param isAutosave Expected to be true if an autosave is being created
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* @return returns kNoError on success, else an error code.
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*/
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
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/**
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* Specifies to load the previous save as the actual game starts. Used by
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* the main menu when the Journey Onwards option is selected
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*/
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void setToJourneyOnwards();
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/**
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* Flags to quit the game
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*/
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void quitGame();
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};
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extern Ultima4Engine *g_ultima;
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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