Files
scummvm-cursorfix/engines/ultima/nuvie/nuvie.h
2026-02-02 04:50:13 +01:00

162 lines
3.9 KiB
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 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