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/* 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 GLK_ZCODE_ZCODE
#define GLK_ZCODE_ZCODE
#include "glk/zcode/processor.h"
namespace Glk {
namespace ZCode {
class FrotzScreen;
/**
* Frotz interpreter for Z-code games
*/
class ZCode : public Processor {
friend class FrotzScreen;
protected:
/**
* Setup the video mode
*/
void initGraphicsMode() override;
/**
* Create the screen class
*/
Screen *createScreen() override;
public:
/**
* Constructor
*/
ZCode(OSystem *syst, const GlkGameDescription &gameDesc);
/**
* Destructor
*/
~ZCode() override;
/**
* Initialization
*/
void initialize();
/**
* Returns the running interpreter type
*/
InterpreterType getInterpreterType() const override { return INTERPRETER_ZCODE; }
/**
* Execute the game
*/
void runGame() override;
/**
* Indicates whether an autosave can currently be saved.
*/
bool canSaveAutosaveCurrently() override {
/* ZCode saves also include the execution stack.
* So I don't know how to do autosaves in the background
* without ending up with an invalid stack state
*/
return false;
}
/**
* Load a savegame from a given slot
*/
Common::Error loadGameState(int slot) override;
/**
* Save the game to a given slot
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Loading method not used for Frotz sub-engine
*/
Common::Error readSaveData(Common::SeekableReadStream *rs) override { return Common::kReadingFailed; }
/**
* Saving method not used for Frotz sub-engine
*/
Common::Error writeGameData(Common::WriteStream *ws) override { return Common::kWritingFailed; }
};
extern ZCode *g_vm;
} // End of namespace ZCode
} // End of namespace Glk
#endif
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