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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 MM1_MM1_H
#define MM1_MM1_H
#include "common/random.h"
#include "common/serializer.h"
#include "mm/detection.h"
#include "mm/mm.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"
#include "mm/mm1/sound.h"
/**
* This is the Might and Magic I engine
*/
namespace MM {
namespace MM1 {
class MM1Engine : public MMEngine, public Events {
private:
// Engine APIs
Common::Error run() override;
void setupNormal();
bool setupEnhanced();
protected:
/**
* Returns true if the game should quit
*/
bool shouldQuit() const override {
return MMEngine::shouldQuit();
}
public:
Globals _globals;
Sound *_sound = nullptr;
public:
MM1Engine(OSystem *syst, const MightAndMagicGameDescription *gameDesc);
~MM1Engine() override;
bool isEnhanced() const;
/**
* Returns a random number
*/
int getRandomNumber(int minNumber, int maxNumber) {
return _randomSource.getRandomNumber(maxNumber - minNumber + 1) + minNumber;
}
int getRandomNumber(int maxNumber) {
if (maxNumber < 2)
maxNumber = 2;
return getRandomNumber(1, maxNumber - 1);
}
Common::String getTargetName() const {
return _targetName;
}
/**
* Sync the sound settings
*/
void syncSoundSettings() override;
/**
* Returns true if a game can be saved
*/
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Returns true if a savegame can be loaded
*/
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
/**
* Saves or loads a savegame
*/
Common::Error synchronizeSave(Common::Serializer &s);
/**
* Load a savegame
*/
Common::Error loadGameStream(Common::SeekableReadStream *stream) override {
Common::Serializer s(stream, nullptr);
return synchronizeSave(s);
}
/**
* Save a savegame
*/
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override {
Common::Serializer s(nullptr, stream);
return synchronizeSave(s);
}
};
extern MM1Engine *g_engine;
} // namespace MM1
} // namespace MM
#endif
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