1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143
|
/* 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"
#include "ultima/shared/engine/ultima.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 Debugger;
class Events;
class Game;
class GameBase;
class MouseCursor;
class Resources;
namespace Gfx {
class Screen;
}
class UltimaEarlyEngine : public UltimaEngine, public EventsCallback {
private:
/**
* Initialize the engine
*/
bool initialize() override;
/**
* Deinitialize the engine
*/
void deinitialize() override;
/**
* Returns the data archive folder and version that's required
*/
bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion) override;
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;
/**
* Play the game
*/
void playGame();
/**
* 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(bool isAutosave) override;
/**
* Indicates whether a game state can be saved.
* @param isAutosave Flags whether it's an autosave check
*/
bool canSaveGameStateCurrently(bool isAutosave) 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;
/*
* 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
|