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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 ULTIMA_SHARED_ENGINE_ULTIMA_H
#define ULTIMA_SHARED_ENGINE_ULTIMA_H
#include "ultima/detection.h"
#include "common/archive.h"
#include "common/random.h"
#include "engines/engine.h"
namespace Ultima {
namespace Shared {
class UltimaEngine : public Engine {
private:
Common::RandomSource _randomSource;
protected:
const UltimaGameDescription *_gameDescription;
Common::Archive *_dataArchive;
protected:
/**
* Initializes needed data for the engine
*/
virtual bool initialize();
/**
* Deinitialize the engine
*/
virtual void deinitialize() {}
/**
* Returns the data archive folder and version that's required
*/
virtual bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion) {
return false;
}
public:
UltimaEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
~UltimaEngine() override;
/**
* Returns supported engine features
*/
bool hasFeature(EngineFeature f) const override;
/**
* Returns game features
*/
uint32 getFeatures() const;
/**
* Return the game's language
*/
Common::Language getLanguage() const;
/**
* 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 {
return getFeatures() & GF_VGA_ENHANCED;
}
/**
* Show a message in a GUI dialog
*/
void GUIError(const Common::U32String &msg);
/**
* Get a random number
*/
uint getRandomNumber(uint maxVal) { return _randomSource.getRandomNumber(maxVal); }
/**
* Gets a random number
*/
uint getRandomNumber(uint min, uint max) {
return min + _randomSource.getRandomNumber(max - min);
}
/**
* Returns a file system node for the game directory
*/
Common::FSNode getGameDirectory() const;
/**
* Indicates whether a game state can be loaded.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canLoadGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be loaded.
*/
bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
return canLoadGameStateCurrently(false);
}
/**
* Indicates whether a game state can be saved.
* @param isAutosave Flags whether it's an autosave check
*/
virtual bool canSaveGameStateCurrently(bool isAutosave) = 0;
/**
* Indicates whether a game state can be saved.
*/
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override {
return canSaveGameStateCurrently(false);
}
};
extern UltimaEngine *g_ultima;
} // End of namespace Shared
} // End of namespace Ultima
#endif
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