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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 ULTIMA4_H
#define ULTIMA4_H
#include "ultima/shared/engine/ultima.h"
#include "ultima/shared/std/containers.h"
namespace Ultima {
namespace Ultima4 {
class Armors;
class Codex;
class Config;
class Context;
class Death;
class DialogueLoaders;
class Items;
class GameController;
class MapLoaders;
class Moongates;
class Music;
class ResponseParts;
struct SaveGame;
class Screen;
class Shrines;
class SoundManager;
class Spells;
class TileMaps;
class TileRules;
class TileSets;
class Weapons;
class Ultima4Engine : public Shared::UltimaEngine {
private:
int _saveSlotToLoad;
private:
void startup();
protected:
// Engine APIs
Common::Error run() override;
bool initialize() override;
/**
* Returns the data archive folder and version that's required
*/
bool isDataRequired(Common::Path &folder, int &majorVersion, int &minorVersion) override;
public:
Armors *_armors;
Codex *_codex;
Config *_config;
Context *_context;
Death *_death;
DialogueLoaders *_dialogueLoaders;
GameController *_game;
Items *_items;
MapLoaders *_mapLoaders;
Moongates *_moongates;
Music *_music;
ResponseParts *_responseParts;
SaveGame *_saveGame;
Screen *_screen;
Shrines *_shrines;
SoundManager *_soundManager;
Spells *_spells;
TileMaps *_tileMaps;
TileRules *_tileRules;
TileSets *_tileSets;
Weapons *_weapons;
Std::vector<Common::String> _hawkwindText;
public:
Ultima4Engine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc);
~Ultima4Engine() override;
/**
* Returns true if a savegame can be loaded
*/
bool canLoadGameStateCurrently(bool isAutosave = false) override;
/**
* Returns true if the game can be saved
*/
bool canSaveGameStateCurrently(bool isAutosave = false) 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 Expected to be true if an autosave is being created
* @return returns kNoError on success, else an error code.
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Load a game state.
* @param stream the stream to load the savestate from
* @return returns kNoError on success, else an error code.
*/
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
/**
* Save a game state.
* @param stream The write stream to save the savegame data to
* @param isAutosave Expected to be true if an autosave is being created
* @return returns kNoError on success, else an error code.
*/
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
/**
* Specifies to load the previous save as the actual game starts. Used by
* the main menu when the Journey Onwards option is selected
*/
void setToJourneyOnwards();
/**
* Flags to quit the game
*/
void quitGame();
};
extern Ultima4Engine *g_ultima;
} // End of namespace Ultima4
} // End of namespace Ultima
#endif
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