2007-05-30 21:56:52 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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2002-08-14 10:18:03 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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2005-10-18 01:30:26 +00:00
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2014-02-18 01:34:20 +00:00
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*
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2002-08-14 10:18:03 +00:00
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*/
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2008-02-01 23:37:16 +00:00
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#ifndef ENGINES_ENGINE_H
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#define ENGINES_ENGINE_H
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2006-04-15 21:20:16 +00:00
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2008-10-02 17:48:01 +00:00
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#include "common/scummsys.h"
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2003-10-10 13:55:08 +00:00
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#include "common/str.h"
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2012-02-22 20:03:17 +00:00
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#include "common/language.h"
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#include "common/platform.h"
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2014-12-30 09:47:51 +00:00
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#include "common/queue.h"
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#include "common/singleton.h"
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2002-08-18 17:48:18 +00:00
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2004-12-27 22:08:20 +00:00
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class OSystem;
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2008-08-16 02:53:16 +00:00
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2005-05-10 23:48:48 +00:00
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namespace Audio {
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2011-04-25 19:29:26 +00:00
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class Mixer;
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2005-05-10 23:48:48 +00:00
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}
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2005-05-10 23:17:38 +00:00
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namespace Common {
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2011-04-24 08:34:27 +00:00
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class Error;
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2011-04-25 19:29:26 +00:00
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class EventManager;
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class SaveFileManager;
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class TimerManager;
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2014-01-22 17:07:06 +00:00
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class FSNode;
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2005-05-10 23:17:38 +00:00
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}
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2006-09-16 19:31:23 +00:00
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namespace GUI {
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2011-04-25 19:29:26 +00:00
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class Debugger;
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class Dialog;
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2006-09-16 19:31:23 +00:00
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}
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2002-08-18 17:48:18 +00:00
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2008-11-14 22:08:10 +00:00
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/**
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* Initializes graphics and shows error message.
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2008-10-02 17:48:01 +00:00
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*/
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2011-03-08 17:44:27 +00:00
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void GUIErrorMessage(const Common::String &msg);
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2008-10-02 17:48:01 +00:00
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2008-06-24 21:15:30 +00:00
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2002-08-14 10:18:03 +00:00
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class Engine {
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public:
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OSystem *_system;
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2005-05-10 23:48:48 +00:00
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Audio::Mixer *_mixer;
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2002-08-14 10:18:03 +00:00
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2002-08-18 22:47:11 +00:00
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protected:
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2008-12-25 20:53:59 +00:00
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Common::TimerManager *_timer;
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2007-04-01 17:36:13 +00:00
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Common::EventManager *_eventMan;
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2006-10-21 12:03:43 +00:00
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Common::SaveFileManager *_saveFileMan;
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2009-01-01 15:06:43 +00:00
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2008-10-02 17:48:01 +00:00
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GUI::Dialog *_mainMenuDialog;
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virtual int runDialog(GUI::Dialog &dialog);
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2006-10-21 12:03:43 +00:00
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2006-04-15 20:36:41 +00:00
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const Common::String _targetName; // target name for saves
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2009-01-01 15:06:43 +00:00
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2005-11-23 19:11:33 +00:00
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private:
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2007-06-30 22:22:25 +00:00
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/**
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* The pause level, 0 means 'running', a positive value indicates
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* how often the engine has been paused (and hence how often it has
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* to be un-paused before it resumes running). This makes it possible
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* to nest code which pauses the engine.
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*/
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int _pauseLevel;
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2005-11-23 19:11:33 +00:00
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2010-10-27 22:37:51 +00:00
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/**
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* The time when the pause was started.
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*/
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uint32 _pauseStartTime;
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/**
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* The time when the engine was started. This value is used to calculate
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* the current play time of the game running.
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*/
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int32 _engineStartTime;
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2011-06-25 13:41:58 +00:00
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/**
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* Save slot selected via global main menu.
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* This slot will be loaded after main menu execution (not from inside
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* the menu loop, to avoid bugs like #2822778).
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*/
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int _saveSlotToLoad;
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2002-08-18 22:47:11 +00:00
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public:
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2008-10-02 17:48:01 +00:00
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2008-11-04 16:11:40 +00:00
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/**
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* A feature in this context means an ability of the engine which can be
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* either available or not.
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* @see Engine::hasFeature()
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*/
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enum EngineFeature {
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2009-02-07 06:47:19 +00:00
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/**
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* Enables the subtitle speed and toggle items in the Options section
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* of the global main menu.
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*/
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kSupportsSubtitleOptions,
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2008-11-04 16:11:40 +00:00
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/**
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* 'Return to launcher' feature is supported, i.e., EVENT_RTL is handled
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* either directly, or indirectly (that is, the engine calls and honors
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* the result of the Engine::shouldQuit() method appropriately).
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*/
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kSupportsRTL,
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2009-01-01 15:06:43 +00:00
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/**
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2008-11-04 16:11:40 +00:00
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* Loading savestates during runtime is supported, that is, this engine
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* implements loadGameState() and canLoadGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsLoadingDuringRuntime,
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2009-01-01 15:06:43 +00:00
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/**
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2008-11-04 16:11:40 +00:00
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* Loading savestates during runtime is supported, that is, this engine
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* implements saveGameState() and canSaveGameStateCurrently().
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* If this feature is supported, then the corresponding MetaEngine *must*
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* support the kSupportsListSaves feature.
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*/
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kSupportsSavingDuringRuntime
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};
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2008-09-30 12:27:38 +00:00
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/** @name Overloadable methods
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*
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* All Engine subclasses should consider overloading some or all of the following methods.
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*/
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//@{
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2003-11-10 01:04:12 +00:00
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Engine(OSystem *syst);
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2002-08-18 17:48:18 +00:00
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virtual ~Engine();
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2005-07-30 21:11:48 +00:00
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2014-01-22 17:07:06 +00:00
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/**
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* Init SearchMan according to the game path.
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*
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* By default it adds the directory in non-flat mode with a depth of 4 as
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* priority 0 to SearchMan.
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*
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* @param gamePath The base directory of the game data.
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*/
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virtual void initializePath(const Common::FSNode &gamePath);
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2004-11-23 00:03:25 +00:00
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/**
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2009-03-01 04:30:55 +00:00
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* Init the engine and start its main loop.
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2008-11-06 17:05:54 +00:00
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* @return returns kNoError on success, else an error code.
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2004-11-23 00:03:25 +00:00
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*/
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2009-03-01 04:30:55 +00:00
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virtual Common::Error run() = 0;
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2003-03-06 16:27:06 +00:00
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2008-09-30 12:27:38 +00:00
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/**
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* Prepare an error string, which is printed by the error() function.
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*/
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2008-11-15 03:16:41 +00:00
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virtual void errorString(const char *buf_input, char *buf_output, int buf_output_size);
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2004-11-24 00:14:21 +00:00
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2007-06-30 18:22:21 +00:00
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/**
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* Return the engine's debugger instance, if any. Used by error() to
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* invoke the debugger when a severe error is reported.
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*/
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virtual GUI::Debugger *getDebugger() { return 0; }
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2007-09-19 08:40:12 +00:00
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2008-11-04 16:11:40 +00:00
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/**
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* Determine whether the engine supports the specified feature.
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*/
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virtual bool hasFeature(EngineFeature f) const { return false; }
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2009-01-01 15:06:43 +00:00
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2008-11-04 16:11:40 +00:00
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// virtual EnginePlugin *getMetaEnginePlugin() const;
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2008-10-02 17:48:01 +00:00
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/**
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* Notify the engine that the sound settings in the config manager may have
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* changed and that it hence should adjust any internal volume etc. values
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* accordingly.
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2011-03-19 16:51:02 +00:00
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* The default implementation sets the volume levels of all mixer sound
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* types according to the config entries of the active domain.
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* When overwriting, call the default implementation first, then adjust the
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* volumes further (if required).
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*
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* @note When setting volume levels, respect the "mute" config entry.
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* @note The volume for the plain sound type is reset to the maximum
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* volume. If the engine can associate its own value for this
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* type, it needs to overwrite this member and set it accordingly.
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2008-10-02 17:48:01 +00:00
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* @todo find a better name for this
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2008-09-30 12:27:38 +00:00
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*/
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virtual void syncSoundSettings();
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2011-10-09 20:51:13 +00:00
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/*
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2011-12-30 17:50:15 +00:00
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* Initialize any engine-specific keymaps.
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2011-10-09 20:51:13 +00:00
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*/
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virtual void initKeymap() {}
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2011-12-30 17:50:15 +00:00
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/*
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* Cleanup any engine-specific keymaps.
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*/
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virtual void deinitKeymap();
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2009-06-06 17:36:06 +00:00
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/**
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* Flip mute all sound option.
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*/
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virtual void flipMute();
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2009-01-01 15:06:43 +00:00
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/**
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2008-11-03 20:00:36 +00:00
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* Load a game state.
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2008-11-06 15:41:38 +00:00
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* @param slot the slot from which a savestate should be loaded
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2008-11-06 17:05:54 +00:00
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* @return returns kNoError on success, else an error code.
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2008-11-03 18:32:16 +00:00
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*/
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2008-11-06 17:05:54 +00:00
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virtual Common::Error loadGameState(int slot);
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2008-11-03 18:32:16 +00:00
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2011-06-25 13:41:58 +00:00
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/**
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* Sets the game slot for a savegame to be loaded after global
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* main menu execution. This is to avoid loading a savegame from
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* inside the menu loop which causes bugs like #2822778.
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*
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* @param slot the slot from which a savestate should be loaded.
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*/
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void setGameToLoadSlot(int slot);
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2008-11-03 18:32:16 +00:00
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/**
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2008-11-03 20:00:36 +00:00
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* Indicates whether a game state can be loaded.
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2008-11-03 18:32:16 +00:00
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*/
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virtual bool canLoadGameStateCurrently();
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/**
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2008-11-03 20:00:36 +00:00
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* Save a game state.
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2008-11-06 15:41:38 +00:00
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* @param slot the slot into which the savestate should be stored
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* @param desc a description for the savestate, entered by the user
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2008-11-06 17:05:54 +00:00
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* @return returns kNoError on success, else an error code.
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2008-11-03 18:32:16 +00:00
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*/
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2011-06-02 12:11:38 +00:00
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virtual Common::Error saveGameState(int slot, const Common::String &desc);
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2008-11-03 18:32:16 +00:00
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/**
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2008-11-03 20:00:36 +00:00
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* Indicates whether a game state can be saved.
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2008-11-03 18:32:16 +00:00
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*/
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virtual bool canSaveGameStateCurrently();
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2008-09-30 12:27:38 +00:00
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protected:
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/**
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* Actual implementation of pauseEngine by subclasses. See there
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* for details.
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*/
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virtual void pauseEngineIntern(bool pause);
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//@}
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public:
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/**
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2008-10-02 17:48:01 +00:00
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* Request the engine to quit. Sends a EVENT_QUIT event to the Event
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* Manager.
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2008-09-30 12:27:38 +00:00
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*/
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2009-01-30 16:04:39 +00:00
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static void quitGame();
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2008-09-30 12:27:38 +00:00
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/**
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2008-10-02 17:48:01 +00:00
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* Return whether the ENGINE should quit respectively should return to the
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* launcher.
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2008-09-30 12:27:38 +00:00
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*/
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2009-01-30 16:04:39 +00:00
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static bool shouldQuit();
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2008-09-30 12:27:38 +00:00
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2007-06-30 18:22:21 +00:00
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/**
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* Pause or resume the engine. This should stop/resume any audio playback
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* and other stuff. Called right before the system runs a global dialog
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* (like a global pause, main menu, options or 'confirm exit' dialog).
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*
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2007-06-30 22:22:25 +00:00
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* This is a convenience tracker which automatically keeps track on how
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* often the engine has been paused, ensuring that after pausing an engine
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* e.g. twice, it has to be unpaused twice before actuallying resuming.
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*
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2007-06-30 18:22:21 +00:00
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* @param pause true to pause the engine, false to resume it
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*/
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2007-06-30 22:22:25 +00:00
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void pauseEngine(bool pause);
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2007-09-19 08:40:12 +00:00
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2007-06-30 22:22:25 +00:00
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/**
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* Return whether the engine is currently paused or not.
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*/
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bool isPaused() const { return _pauseLevel != 0; }
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2007-06-30 18:22:21 +00:00
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2008-07-08 05:21:05 +00:00
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/**
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2008-09-30 12:27:38 +00:00
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* Run the Global Main Menu Dialog
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2008-06-26 23:22:28 +00:00
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*/
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2008-10-02 17:48:01 +00:00
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void openMainMenuDialog();
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2011-04-25 20:26:38 +00:00
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/**
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* Display a warning to the user that the game is not fully supported.
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*
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* @return true if the user chose to start anyway, false otherwise
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*/
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static bool warnUserAboutUnsupportedGame();
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2008-06-24 21:15:30 +00:00
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2010-10-27 22:37:51 +00:00
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/**
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* Get the total play time.
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*
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* @return How long the player has been playing in ms.
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*/
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uint32 getTotalPlayTime() const;
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/**
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2010-10-27 22:52:02 +00:00
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* Set the game time counter to the specified time.
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*
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* This can be used to set the play time counter after loading a savegame
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* for example. Another use case is in case the engine wants to exclude
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* time from the counter the user spent in original engine dialogs.
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2010-10-27 22:37:51 +00:00
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*
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* @param time Play time to set up in ms.
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*/
|
2010-10-27 22:52:02 +00:00
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void setTotalPlayTime(uint32 time = 0);
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2010-10-27 22:37:51 +00:00
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2008-12-25 20:53:59 +00:00
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inline Common::TimerManager *getTimerManager() { return _timer; }
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inline Common::EventManager *getEventManager() { return _eventMan; }
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inline Common::SaveFileManager *getSaveFileManager() { return _saveFileMan; }
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2008-12-25 20:40:00 +00:00
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2007-06-30 18:22:21 +00:00
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public:
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|
2005-06-14 08:54:11 +00:00
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/** On some systems, check if the game appears to be run from CD. */
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|
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void checkCD();
|
2005-11-23 19:11:33 +00:00
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|
|
2008-10-02 17:48:01 +00:00
|
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protected:
|
2006-04-26 00:59:13 +00:00
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|
2007-06-30 22:22:25 +00:00
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|
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/**
|
2008-10-02 17:48:01 +00:00
|
|
|
* Indicate whether an autosave should be performed.
|
2007-06-30 22:22:25 +00:00
|
|
|
*/
|
2008-10-02 17:48:01 +00:00
|
|
|
bool shouldPerformAutoSave(int lastSaveTime);
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|
|
|
2002-08-14 10:18:03 +00:00
|
|
|
};
|
|
|
|
|
2014-12-30 09:47:51 +00:00
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|
|
// Chained games
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|
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|
|
/**
|
|
|
|
* Singleton class which manages chained games. A chained game is one that
|
|
|
|
* starts automatically, optionally loading a saved game, instead of returning
|
|
|
|
* to the launcher.
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|
|
*/
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|
|
class ChainedGamesManager : public Common::Singleton<ChainedGamesManager> {
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|
private:
|
|
|
|
struct Game {
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|
|
Common::String target;
|
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|
|
int slot;
|
|
|
|
};
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|
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|
|
Common::Queue<Game> _chainedGames;
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|
|
|
|
|
|
public:
|
|
|
|
ChainedGamesManager();
|
|
|
|
void clear();
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|
|
|
void push(const Common::String target, const int slot = -1);
|
|
|
|
bool pop(Common::String &target, int &slot);
|
|
|
|
};
|
|
|
|
|
|
|
|
/** Convenience shortcut for accessing the chained games manager. */
|
|
|
|
#define ChainedGamesMan ChainedGamesManager::instance()
|
|
|
|
|
2009-09-24 14:02:05 +00:00
|
|
|
// FIXME: HACK for MidiEmu & error()
|
2003-03-07 15:38:11 +00:00
|
|
|
extern Engine *g_engine;
|
|
|
|
|
2002-08-14 10:18:03 +00:00
|
|
|
#endif
|