scummvm/engines/glk/glk.h

258 lines
5.7 KiB
C++

/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GLK_GLK_H
#define GLK_GLK_H
#include "common/scummsys.h"
#include "common/random.h"
#include "common/system.h"
#include "common/serializer.h"
#include "engines/engine.h"
#include "glk/glk_types.h"
#include "glk/streams.h"
#include "glk/pc_speaker.h"
namespace Glk {
class Clipboard;
class Blorb;
class Conf;
class Events;
class Pictures;
class Screen;
class Selection;
class Sounds;
class Streams;
class Windows;
enum GlkDebugChannels {
kDebugCore = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2,
kDebugSound = 1 << 3
};
#define GLK_SAVEGAME_VERSION 1
struct GlkGameDescription {
Common::String _gameId;
Common::Language _language;
Common::Platform _platform;
Common::String _filename;
Common::String _md5;
uint _options;
};
/**
* Base class for the different interpreters
*/
class GlkEngine : public Engine {
private:
/**
* Handles basic initialization
*/
void initialize();
protected:
const GlkGameDescription _gameDescription;
Common::RandomSource _random;
int _loadSaveSlot;
Common::File _gameFile;
PCSpeaker *_pcSpeaker;
bool _quitFlag;
// Engine APIs
Common::Error run() override;
/**
* Returns true whether a given feature is supported by the engine
*/
bool hasFeature(EngineFeature f) const override;
/**
* Setup the video mode
*/
virtual void initGraphicsMode();
/**
* Create the screen
*/
virtual Screen *createScreen();
/**
* Main game loop for the individual interpreters
*/
virtual void runGame() = 0;
public:
Blorb *_blorb;
Clipboard *_clipboard;
Conf *_conf;
Events *_events;
Pictures *_pictures;
Screen *_screen;
Selection *_selection;
Streams *_streams;
Sounds *_sounds;
Windows *_windows;
bool _copySelect;
bool _terminated;
gidispatch_rock_t(*gli_register_obj)(void *obj, uint objclass);
void(*gli_unregister_obj)(void *obj, uint objclass, gidispatch_rock_t objrock);
gidispatch_rock_t(*gli_register_arr)(void *array, uint len, const char *typecode);
void(*gli_unregister_arr)(void *array, uint len, const char *typecode, gidispatch_rock_t objrock);
public:
GlkEngine(OSystem *syst, const GlkGameDescription &gameDesc);
~GlkEngine() override;
/**
* Returns true if a savegame can be loaded
*/
bool canLoadGameStateCurrently() override {
return true;
}
/**
* Returns true if the game can be saved
*/
bool canSaveGameStateCurrently() override {
return true;
}
/**
* Returns the language
*/
Common::Language getLanguage() const { return _gameDescription._language; };
/**
* Returns the running interpreter type
*/
virtual InterpreterType getInterpreterType() const = 0;
/**
* Returns the game's Id
*/
const Common::String &getGameID() const { return _gameDescription._gameId; }
/**
* Returns the game's md5
*/
const Common::String &getGameMD5() const { return _gameDescription._md5; }
/**
* Returns the primary filename for the game
*/
const Common::String &getFilename() const { return _gameDescription._filename; }
/**
* Returns any options returned with the game's detection entry
*/
uint getOptions() const { return _gameDescription._options; }
/**
* Return the game engine's target name
*/
const Common::String &getTargetName() const {
return _targetName;
}
/**
* Return the filename for a given save slot
*/
Common::String getSaveName(uint slot) const {
return Common::String::format("%s.%.3u", getTargetName().c_str(), slot);
}
/**
* Prompt the user for a savegame to load, and then load it
*/
Common::Error loadGame();
/**
* Prompt the user to save their game, and then save it
*/
Common::Error saveGame();
/**
* Load a savegame from a given slot
*/
Common::Error loadGameState(int slot) override;
/**
* Save the game to a given slot
*/
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
/**
* Load a savegame from the passed Quetzal file chunk stream
*/
virtual Common::Error readSaveData(Common::SeekableReadStream *rs) = 0;
/**
* Save the game. The passed write stream represents access to the UMem chunk
* in the Quetzal save file that will be created
*/
virtual Common::Error writeGameData(Common::WriteStream *ws) = 0;
/**
* Updates sound settings
*/
void syncSoundSettings() override;
/**
* Generate a beep
*/
void beep();
/**
* Get a random number
*/
uint getRandomNumber(uint max) { return _random.getRandomNumber(max); }
/**
* Set a random number seed
*/
void setRandomNumberSeed(uint seed) { _random.setSeed(seed); }
/**
* Flags to quit the game
*/
void quitGame() {
_quitFlag = true;
Engine::quitGame();
}
/**
* Returns true if the game should be quit
*/
bool shouldQuit() const {
return _quitFlag || Engine::shouldQuit();
}
};
extern GlkEngine *g_vm;
} // End of namespace Glk
#endif