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