scummvm/engines/lure/lure.h
2021-12-26 18:48:43 +01:00

145 lines
3.8 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 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 LURE_LURE_H
#define LURE_LURE_H
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "common/rect.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/util.h"
#include "common/random.h"
#include "lure/disk.h"
#include "lure/res.h"
#include "lure/screen.h"
#include "lure/events.h"
#include "lure/menu.h"
#include "lure/strings.h"
#include "lure/room.h"
#include "lure/fights.h"
#include "lure/detection.h"
/**
* This is the namespace of the Lure engine.
*
* Status of this engine: Complete
*
* Games using this engine:
* - Lure of the Temptress
*/
namespace Lure {
#define RandomNumberGen LureEngine::getReference().rnd()
enum LureLanguage {
LANG_IT_ITA = 10,
LANG_FR_FRA = 6,
LANG_DE_DEU = 7,
LANG_ES_ESP = 17,
LANG_EN_ANY = 3,
LANG_RU_RUS = 3, // English data has been overridden
LANG_EN_KONAMI = 4,
LANG_UNKNOWN = -1
};
struct LureGameDescription;
class LureEngine : public Engine {
private:
bool _initialized;
int _gameToLoad;
uint8 _saveVersion;
Disk *_disk;
Resources *_resources;
Screen *_screen;
Mouse *_mouse;
Events *_events;
Menu *_menu;
StringData *_strings;
Room *_room;
FightsManager *_fights;
Common::RandomSource _rnd;
const char *generateSaveName(int slotNumber);
const LureGameDescription *_gameDescription;
public:
LureEngine(OSystem *system, const LureGameDescription *gameDesc);
~LureEngine() override;
static LureEngine &getReference();
bool _saveLoadAllowed;
// Engine APIs
Common::Error init();
Common::Error go();
Common::Error run() override {
Common::Error err;
err = init();
if (err.getCode() != Common::kNoError)
return err;
return go();
}
bool hasFeature(EngineFeature f) const override;
void syncSoundSettings() override;
void pauseEngineIntern(bool pause) override;
Disk &disk() { return *_disk; }
Common::RandomSource &rnd() { return _rnd; }
int gameToLoad() { return _gameToLoad; }
bool loadGame(uint8 slotNumber);
bool saveGame(uint8 slotNumber, Common::String &caption);
Common::String *detectSave(int slotNumber);
uint8 saveVersion() { return _saveVersion; }
uint32 getFeatures() const;
LureLanguage getLureLanguage() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
bool isEGA() const { return (getFeatures() & GF_EGA) != 0; }
bool isKonami() const { return (getFeatures() & GF_KONAMI) != 0; }
Common::Error loadGameState(int slot) override {
return loadGame(slot) ? Common::kNoError : Common::kReadingFailed;
}
Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override {
Common::String s(desc);
return saveGame(slot, s) ? Common::kNoError : Common::kReadingFailed;
}
bool canLoadGameStateCurrently() override {
return _saveLoadAllowed && !Fights.isFighting();
}
bool canSaveGameStateCurrently() override {
return _saveLoadAllowed && !Fights.isFighting();
}
};
Common::String getSaveName(Common::InSaveFile *in);
} // End of namespace Lure
#endif