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