scummvm/engines/lure/lure.h
2009-05-24 15:17:42 +00:00

120 lines
3.2 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.
*
* $URL$
* $Id$
*
*/
#ifndef LURE_H
#define LURE_H
#include "engines/engine.h"
#include "common/rect.h"
#include "sound/mixer.h"
#include "common/file.h"
#include "common/savefile.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"
namespace Lure {
struct LureGameDescription;
class LureEngine : public Engine {
private:
bool _initialised;
int _gameToLoad;
uint8 _saveVersion;
Disk *_disk;
Resources *_resources;
Screen *_screen;
Mouse *_mouse;
Events *_events;
Menu *_menu;
StringData *_strings;
Room *_room;
FightsManager *_fights;
const char *generateSaveName(int slotNumber);
const LureGameDescription *_gameDescription;
public:
LureEngine(OSystem *system, const LureGameDescription *gameDesc);
~LureEngine();
static LureEngine &getReference();
bool _saveLoadAllowed;
// Engine APIs
Common::Error init();
Common::Error go();
virtual Common::Error run() {
Common::Error err;
err = init();
if (err != Common::kNoError)
return err;
return go();
}
virtual bool hasFeature(EngineFeature f) const;
virtual void syncSoundSettings();
virtual void pauseEngineIntern(bool pause);
Disk &disk() { return *_disk; }
int gameToLoad() { return _gameToLoad; }
bool loadGame(uint8 slotNumber);
bool saveGame(uint8 slotNumber, Common::String &caption);
Common::String *detectSave(int slotNumber);
uint8 saveVersion() { return _saveVersion; }
void GUIError(const char *msg, ...);
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
virtual GUI::Debugger *getDebugger();
bool isEGA() const { return (getFeatures() & GF_EGA) != 0; }
virtual Common::Error loadGameState(int slot) {
return loadGame(slot) ? Common::kReadingFailed : Common::kNoError;
}
virtual Common::Error saveGameState(int slot, const char *desc) {
String s(desc);
return saveGame(slot, s) ? Common::kReadingFailed : Common::kNoError;
}
virtual bool canLoadGameStateCurrently() {
return _saveLoadAllowed && !Fights.isFighting();
}
virtual bool canSaveGameStateCurrently() {
return _saveLoadAllowed && !Fights.isFighting();
}
};
Common::String getSaveName(Common::InSaveFile *in);
} // End of namespace Lure
#endif