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https://github.com/libretro/scummvm.git
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121 lines
3.1 KiB
C++
121 lines
3.1 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 HPL1_HPL1_H
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#define HPL1_HPL1_H
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#include "common/bitarray.h"
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#include "common/error.h"
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#include "common/fs.h"
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#include "common/hash-str.h"
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#include "common/random.h"
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#include "common/scummsys.h"
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#include "common/serializer.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "engines/savestate.h"
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#include "graphics/screen.h"
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#include "hpl1/detection.h"
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class cInit;
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namespace Hpl1 {
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struct Hpl1GameDescription;
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class Hpl1Engine : public Engine {
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private:
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const ADGameDescription *_gameDescription;
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Common::RandomSource _randomSource;
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cInit *_gameInit;
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protected:
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// Engine APIs
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Common::Error run() override;
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void pauseEngineIntern(bool pause) override;
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public:
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Graphics::Screen *_screen = nullptr;
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public:
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Hpl1Engine(OSystem *syst, const ADGameDescription *gameDesc);
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~Hpl1Engine() override;
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uint32 getFeatures() const;
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/**
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* Returns the game Id
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*/
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Common::String getGameId() const;
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/**
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* Gets a random number
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*/
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uint32 getRandomNumber(uint maxNum) {
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return _randomSource.getRandomNumber(maxNum);
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}
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bool hasFeature(EngineFeature f) const override {
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return (f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsReturnToLauncher) ||
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(f == kSupportsArbitraryResolutions);
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};
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override {
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return true;
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}
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Common::String createSaveFile(const Common::String &internalName);
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Common::String mapInternalSaveToFile(const Common::String &internalName);
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void removeSaveFile(const Common::String &internalName);
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Common::StringArray listInternalSaves(const Common::String &pattern);
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Common::Error loadGameState(int slot) override;
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/**
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* Uses a serializer to allow implementing savegame
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* loading and saving using a single method
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*/
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Common::Error syncGame(Common::Serializer &s);
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Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override {
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Common::Serializer s(nullptr, stream);
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return syncGame(s);
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}
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Common::Error loadGameStream(Common::SeekableReadStream *stream) override {
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Common::Serializer s(stream, nullptr);
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return syncGame(s);
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}
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};
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extern Hpl1Engine *g_engine;
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#define SHOULD_QUIT ::Hpl1::g_engine->shouldQuit()
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} // namespace Hpl1
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#endif
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