2024-03-13 20:17:48 -07:00

189 lines
4.2 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 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 M4_H
#define M4_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/fs.h"
#include "common/hash-str.h"
#include "common/random.h"
#include "common/serializer.h"
#include "common/util.h"
#include "engines/engine.h"
#include "engines/savestate.h"
#include "graphics/screen.h"
#include "m4/detection.h"
#include "m4/vars.h"
#include "m4/core/rooms.h"
namespace M4 {
struct M4GameDescription;
class M4Engine : public Engine, public Sections {
private:
const M4GameDescription *_gameDescription;
Common::RandomSource _randomSource;
/**
* Main game loop
*/
void m4_inflight();
/**
* Opens up a savefile in a given slot, and if it's an
* original savegame, returns a reference to it
*/
Common::InSaveFile *getOriginalSave(int slot) const;
protected:
bool _useOriginalSaveLoad = false;
// Engine APIs
Common::Error run() override;
/**
* Creates globals
*/
virtual Vars *createVars() = 0;
/**
* Sets up the debugging console
*/
virtual void setupConsole() = 0;
public:
M4Engine(OSystem *syst, const M4GameDescription *gameDesc);
~M4Engine() override;
uint32 getFeatures() const;
bool useOriginalSaveLoad() const {
return _useOriginalSaveLoad;
}
/**
* Returns the game Id
*/
Common::String getGameId() const;
/**
* Returns the game type
*/
int getGameType() const;
/**
* Return game language
*/
Common::Language getLanguage() const;
/**
* Return if it's a demo
*/
int isDemo() const;
/**
* Gets a random number
*/
uint32 getRandomNumber(uint maxNum) {
return _randomSource.getRandomNumber(maxNum);
}
bool hasFeature(EngineFeature f) const override {
return
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime) ||
(f == kSupportsReturnToLauncher);
};
bool canLoadGameStateCurrently(Common::U32String * msg = nullptr) override;
bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
void syncSoundSettings() override;
Common::Error loadGameState(int slot) override;
Common::Error loadGameStateDoIt(int slot);
/**
* Uses a serializer to allow implementing savegame
* loading and saving using a single method
*/
Common::Error syncGame(Common::Serializer &s);
virtual void syncFlags(Common::Serializer &s) = 0;
Common::Error saveGameStream(Common::WriteStream* stream, bool isAutosave = false) override;
Common::Error loadGameStream(Common::SeekableReadStream* stream) override;
/**
* Returns true if an autosave exists
*/
bool autosaveExists() const;
/**
* Returns true if any saves exist
*/
bool savesExist() const;
/**
* Lists the saves
*/
SaveStateList listSaves() const;
/**
* Returns the savegame thumbnail for a save
*/
bool loadSaveThumbnail(int slotNum, M4sprite *thumbnail) const;
/**
* Save game from in-game save menu
*/
bool saveGameFromMenu(int slotNum, const Common::String &desc,
Graphics::Surface &thumbnail);
/**
* Show save game dialog
*/
virtual void showSaveScreen();
enum LoadDialogSource { kLoadFromMainMenu, kLoadFromGameDialog, kLoadFromHotkey };
/**
* Show restore game dialog
*/
virtual void showLoadScreen(LoadDialogSource fromMainMenu);
/**
* Show the engine information
*/
virtual void showEngineInfo() = 0;
};
extern M4Engine *g_engine;
#define SHOULD_QUIT ::M4::g_engine->shouldQuit()
} // End of namespace M4
#endif // M4_H