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111 lines
2.5 KiB
C++
111 lines
2.5 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 GLK_ZCODE_ZCODE
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#define GLK_ZCODE_ZCODE
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#include "glk/zcode/processor.h"
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namespace Glk {
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namespace ZCode {
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class FrotzScreen;
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/**
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* Frotz interpreter for Z-code games
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*/
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class ZCode : public Processor {
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friend class FrotzScreen;
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protected:
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/**
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* Setup the video mode
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*/
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void initGraphicsMode() override;
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/**
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* Create the screen class
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*/
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Screen *createScreen() override;
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public:
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/**
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* Constructor
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*/
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ZCode(OSystem *syst, const GlkGameDescription &gameDesc);
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/**
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* Destructor
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*/
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~ZCode() override;
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/**
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* Initialization
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*/
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void initialize();
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/**
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* Returns the running interpreter type
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*/
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InterpreterType getInterpreterType() const override { return INTERPRETER_ZCODE; }
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/**
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* Execute the game
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*/
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void runGame() override;
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/**
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* Indicates whether an autosave can currently be saved.
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*/
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bool canSaveAutosaveCurrently() override {
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/* ZCode saves also include the execution stack.
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* So I don't know how to do autosaves in the background
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* without ending up with an invalid stack state
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*/
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return false;
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}
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/**
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* Load a savegame from a given slot
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*/
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Common::Error loadGameState(int slot) override;
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/**
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* Save the game to a given slot
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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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/**
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* Loading method not used for Frotz sub-engine
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*/
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Common::Error readSaveData(Common::SeekableReadStream *rs) override { return Common::kReadingFailed; }
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/**
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* Saving method not used for Frotz sub-engine
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*/
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Common::Error writeGameData(Common::WriteStream *ws) override { return Common::kWritingFailed; }
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};
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extern ZCode *g_vm;
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} // End of namespace ZCode
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} // End of namespace Glk
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#endif
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