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122 lines
2.8 KiB
C++
122 lines
2.8 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 MM1_MM1_H
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#define MM1_MM1_H
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#include "common/random.h"
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#include "common/serializer.h"
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#include "mm/detection.h"
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#include "mm/mm.h"
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#include "mm/mm1/events.h"
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#include "mm/mm1/globals.h"
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#include "mm/mm1/sound.h"
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/**
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* This is the Might and Magic I engine
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*/
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namespace MM {
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namespace MM1 {
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class MM1Engine : public MMEngine, public Events {
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private:
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// Engine APIs
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Common::Error run() override;
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void setupNormal();
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bool setupEnhanced();
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protected:
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/**
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* Returns true if the game should quit
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*/
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bool shouldQuit() const override {
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return MMEngine::shouldQuit();
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}
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public:
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Globals _globals;
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Sound *_sound = nullptr;
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public:
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MM1Engine(OSystem *syst, const MightAndMagicGameDescription *gameDesc);
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~MM1Engine() override;
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bool isEnhanced() const;
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/**
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* Returns a random number
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*/
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int getRandomNumber(int minNumber, int maxNumber) {
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return _randomSource.getRandomNumber(maxNumber - minNumber + 1) + minNumber;
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}
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int getRandomNumber(int maxNumber) {
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if (maxNumber < 2)
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maxNumber = 2;
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return getRandomNumber(1, maxNumber - 1);
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}
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Common::String getTargetName() const {
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return _targetName;
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}
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/**
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* Sync the sound settings
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*/
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void syncSoundSettings() override;
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/**
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* Returns true if a game can be saved
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*/
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Returns true if a savegame can be loaded
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*/
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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/**
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* Saves or loads a savegame
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*/
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Common::Error synchronizeSave(Common::Serializer &s);
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/**
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* Load a savegame
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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 synchronizeSave(s);
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}
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/**
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* Save a savegame
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*/
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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 synchronizeSave(s);
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}
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};
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extern MM1Engine *g_engine;
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} // namespace MM1
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} // namespace MM
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#endif
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