/* 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. * */ #ifndef GLK_GLK_H #define GLK_GLK_H #include "common/scummsys.h" #include "common/random.h" #include "common/system.h" #include "common/serializer.h" #include "engines/engine.h" #include "glk/debugger.h" #include "glk/glk_types.h" #include "glk/streams.h" #include "glk/pc_speaker.h" namespace Glk { class Clipboard; class Blorb; class Conf; class Events; class Pictures; class Screen; class Selection; class Sounds; class Streams; class Windows; enum GlkDebugChannels { kDebugCore = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2, kDebugSound = 1 << 3 }; #define GLK_SAVEGAME_VERSION 1 struct GlkGameDescription { Common::String _gameId; Common::Language _language; Common::Platform _platform; Common::String _filename; Common::String _md5; uint _options; }; /** * Base class for the different interpreters */ class GlkEngine : public Engine { private: /** * Handles basic initialization */ void initialize(); protected: const GlkGameDescription _gameDescription; Common::RandomSource _random; int _loadSaveSlot; Common::File _gameFile; PCSpeaker *_pcSpeaker; bool _quitFlag; // Engine APIs virtual Common::Error run(); /** * Returns true whether a given feature is supported by the engine */ virtual bool hasFeature(EngineFeature f) const override; /** * Setup the video mode */ virtual void initGraphicsMode(); /** * Create the screen */ virtual Screen *createScreen(); /** * Creates a debugger instance */ virtual Debugger *createDebugger() { return new Debugger(); } /** * Main game loop for the individual interpreters */ virtual void runGame() = 0; public: Blorb *_blorb; Clipboard *_clipboard; Conf *_conf; Debugger *_debugger; Events *_events; Pictures *_pictures; Screen *_screen; Selection *_selection; Streams *_streams; Sounds *_sounds; Windows *_windows; bool _copySelect; bool _terminated; gidispatch_rock_t(*gli_register_obj)(void *obj, uint objclass); void(*gli_unregister_obj)(void *obj, uint objclass, gidispatch_rock_t objrock); gidispatch_rock_t(*gli_register_arr)(void *array, uint len, const char *typecode); void(*gli_unregister_arr)(void *array, uint len, const char *typecode, gidispatch_rock_t objrock); public: GlkEngine(OSystem *syst, const GlkGameDescription &gameDesc); virtual ~GlkEngine(); /** * Returns true if a savegame can be loaded */ virtual bool canLoadGameStateCurrently() override { return true; } /** * Returns true if the game can be saved */ virtual bool canSaveGameStateCurrently() override { return true; } /** * Returns the language */ Common::Language getLanguage() const { return _gameDescription._language; }; /** * Returns the running interpreter type */ virtual InterpreterType getInterpreterType() const = 0; /** * Returns the game's Id */ const Common::String &getGameID() const { return _gameDescription._gameId; } /** * Returns the game's md5 */ const Common::String &getGameMD5() const { return _gameDescription._md5; } /** * Returns the primary filename for the game */ const Common::String &getFilename() const { return _gameDescription._filename; } /** * Returns any options returned with the game's detection entry */ uint getOptions() const { return _gameDescription._options; } /** * Return the game engine's target name */ const Common::String &getTargetName() const { return _targetName; } /** * Return the filename for a given save slot */ Common::String getSaveName(uint slot) const { return Common::String::format("%s.%.3u", getTargetName().c_str(), slot); } /** * Prompt the user for a savegame to load, and then load it */ Common::Error loadGame(); /** * Prompt the user to save their game, and then save it */ Common::Error saveGame(); /** * Load a savegame from a given slot */ virtual Common::Error loadGameState(int slot) override; /** * Save the game to a given slot */ virtual Common::Error saveGameState(int slot, const Common::String &desc) override; /** * Load a savegame from the passed Quetzal file chunk stream */ virtual Common::Error readSaveData(Common::SeekableReadStream *rs) = 0; /** * Save the game. The passed write stream represents access to the UMem chunk * in the Quetzal save file that will be created */ virtual Common::Error writeGameData(Common::WriteStream *ws) = 0; /** * Updates sound settings */ virtual void syncSoundSettings() override; /** * Generate a beep */ void beep(); /** * Get a random number */ uint getRandomNumber(uint max) { return _random.getRandomNumber(max); } /** * Set a random number seed */ void setRandomNumberSeed(uint seed) { _random.setSeed(seed); } /** * Flags to quit the game */ void quitGame() { _quitFlag = true; Engine::quitGame(); } /** * Returns true if the game should be quit */ bool shouldQuit() const { return _quitFlag || Engine::shouldQuit(); } }; extern GlkEngine *g_vm; } // End of namespace Glk #endif