1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
|
/* 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/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;
// 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();
/**
* Main game loop for the individual interpreters
*/
virtual void runGame() = 0;
public:
Blorb *_blorb;
Clipboard *_clipboard;
Conf *_conf;
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 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 file
*/
virtual Common::Error loadGameData(strid_t file) = 0;
/**
* Save the game to the passed file
*/
virtual Common::Error saveGameData(strid_t file, const Common::String &desc) = 0;
/**
* Generate a beep
*/
void beep();
/**
* Get a random number
*/
uint getRandomNumber(uint max) { return _random.getRandomNumber(max); }
};
extern GlkEngine *g_vm;
} // End of namespace Glk
#endif
|