diff --git a/engines/ultima/shared/engine/ultima.h b/engines/ultima/shared/engine/ultima.h index 4e18f963626..9069da1eef8 100644 --- a/engines/ultima/shared/engine/ultima.h +++ b/engines/ultima/shared/engine/ultima.h @@ -34,19 +34,19 @@ namespace Ultima { namespace Shared { enum UltimaDebugChannels { - kDebugPath = 1 << 0, - kDebugGraphics = 1 << 1 + kDebugPath = 1 << 0, + kDebugGraphics = 1 << 1 }; class UltimaEngine : public Engine, public EventsCallback { private: - Common::RandomSource _randomSource; + Common::RandomSource _randomSource; protected: const UltimaGameDescription *_gameDescription; Common::Archive *_dataArchive; Debugger *_debugger; protected: - /** + /** * Initializes needed data for the engine */ virtual bool initialize(); @@ -56,61 +56,61 @@ protected: */ virtual void deinitialize() {} - /** - * Returns the data archive folder and version that's required - */ - virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) { - return false; - } + /** + * Returns the data archive folder and version that's required + */ + virtual bool isDataRequired(Common::String &folder, int &majorVersion, int &minorVersion) { + return false; + } - /** - * Returns the Ultima meta engine - */ - UltimaMetaEngine *getMetaEngine() const; + /** + * Returns the Ultima meta engine + */ + UltimaMetaEngine *getMetaEngine() const; public: EventsManager *_events; public: UltimaEngine(OSystem *syst, const Ultima::UltimaGameDescription *gameDesc); ~UltimaEngine(); - /** - * Returns supported engine features - */ - virtual bool hasFeature(EngineFeature f) const; + /** + * Returns supported engine features + */ + virtual bool hasFeature(EngineFeature f) const; - /** - * Returns game features - */ - uint32 getFeatures() const; + /** + * Returns game features + */ + uint32 getFeatures() const; /** * Return the game's language */ Common::Language getLanguage() const; - /** - * Returns the game type being played - */ + /** + * Returns the game type being played + */ GameId getGameId() const; - /** - * Returns true if the game is running an enhanced version - * as compared to the original game - */ - bool isEnhanced() const { + /** + * Returns true if the game is running an enhanced version + * as compared to the original game + */ + bool isEnhanced() const { return getFeatures() & GF_VGA_ENHANCED; - } + } - /** - * Returns the filename for a savegame given it's slot - */ - Common::String getSaveFilename(int slotNumber) { - return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str()); - } + /** + * Returns the filename for a savegame given it's slot + */ + Common::String getSaveFilename(int slotNumber) { + return getMetaEngine()->getSavegameFile(slotNumber, _targetName.c_str()); + } - /** - * Show a messae in a GUI dialog - */ + /** + * Show a messae in a GUI dialog + */ void GUIError(const Common::String &msg); /** @@ -125,12 +125,12 @@ public: return min + _randomSource.getRandomNumber(max - min); } - /** - * Get a reference to the data archive - */ - Common::Archive *getDataArchive() const { - return _dataArchive; - } + /** + * Get a reference to the data archive + */ + Common::Archive *getDataArchive() const { + return _dataArchive; + } /** * Checks if an auto save should be done, and if so, takes care of it @@ -144,66 +144,66 @@ public: return _debugger; } - /** - * Returns a file system node for the game directory - */ - Common::FSNode getGameDirectory() const; + /** + * Returns a file system node for the game directory + */ + Common::FSNode getGameDirectory() const; - /** - * Shows the ScummVM save dialog, allowing users to save their game - */ - virtual bool saveGame(); + /** + * Shows the ScummVM save dialog, allowing users to save their game + */ + virtual bool saveGame(); - /** - * Shows the ScummVM Restore dialog, allowing users to restore a game - */ - virtual bool loadGame(); + /** + * Shows the ScummVM Restore dialog, allowing users to restore a game + */ + virtual bool loadGame(); - /** - * Indicates whether a game state can be loaded. - * @param isAutosave Flags whether it's an autosave check - */ - virtual bool canLoadGameStateCurrently(bool isAutosave) = 0; + /** + * Indicates whether a game state can be loaded. + * @param isAutosave Flags whether it's an autosave check + */ + virtual bool canLoadGameStateCurrently(bool isAutosave) = 0; - /** - * Indicates whether a game state can be loaded. - */ - virtual bool canLoadGameStateCurrently() override { - return canLoadGameStateCurrently(false); - } + /** + * Indicates whether a game state can be loaded. + */ + virtual bool canLoadGameStateCurrently() override { + return canLoadGameStateCurrently(false); + } - /** - * Indicates whether a game state can be saved. - * @param isAutosave Flags whether it's an autosave check - */ - virtual bool canSaveGameStateCurrently(bool isAutosave) = 0; + /** + * Indicates whether a game state can be saved. + * @param isAutosave Flags whether it's an autosave check + */ + virtual bool canSaveGameStateCurrently(bool isAutosave) = 0; - /** - * Indicates whether a game state can be saved. - */ - virtual bool canSaveGameStateCurrently() override { - return canSaveGameStateCurrently(false); - } + /** + * Indicates whether a game state can be saved. + */ + virtual bool canSaveGameStateCurrently() override { + return canSaveGameStateCurrently(false); + } - /** - * Save a game state. - * @param slot the slot into which the savestate should be stored - * @param desc a description for the savestate, entered by the user - * @param isAutosave If true, autosave is being created - * @return returns kNoError on success, else an error code. - */ - virtual Common::Error saveGameState(int slot, const Common::String &desc) override { - return saveGameState(slot, desc, false); - } + /** + * Save a game state. + * @param slot the slot into which the savestate should be stored + * @param desc a description for the savestate, entered by the user + * @param isAutosave If true, autosave is being created + * @return returns kNoError on success, else an error code. + */ + virtual Common::Error saveGameState(int slot, const Common::String &desc) override { + return saveGameState(slot, desc, false); + } - /** - * Save a game state. - * @param slot the slot into which the savestate should be stored - * @param desc a description for the savestate, entered by the user - * @param isAutosave If true, autosave is being created - * @return returns kNoError on success, else an error code. - */ - virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0; + /** + * Save a game state. + * @param slot the slot into which the savestate should be stored + * @param desc a description for the savestate, entered by the user + * @param isAutosave If true, autosave is being created + * @return returns kNoError on success, else an error code. + */ + virtual Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave) = 0; }; extern UltimaEngine *g_ultima;