◆ run()
Main method for running the game
Implements Engine.
◆ hasFeature()
bool Ultima::Shared::UltimaEarlyEngine::hasFeature |
( |
EngineFeature |
f | ) |
const |
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overridevirtual |
Returns supported engine features
Reimplemented from Engine.
◆ playGame()
void Ultima::Shared::UltimaEarlyEngine::playGame |
( |
| ) |
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◆ getRandomNumber() [1/2]
uint Ultima::Shared::UltimaEarlyEngine::getRandomNumber |
( |
uint |
maxVal | ) |
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inline |
◆ getRandomNumber() [2/2]
uint Ultima::Shared::UltimaEarlyEngine::getRandomNumber |
( |
uint |
min, |
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uint |
max |
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) |
| |
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inline |
◆ getScreen()
◆ canLoadGameStateCurrently()
bool Ultima::Shared::UltimaEarlyEngine::canLoadGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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overridevirtual |
Indicates whether a game state can be loaded.
- Parameters
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isAutosave | Flags whether it's an autosave check |
Reimplemented from Engine.
◆ canSaveGameStateCurrently()
bool Ultima::Shared::UltimaEarlyEngine::canSaveGameStateCurrently |
( |
Common::U32String * |
msg = nullptr | ) |
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|
overridevirtual |
Indicates whether a game state can be saved.
- Parameters
-
isAutosave | Flags whether it's an autosave check |
Reimplemented from Engine.
◆ loadGameStream()
Load a savegame
Reimplemented from Engine.
◆ saveGameStream()
Save a game state.
Reimplemented from Engine.
◆ getGameId()
GameId Ultima::Shared::UltimaEarlyEngine::getGameId |
( |
| ) |
const |
Returns the game type being played
◆ isEnhanced()
bool Ultima::Shared::UltimaEarlyEngine::isEnhanced |
( |
| ) |
const |
Returns true if the game is running an enhanced version as compared to the original game
The documentation for this class was generated from the following file: