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/* 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 SAGA2_H
#define SAGA2_H
#include "common/random.h"
#include "common/serializer.h"
#include "common/system.h"
#include "engines/engine.h"
#include "saga2/idtypes.h"
#include "saga2/weapons.h"
namespace Video {
class SmackerDecoder;
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}
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namespace Saga2 {
class Timer;
class TimerList;
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enum {
kDebugResources = 1 << 0,
kDebugActors = 1 << 1,
kDebugScripts = 1 << 2,
kDebugEventLoop = 1 << 3,
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kDebugInit = 1 << 4,
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kDebugTiles = 1 << 5,
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kDebugPalettes = 1 << 6,
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kDebugLoading = 1 << 7,
kDebugTimers = 1 << 8
};
#define TICKSPERSECOND (728L/10L)
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class Saga2Engine : public Engine {
public:
Saga2Engine(OSystem *syst);
~Saga2Engine();
Common::Error run() override;
bool hasFeature(EngineFeature f) const override;
bool canLoadGameStateCurrently() override { return true; }
bool canSaveGameStateCurrently() override { return true; }
Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
Common::Error saveGameStream(Common::WriteStream *stream, bool isAutosave = false) override;
void syncGameStream(Common::Serializer &s);
void loadExeResources();
void freeExeResources();
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// itevideo.cpp
void startVideo(const char *fileName, int x, int y);
bool checkVideo(void);
void endVideo(void);
void abortVideo(void);
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public:
// We need random numbers
Common::RandomSource *_rnd;
WeaponStuff _weaponRack[kMaxWeapons];
weaponID _loadedWeapons = 0;
Common::List<TimerList *> _timerLists;
Common::List<Timer *> _timers;
private:
Video::SmackerDecoder *_smkDecoder;
int _videoX, _videoY;
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};
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extern Saga2Engine *g_vm;
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} // End of namespace Saga2
#endif