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GLK: Initial skeleton engine
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engines/gargoyle/configure.engine
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3
engines/gargoyle/configure.engine
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# This file is included from the main "configure" script
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# add_engine [name] [desc] [build-by-default] [subengines] [base games] [deps]
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add_engine gargoyle "Interactive Fiction games" no
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129
engines/gargoyle/detection.cpp
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129
engines/gargoyle/detection.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "gargoyle/gargoyle.h"
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#include "base/plugins.h"
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#include "common/savefile.h"
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#include "common/str-array.h"
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#include "common/memstream.h"
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#include "engines/advancedDetector.h"
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#include "common/system.h"
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#include "graphics/colormasks.h"
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#include "graphics/surface.h"
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#define MAX_SAVES 99
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namespace Gargoyle {
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struct GargoyleGameDescription {
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ADGameDescription desc;
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};
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uint32 GargoyleEngine::getFeatures() const {
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return _gameDescription->desc.flags;
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}
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bool GargoyleEngine::isDemo() const {
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return (bool)(_gameDescription->desc.flags & ADGF_DEMO);
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}
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Common::Language GargoyleEngine::getLanguage() const {
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return _gameDescription->desc.language;
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}
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} // End of namespace Gargoyle
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static const PlainGameDescriptor GargoyleGames[] = {
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{"Gargoyle", "Gargoyle Games"},
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{0, 0}
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};
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#include "gargoyle/detection_tables.h"
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class GargoyleMetaEngine : public AdvancedMetaEngine {
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public:
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GargoyleMetaEngine() : AdvancedMetaEngine(Gargoyle::gameDescriptions, sizeof(Gargoyle::GargoyleGameDescription), GargoyleGames) {
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_maxScanDepth = 3;
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}
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virtual const char *getName() const {
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return "Gargoyle Engine";
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}
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virtual const char *getOriginalCopyright() const {
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return "Gargoyle Engine (c)";
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}
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virtual bool hasFeature(MetaEngineFeature f) const;
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virtual bool createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const;
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virtual SaveStateList listSaves(const char *target) const;
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virtual int getMaximumSaveSlot() const;
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virtual void removeSaveState(const char *target, int slot) const;
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SaveStateDescriptor querySaveMetaInfos(const char *target, int slot) const;
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};
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bool GargoyleMetaEngine::hasFeature(MetaEngineFeature f) const {
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return
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(f == kSupportsListSaves) ||
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(f == kSupportsLoadingDuringStartup) ||
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(f == kSupportsDeleteSave) ||
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(f == kSavesSupportMetaInfo) ||
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(f == kSavesSupportThumbnail);
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}
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bool Gargoyle::GargoyleEngine::hasFeature(EngineFeature f) const {
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return
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(f == kSupportsRTL) ||
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(f == kSupportsLoadingDuringRuntime) ||
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(f == kSupportsSavingDuringRuntime);
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}
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bool GargoyleMetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
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const Gargoyle::GargoyleGameDescription *gd = (const Gargoyle::GargoyleGameDescription *)desc;
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*engine = new Gargoyle::GargoyleEngine(syst, gd);
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return gd != 0;
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}
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SaveStateList GargoyleMetaEngine::listSaves(const char *target) const {
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SaveStateList saveList;
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return saveList;
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}
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int GargoyleMetaEngine::getMaximumSaveSlot() const {
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return MAX_SAVES;
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}
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void GargoyleMetaEngine::removeSaveState(const char *target, int slot) const {
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}
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SaveStateDescriptor GargoyleMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
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return SaveStateDescriptor();
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}
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#if PLUGIN_ENABLED_DYNAMIC(GARGOYLE)
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REGISTER_PLUGIN_DYNAMIC(Gargoyle, PLUGIN_TYPE_ENGINE, GargoyleMetaEngine);
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#else
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REGISTER_PLUGIN_STATIC(GARGOYLE, PLUGIN_TYPE_ENGINE, GargoyleMetaEngine);
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#endif
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41
engines/gargoyle/detection_tables.h
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41
engines/gargoyle/detection_tables.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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namespace Gargoyle {
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static const GargoyleGameDescription gameDescriptions[] = {
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{
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{
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"Gargoyle",
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0,
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AD_ENTRY1s("dummy", "0", 0),
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Common::EN_ANY,
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Common::kPlatformDOS,
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ADGF_NO_FLAGS,
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GUIO0()
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},
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},
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{ AD_TABLE_END_MARKER }
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};
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} // End of namespace Gargoyle
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57
engines/gargoyle/gargoyle.cpp
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57
engines/gargoyle/gargoyle.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "common/debug-channels.h"
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#include "common/events.h"
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#include "engines/util.h"
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#include "graphics/scaler.h"
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#include "graphics/thumbnail.h"
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#include "gargoyle/gargoyle.h"
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namespace Gargoyle {
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GargoyleEngine::GargoyleEngine(OSystem *syst, const GargoyleGameDescription *gameDesc)
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: _gameDescription(gameDesc), Engine(syst) {
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}
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GargoyleEngine::~GargoyleEngine() {
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}
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void GargoyleEngine::initialize() {
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// Set up debug channels
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DebugMan.addDebugChannel(kDebugCore, "core", "Core engine debug level");
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DebugMan.addDebugChannel(kDebugScripts, "scripts", "Game scripts");
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DebugMan.addDebugChannel(kDebugGraphics, "graphics", "Graphics handling");
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DebugMan.addDebugChannel(kDebugSound, "sound", "Sound and Music handling");
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initGraphics(640, 480, false);
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}
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Common::Error GargoyleEngine::run() {
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initialize();
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return Common::kNoError;
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}
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} // End of namespace Gargoyle
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78
engines/gargoyle/gargoyle.h
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78
engines/gargoyle/gargoyle.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GARGOYLE_GARGOLE_H
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#define GARGOYLE_GARGOLE_H
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "common/serializer.h"
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#include "engines/advancedDetector.h"
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#include "engines/engine.h"
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namespace Gargoyle {
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enum GargoyleDebugChannels {
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kDebugCore = 1 << 0,
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kDebugScripts = 1 << 1,
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kDebugGraphics = 1 << 2,
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kDebugSound = 1 << 3
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};
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#define GARGOYLE_SAVEGAME_VERSION 1
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struct GargoyleGameDescription;
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struct GargoyleSavegameHeader {
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uint8 _version;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _year, _month, _day;
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int _hour, _minute;
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int _totalFrames;
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};
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class GargoyleEngine : public Engine {
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private:
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/**
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* Handles basic initialization
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*/
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void initialize();
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protected:
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const GargoyleGameDescription *_gameDescription;
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int _loadSaveSlot;
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// Engine APIs
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virtual Common::Error run();
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virtual bool hasFeature(EngineFeature f) const;
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public:
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GargoyleEngine(OSystem *syst, const GargoyleGameDescription *gameDesc);
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virtual ~GargoyleEngine();
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uint32 getFeatures() const;
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bool isDemo() const;
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Common::Language getLanguage() const;
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};
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} // End of namespace Gargoyle
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#endif
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13
engines/gargoyle/module.mk
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13
engines/gargoyle/module.mk
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MODULE := engines/gargoyle
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MODULE_OBJS := \
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detection.o \
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gargoyle.o
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# This module can be built as a plugin
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ifeq ($(ENABLE_GARGOYLE), DYNAMIC_PLUGIN)
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PLUGIN := 1
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endif
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# Include common rules
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include $(srcdir)/rules.mk
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