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The hero does not walk yet (it still teleports to the target immediately), but that is just because the actual walking algorithm is left trivial first. However, the main game loop, callbacks, and waiting all already work with the general framework. svn-id: r45648
116 lines
2.9 KiB
C++
116 lines
2.9 KiB
C++
/* 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef DRACI_H
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#define DRACI_H
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#include "common/system.h"
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#include "engines/engine.h"
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#include "engines/advancedDetector.h"
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#include "sound/mididrv.h"
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#include "draci/game.h"
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#include "draci/mouse.h"
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#include "draci/screen.h"
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#include "draci/font.h"
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#include "draci/script.h"
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#include "draci/barchive.h"
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#include "draci/animation.h"
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#include "draci/sound.h"
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#include "draci/music.h"
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namespace Draci {
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class DraciEngine : public Engine {
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public:
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DraciEngine(OSystem *syst, const ADGameDescription *gameDesc);
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virtual ~DraciEngine();
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int init();
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virtual Common::Error run();
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virtual bool hasFeature(Engine::EngineFeature f) const;
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virtual void pauseEngineIntern(bool pause);
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virtual void syncSoundSettings();
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void handleEvents();
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static const char *getSavegameFile(int saveGameIdx);
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virtual Common::Error loadGameState(int slot);
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virtual bool canLoadGameStateCurrently();
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virtual Common::Error saveGameState(int slot, const char *desc);
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virtual bool canSaveGameStateCurrently();
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Screen *_screen;
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Mouse *_mouse;
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Game *_game;
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Script *_script;
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AnimationManager *_anims;
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Sound *_sound;
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MusicPlayer *_music;
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MidiDriver *_midiDriver;
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Font *_smallFont;
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Font *_bigFont;
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BArchive *_iconsArchive;
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BArchive *_objectsArchive;
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BArchive *_spritesArchive;
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BArchive *_paletteArchive;
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BArchive *_roomsArchive;
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BArchive *_overlaysArchive;
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BArchive *_animationsArchive;
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BArchive *_walkingMapsArchive;
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BArchive *_itemsArchive;
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BArchive *_itemImagesArchive;
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BArchive *_initArchive;
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BArchive *_stringsArchive;
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SoundArchive *_soundsArchive;
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SoundArchive *_dubbingArchive;
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bool _showWalkingMap;
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Common::RandomSource _rnd;
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int32 _engineStartTime;
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int32 _pauseStartTime;
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};
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enum {
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kDraciGeneralDebugLevel = 1 << 0,
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kDraciBytecodeDebugLevel = 1 << 1,
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kDraciArchiverDebugLevel = 1 << 2,
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kDraciLogicDebugLevel = 1 << 3,
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kDraciAnimationDebugLevel = 1 << 4,
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kDraciSoundDebugLevel = 1 << 5,
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kDraciWalkingDebugLevel = 1 << 6
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};
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} // End of namespace Draci
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#endif // DRACI_H
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