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23373b0123
This pretty much concludes the first stage of the engine cleanup. All of the files, except for console/debugging stuff and possibly some header files, have been changed to use the ScummVM brace style. As for the console, that one could probably do with some rewriting, in which case cleaning it up first would just be unnecessary work. The next stages of the cleanup should include renaming of variables and functions to follow the ScummVM coding standards, and turning everything into C++ classes. And so on. Of course, the driver directory should go through a similar cleanup as well. This has all been enormously tedious, so don't count on me doing any of these things at the moment. Particularly not turning everything into C++ classes. I'm really not that familiar with C++. :-) svn-id: r10340
79 lines
1.8 KiB
C++
79 lines
1.8 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#ifndef _SWORD2
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#define _SWORD2
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#include "driver/d_sound.h"
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// Bodge for PCF76 version so that their demo CD can be labelled "PCF76"
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// rather than "RBSII1"
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#ifdef _PCF76
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#define CD1_LABEL "PCF76"
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#else
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#define CD1_LABEL "RBSII1"
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#endif
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#define CD2_LABEL "RBSII2"
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void Close_game();
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void PauseGame(void);
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void UnpauseGame(void);
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#define HEAD_LEN 8
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extern uint8 version_string[]; // for displaying from the console
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extern uint8 unencoded_name[];
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enum BSGameId {
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GID_SWORD2 = GID_SWORD2_FIRST,
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GID_SWORD2_DEMO
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};
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// TODO move stuff into class
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class Sword2State : public Engine {
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public:
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Sword2State(GameDetector *detector, OSystem *syst);
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void go(void);
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void parseEvents(void);
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void Start_game(void);
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int32 InitialiseGame(void);
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GameDetector *_detector;
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uint32 _features;
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byte _gameId;
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char *_game_name; // target name for saves
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Sword2Sound *_sound;
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private:
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bool _quit;
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uint32 _bootParam;
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int32 _saveSlot;
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public:
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void errorString(const char *buf_input, char *buf_output);
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};
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extern Sword2State *g_sword2;
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extern Sword2Sound *g_sound;
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#endif
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