mirror of
https://github.com/libretro/scummvm.git
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d3e5e47984
svn-id: r7352
102 lines
2.8 KiB
C++
102 lines
2.8 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2002-2003 The ScummVM project
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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 ENGINE_H
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#define ENGINE_H
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#include "scummsys.h"
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#include "system.h"
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#define SCUMMVM_VERSION "0.4.1cvs"
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#define SCUMMVM_CVS "2003-05-05"
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class SoundMixer;
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class GameDetector;
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class Timer;
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struct VersionSettings;
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/* FIXME - BIG HACK for MidiEmu */
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extern OSystem *g_system;
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extern SoundMixer *g_mixer;
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class Engine {
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public:
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OSystem *_system;
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SoundMixer *_mixer;
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Timer * _timer;
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protected:
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char *_gameDataPath;
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public:
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Engine(GameDetector *detector, OSystem *syst);
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virtual ~Engine();
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// Invoke the main engine loop using this method
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virtual void go() = 0;
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// Get the save game dir path
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const char *getSavePath() const;
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virtual const char *getGameDataPath() const { return _gameDataPath; }
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// Create a new engine object based on the detector - either
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// a Scumm or a SimonState object currently.
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static Engine *createFromDetector(GameDetector *detector, OSystem *syst);
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// Specific for each engine preparare of erroe string
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virtual void errorString(const char *buf_input, char *buf_output) = 0;
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};
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extern Engine *g_engine;
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#if defined(__GNUC__)
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void CDECL error(const char *s, ...) NORETURN;
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#else
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void CDECL NORETURN error(const char *s, ...);
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#endif
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void CDECL warning(const char *s, ...);
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void CDECL debug(int level, const char *s, ...);
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void checkHeap();
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// Factory functions => no need to include the specific classes
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// in this header. This serves two purposes:
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// 1) Clean seperation from the game modules (scumm, simon) and the generic code
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// 2) Faster (compiler doesn't have to parse lengthy header files)
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#ifndef DISABLE_SCUMM
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extern const VersionSettings *Engine_SCUMM_targetList();
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extern Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst);
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#endif
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#ifndef DISABLE_SIMON
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extern Engine *Engine_SIMON_create(GameDetector *detector, OSystem *syst);
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extern const VersionSettings *Engine_SIMON_targetList();
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#endif
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#ifndef DISABLE_SKY
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extern const VersionSettings *Engine_SKY_targetList();
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extern Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst);
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#endif
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#endif
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