scummvm/sword2/sword2.h
Max Horn 31ba12c800 some more target<->game cleanup
svn-id: r10769
2003-10-12 19:10:17 +00:00

97 lines
2.2 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef _SWORD2
#define _SWORD2
#include "base/engine.h"
#include "common/file.h"
#include "common/map.h"
#include "common/rect.h"
#include "common/str.h"
#include "bs2/driver/d_sound.h"
enum BSGameId {
GID_SWORD2 = GID_SWORD2_FIRST,
GID_SWORD2_DEMO
};
namespace Sword2 {
// Bodge for PCF76 version so that their demo CD can be labelled "PCF76"
// rather than "RBSII1"
#ifdef _PCF76
#define CD1_LABEL "PCF76"
#else
#define CD1_LABEL "RBSII1"
#endif
#define CD2_LABEL "RBSII2"
void Close_game();
void PauseGame(void);
void UnpauseGame(void);
void sleepUntil(int32 time);
#define HEAD_LEN 8
extern uint8 version_string[]; // for displaying from the console
extern uint8 unencoded_name[];
// TODO move stuff into class
class Sword2Engine : public Engine {
private:
bool _quit;
uint32 _bootParam;
int32 _saveSlot;
public:
Sword2Engine(GameDetector *detector, OSystem *syst);
~Sword2Engine();
void go(void);
void parseEvents(void);
void Start_game(void);
int32 InitialiseGame(void);
GameDetector *_detector;
uint32 _features;
byte _gameId;
char *_targetName; // target name for saves
Sound *_sound;
Common::RandomSource _rnd;
uint32 _speechFontId;
uint32 _controlsFontId;
uint32 _redFontId;
void errorString(const char *buf_input, char *buf_output);
void initialiseFontResourceFlags(void);
void initialiseFontResourceFlags(uint8 language);
};
extern Sword2Engine *g_sword2;
extern Sound *g_sound;
} // End of namespace Sword2
#endif