scummvm/engines/sword1/sword1.h
David Turner cb734285a5 SWORD1: Added basic debugging console to engine
SWORD1 does not currently use Debug Channels, but this does provide a base for adding them along with any other debugging commands.

svn-id: r54140
2010-11-08 12:22:58 +00:00

153 lines
3.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_H
#define SWORD1_H
#include "engines/engine.h"
#include "common/events.h"
#include "common/util.h"
#include "sword1/sworddefs.h"
#include "sword1/console.h"
/**
* This is the namespace of the Sword1 engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Broken Sword: The Shadow of the Templars
*/
namespace Sword1 {
enum {
GF_DEMO = 1 << 0
};
enum ControlPanelMode {
CP_NORMAL = 0,
CP_DEATHSCREEN,
CP_THEEND,
CP_NEWGAME
};
class Screen;
class Sound;
class Logic;
class Mouse;
class ResMan;
class ObjectMan;
class Menu;
class Music;
class Control;
struct SystemVars {
bool runningFromCd;
uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played
uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c
uint8 controlPanelMode; // 1 death screen version of the control panel, 2 = successful end of game, 3 = force restart
bool forceRestart;
bool wantFade; // when true => fade during scene change, else cut.
uint8 playSpeech;
uint8 showText;
uint8 language;
bool isDemo;
Common::Platform platform;
};
class SwordEngine : public Engine {
public:
SwordEngine(OSystem *syst);
virtual ~SwordEngine();
static SystemVars _systemVars;
void reinitialize();
uint32 _features;
bool mouseIsActive();
static bool isMac() { return _systemVars.platform == Common::kPlatformMacintosh; }
static bool isPsx() { return _systemVars.platform == Common::kPlatformPSX; }
static bool isPc() { return _systemVars.platform == Common::kPlatformPC; }
protected:
// Engine APIs
Common::Error init();
Common::Error go();
virtual Common::Error run() {
Common::Error err;
err = init();
if (err != Common::kNoError)
return err;
return go();
}
virtual bool hasFeature(EngineFeature f) const;
virtual void syncSoundSettings();
GUI::Debugger *getDebugger() { return _console; }
Common::Error loadGameState(int slot);
bool canLoadGameStateCurrently();
Common::Error saveGameState(int slot, const char *desc);
bool canSaveGameStateCurrently();
private:
void delay(int32 amount);
void checkCdFiles();
void checkCd();
void showFileErrorMsg(uint8 type, bool *fileExists);
void flagsToBool(bool *dest, uint8 flags);
void reinitRes(); //Reinits the resources after a GMM load
SwordConsole *_console;
uint8 mainLoop();
Common::Point _mouseCoord;
uint16 _mouseState;
Common::KeyState _keyPressed;
ResMan *_resMan;
ObjectMan *_objectMan;
Screen *_screen;
Mouse *_mouse;
Logic *_logic;
Sound *_sound;
Menu *_menu;
Music *_music;
Control *_control;
static const uint8 _cdList[TOTAL_SECTIONS];
static const CdFile _pcCdFileList[];
static const CdFile _macCdFileList[];
static const CdFile _psxCdFileList[];
};
} // End of namespace Sword1
#endif //BSSWORD1_H