scummvm/common/engine.h
Jonathan Gray 9865deb0bc bs2
svn-id: r9213
2003-07-28 01:50:45 +00:00

126 lines
3.4 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2003 The ScummVM project
*
* 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 ENGINE_H
#define ENGINE_H
#include "scummsys.h"
#include "system.h"
extern const char *gScummVMVersion; // e.g. "0.4.1"
extern const char *gScummVMBuildDate; // e.g. "2003-06-24"
extern const char *gScummVMFullVersion; // e.g. "ScummVM 0.4.1 (2003-06-24)"
enum GameId {
GID_SCUMM_FIRST = 1,
GID_SCUMM_LAST = GID_SCUMM_FIRST + 99,
// Simon the Sorcerer
GID_SIMON_FIRST,
GID_SIMON_LAST = GID_SIMON_FIRST + 49,
// Beneath a Steel Sky
GID_SKY_FIRST,
GID_SKY_LAST = GID_SKY_FIRST + 49,
// Broken Sword 2
GID_BS2_FIRST,
GID_BS2_LAST = GID_BS2_FIRST + 49
};
class SoundMixer;
class GameDetector;
class Timer;
struct VersionSettings;
/* FIXME - BIG HACK for MidiEmu */
extern OSystem *g_system;
extern SoundMixer *g_mixer;
class Engine {
public:
OSystem *_system;
SoundMixer *_mixer;
Timer * _timer;
protected:
char *_gameDataPath;
public:
Engine(GameDetector *detector, OSystem *syst);
virtual ~Engine();
// Invoke the main engine loop using this method
virtual void go() = 0;
// Get the save game dir path
const char *getSavePath() const;
virtual const char *getGameDataPath() const { return _gameDataPath; }
// Create a new engine object based on the detector - either
// a Scumm or a SimonEngine object currently.
static Engine *createFromDetector(GameDetector *detector, OSystem *syst);
// Specific for each engine preparare of erroe string
virtual void errorString(const char *buf_input, char *buf_output) = 0;
};
extern Engine *g_engine;
#if defined(__GNUC__)
void CDECL error(const char *s, ...) NORETURN;
#else
void CDECL NORETURN error(const char *s, ...);
#endif
void CDECL warning(const char *s, ...);
void CDECL debug(int level, const char *s, ...);
void checkHeap();
// Factory functions => no need to include the specific classes
// in this header. This serves two purposes:
// 1) Clean seperation from the game modules (scumm, simon) and the generic code
// 2) Faster (compiler doesn't have to parse lengthy header files)
#ifndef DISABLE_SCUMM
extern const VersionSettings *Engine_SCUMM_targetList();
extern Engine *Engine_SCUMM_create(GameDetector *detector, OSystem *syst);
#endif
#ifndef DISABLE_SIMON
extern Engine *Engine_SIMON_create(GameDetector *detector, OSystem *syst);
extern const VersionSettings *Engine_SIMON_targetList();
#endif
#ifndef DISABLE_SKY
extern const VersionSettings *Engine_SKY_targetList();
extern Engine *Engine_SKY_create(GameDetector *detector, OSystem *syst);
#endif
#ifndef DISABLE_BS2
extern const VersionSettings *Engine_BS2_targetList();
extern Engine *Engine_BS2_create(GameDetector *detector, OSystem *syst);
#endif
#endif