scummvm/engines/sword25/sword25.h
2011-05-12 01:16:22 +02:00

105 lines
2.4 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.
*
*/
#ifndef SWORD25_H
#define SWORD25_H
#include "common/scummsys.h"
#include "engines/engine.h"
#include "sword25/console.h"
namespace Common {
class Error;
}
namespace GUI {
class Debugger;
}
struct ADGameDescription;
/**
* This is the namespace of the Sword25 engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Broken Sword 2.5
*/
namespace Sword25 {
enum {
kFileTypeHash = 0
};
enum {
kDebugScript = 1 << 0,
kDebugSound = 1 << 1,
kDebugResource = 1 << 2
};
enum GameFlags {
GF_EXTRACTED = 1 << 0
};
#define MESSAGE_BASIC 1
#define MESSAGE_INTERMEDIATE 2
#define MESSAGE_DETAILED 3
class Sword25Engine : public Engine {
private:
Common::Error appStart();
bool appMain();
bool appEnd();
bool loadPackages();
Sword25Console *_console;
protected:
virtual Common::Error run();
bool hasFeature(EngineFeature f) const;
// void pauseEngineIntern(bool pause); // TODO: Implement this!!!
// void syncSoundSettings(); // TODO: Implement this!!!
// Common::Error loadGameState(int slot); // TODO: Implement this?
// Common::Error saveGameState(int slot, const char *desc); // TODO: Implement this?
// bool canLoadGameStateCurrently(); // TODO: Implement this?
// bool canSaveGameStateCurrently(); // TODO: Implement this?
GUI::Debugger *getDebugger() { return _console; }
void shutdown();
public:
Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc);
virtual ~Sword25Engine();
uint32 getGameFlags() const;
const ADGameDescription *_gameDescription;
};
} // End of namespace Sword25
#endif