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105 lines
2.4 KiB
C++
105 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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* 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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* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SWORD25_H
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#define SWORD25_H
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#include "common/scummsys.h"
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#include "engines/engine.h"
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#include "sword25/console.h"
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namespace Common {
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class Error;
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}
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namespace GUI {
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class Debugger;
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}
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struct ADGameDescription;
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/**
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* This is the namespace of the Sword25 engine.
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*
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* Status of this engine: ???
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*
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* Games using this engine:
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* - Broken Sword 2.5
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*/
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namespace Sword25 {
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enum {
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kFileTypeHash = 0
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};
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enum {
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kDebugScript = 1 << 0,
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kDebugSound = 1 << 1,
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kDebugResource = 1 << 2
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};
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enum GameFlags {
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GF_EXTRACTED = 1 << 0
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};
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#define MESSAGE_BASIC 1
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#define MESSAGE_INTERMEDIATE 2
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#define MESSAGE_DETAILED 3
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class Sword25Engine : public Engine {
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private:
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Common::Error appStart();
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bool appMain();
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bool appEnd();
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bool loadPackages();
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Sword25Console *_console;
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protected:
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virtual Common::Error run();
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bool hasFeature(EngineFeature f) const;
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// void pauseEngineIntern(bool pause); // TODO: Implement this!!!
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// void syncSoundSettings(); // TODO: Implement this!!!
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// Common::Error loadGameState(int slot); // TODO: Implement this?
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// Common::Error saveGameState(int slot, const char *desc); // TODO: Implement this?
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// bool canLoadGameStateCurrently(); // TODO: Implement this?
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// bool canSaveGameStateCurrently(); // TODO: Implement this?
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GUI::Debugger *getDebugger() { return _console; }
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void shutdown();
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public:
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Sword25Engine(OSystem *syst, const ADGameDescription *gameDesc);
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virtual ~Sword25Engine();
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uint32 getGameFlags() const;
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const ADGameDescription *_gameDescription;
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};
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} // End of namespace Sword25
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#endif
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