/* 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 "common/scummsys.h" #include "common/str.h" #include "common/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)" // TODO: Get rid of these enums. Ideally, GIDs should be // 100% local to the module they are defined in. Right now // we can't make this change since some of the backends // and also gui/launcher.cpp contain tests on the GID. // Ideally, all those should be converted to something else. 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 + 9, // Broken Sword 2 GID_SWORD2_FIRST, GID_SWORD2_LAST = GID_SWORD2_FIRST + 9, // Flight of the Amazon Queen GID_QUEEN_FIRST, GID_QUEEN_LAST = GID_QUEEN_FIRST + 9 }; class SoundMixer; class GameDetector; class Timer; struct GameSettings; class Engine { public: OSystem *_system; SoundMixer *_mixer; Timer * _timer; protected: const Common::String _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; // Specific for each engine preparare of erroe string virtual void errorString(const char *buf_input, char *buf_output) = 0; }; extern Engine *g_engine; #endif