/* 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" #define SCUMMVM_VERSION "0.5.0pre-cvs" #define SCUMMVM_CVS "2003-07-xx" 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 }; 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 #endif