/* 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_SWORD25_H #define SWORD25_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 Common::String &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