/* 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 TSAGE_TSAGE_H #define TSAGE_TSAGE_H #include "engines/engine.h" #include "gui/debugger.h" #include "tsage/core.h" #include "tsage/resources.h" #include "tsage/debugger.h" #include "tsage/events.h" #include "tsage/graphics.h" #include "tsage/resources.h" namespace TsAGE { enum { GType_Ringworld = 0, GType_BlueForce = 1, GType_Ringworld2 = 2, GType_Sherlock1 = 5 }; enum { GF_DEMO = 1 << 0, GF_CD = 1 << 1, GF_FLOPPY = 1 << 2, GF_ALT_REGIONS = 1 << 3 }; enum { kRingDebugScripts = 1 << 0, ktSageSound = 1 << 1, ktSageCore = 1 << 2, ktSageDebugGraphics = 1 << 3 }; struct tSageGameDescription; class TSageEngine : public Engine { private: const tSageGameDescription *_gameDescription; public: TSageEngine(OSystem *system, const tSageGameDescription *gameDesc); ~TSageEngine(); virtual bool hasFeature(EngineFeature f) const; MemoryManager _memoryManager; Debugger *_debugger; GUI::Debugger *getDebugger() { return _debugger; } const char *getGameId() const; uint32 getGameID() const; uint32 getFeatures() const; Common::String getPrimaryFilename() const; virtual Common::Error init(); virtual Common::Error run(); virtual bool canLoadGameStateCurrently(); virtual bool canSaveGameStateCurrently(); virtual Common::Error loadGameState(int slot); virtual Common::Error saveGameState(int slot, const Common::String &desc); virtual void syncSoundSettings(); Common::String generateSaveName(int slot); void initialize(); void deinitialize(); }; extern TSageEngine *g_vm; #define ALLOCATE_HANDLE(x) g_vm->_memoryManager.allocate(x) #define ALLOCATE(x) g_vm->_memoryManager.allocate2(x) #define DEALLOCATE(x) g_vm->_memoryManager.deallocate(x) } // End of namespace TsAGE #endif