/* 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. * * $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/tsage.h $ * $Id: tsage.h 212 2011-02-06 10:19:01Z dreammaster $ * */ #ifndef TSAGE_H #define TSAGE_H #include "engines/advancedDetector.h" #include "engines/engine.h" #include "common/rect.h" #include "audio/mixer.h" #include "common/file.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 }; enum { GF_DEMO = 1 << 0, GF_CD = 1 << 1, GF_FLOPPY = 1 << 2 }; enum { kRingDebugScripts = 1 << 0 }; struct tSageGameDescription; #define SCREEN_WIDTH 320 #define SCREEN_HEIGHT 200 #define SCREEN_CENTRE_X 160 #define SCREEN_CENTRE_Y 100 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; RlbManager *_tSageManager; RlbManager *_dataManager; const char *getGameId() const; uint32 getGameID() const; uint32 getFeatures() 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 char *desc); Common::String generateSaveName(int slot); void initialise(); }; extern TSageEngine *_vm; #define ALLOCATE_HANDLE(x) _vm->_memoryManager.allocate(x) #define ALLOCATE(x) _vm->_memoryManager.allocate2(x) #define DEALLOCATE(x) _vm->_memoryManager.deallocate(x) } // End of namespace tSage #endif