/* ScummVM - Scumm Interpreter * Copyright (C) 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. * * $Header$ * */ #include #include "base/engine.h" #include "common/util.h" #include "sound/mixer.h" #include "base/gameDetector.h" class SwordScreen; class SwordSound; class SwordLogic; class SwordMouse; class ResMan; class MemMan; class ObjectMan; class SwordMenu; class SwordMusic; struct SystemVars { // todo: move these to a better place uint32 currentCD; // starts at zero, then either 1 or 2 depending on section being played uint32 justRestoredGame; // see main() in sword.c & New_screen() in gtm_core.c uint32 gamePaused; // 1 when paused uint32 rate; // game rate => what's this for? //uint32 textNumber; // holds last text_no displayed => I think it was only for debugging //uint32 endOfQ; // next available slot in sound fx queue //uint8 debug; // toggles tdebug file uint8 saveGameFlag; // controls save game loop 0=off 1=save game 2=restore game 3=restart 4=quit to dos uint8 deathScreenFlag; // 1 death screen version of the control panel, 2 = successful end of game uint8 playSpeech; uint8 showText; uint8 snrStatus; // ^=> move into SwordControl... or whatever it will be. //uint8 displayText; // toggles debug text display on "t" //uint8 displayGrid; // toggles debug grid display on "g" //uint8 displayMouse; // toggles debug mouse display on "m" //uint8 framesPerSecond; // toggles one frame pre second mode on "1" //uint8 writingPCXs; // writing a PCX every frame on "f" //int16 parallaxOn; I think we don't need this. uint8 language; int32 currentMusic; //uint32 gameCycle; }; class SwordEngine : public Engine { void errorString(const char *buf_input, char *buf_output); public: SwordEngine(GameDetector *detector, OSystem *syst); virtual ~SwordEngine(); static SystemVars _systemVars; protected: void go(); private: void delay(uint amount); void initialize(void); void mainLoop(void); void fnCheckCd(uint32 newScreen); uint16 _mouseX, _mouseY, _mouseState; GameDetector *_detector; OSystem *_system; MemMan *_memMan; ResMan *_resMan; ObjectMan *_objectMan; SwordScreen *_screen; SwordMouse *_mouse; SwordLogic *_logic; SwordSound *_sound; SwordMenu *_menu; SwordMusic *_music; };