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/* 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 "common/scummsys.h"
#include "common/str.h"
#include "common/system.h"
extern const char *gScummVMVersion; // e.g. "0.4.1"
extern const char *gScummVMBuildDate; // e.g. "2003-06-24"
extern const char *gScummVMFullVersion; // e.g. "ScummVM 0.4.1 (2003-06-24)"
// TODO: Get rid of these enums. Ideally, GIDs should be
// 100% local to the module they are defined in. Right now
// we can't make this change since some of the backends
// and also gui/launcher.cpp contain tests on the GID.
// Ideally, all those should be converted to something else.
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 + 9,
// Broken Sword 2
GID_SWORD2_FIRST,
GID_SWORD2_LAST = GID_SWORD2_FIRST + 9,
// Flight of the Amazon Queen
GID_QUEEN_FIRST,
GID_QUEEN_LAST = GID_QUEEN_FIRST + 9
};
class SoundMixer;
class GameDetector;
class Timer;
struct GameSettings;
class Engine {
public:
OSystem *_system;
SoundMixer *_mixer;
Timer * _timer;
protected:
const Common::String _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;
// Specific for each engine preparare of erroe string
virtual void errorString(const char *buf_input, char *buf_output) = 0;
};
extern Engine *g_engine;
#endif
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