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/* 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 LILLIPUT_LILLIPUT_H
#define LILLIPUT_LILLIPUT_H
#include "engines/engine.h"
#include "common/file.h"
#include "lilliput/console.h"
namespace Common {
class RandomSource;
}
/**
* This is the namespace of the Robin engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Adventures of Robin Hood
* - Rome: Pathway to Rome
*/
namespace Lilliput {
static const int kSavegameVersion = 1;
enum GameType {
kGameTypeNone = 0,
kGameTypeRobin,
kGameTypeRome
};
enum LilliputDebugChannels {
kDebugSchedule = 1 << 0,
kDebugEngine = 1 << 1,
kDebugDisplay = 1 << 2,
kDebugMouse = 1 << 3,
kDebugParser = 1 << 4,
kDebugFile = 1 << 5,
kDebugRoute = 1 << 6,
kDebugInventory = 1 << 7,
kDebugObject = 1 << 8,
kDebugMusic = 1 << 9
};
struct LilliputGameDescription;
class LilliputEngine : public Engine {
public:
LilliputEngine(OSystem *syst, const LilliputGameDescription *gd);
~LilliputEngine();
OSystem *_system;
GUI::Debugger *getDebugger();
Common::RandomSource *_rnd;
const LilliputGameDescription *_gameDescription;
uint32 getFeatures() const;
const char *getGameId() const;
void initGame(const LilliputGameDescription *gd);
GameType getGameType() const;
Common::Platform getPlatform() const;
bool hasFeature(EngineFeature f) const;
const char *getCopyrightString() const;
Common::String getSavegameFilename(int slot);
void syncSoundSettings();
protected:
// Engine APIs
Common::Error run();
private:
static LilliputEngine *s_Engine;
LilliputConsole *_console;
GameType _gameType;
Common::Platform _platform;
void initialize();
};
} // End of namespace Lilliput
#endif
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