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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.
*
* $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
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