1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
/* 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 TSAGE_H
#define TSAGE_H
#include "engines/engine.h"
#include "common/rect.h"
#include "audio/mixer.h"
#include "common/file.h"
#include "gui/debugger.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,
GType_Ringworld2 = 2
};
enum {
GF_DEMO = 1 << 0,
GF_CD = 1 << 1,
GF_FLOPPY = 1 << 2,
GF_ALT_REGIONS = 1 << 3
};
enum {
kRingDebugScripts = 1 << 0,
ktSageSound = 1 << 1,
ktSageCore = 1 << 2,
ktSageDebugGraphics = 1 << 3
};
struct tSageGameDescription;
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 200
#define SCREEN_CENTER_X 160
#define SCREEN_CENTER_Y 100
#define UI_INTERFACE_Y 168
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;
GUI::Debugger *getDebugger() { return _debugger; }
const char *getGameId() const;
uint32 getGameID() const;
uint32 getFeatures() const;
Common::String getPrimaryFilename() const;
bool shouldQuit();
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 Common::String &desc);
virtual void syncSoundSettings();
Common::String generateSaveName(int slot);
void initialize();
void deinitialize();
};
extern TSageEngine *g_vm;
#define ALLOCATE_HANDLE(x) g_vm->_memoryManager.allocate(x)
#define ALLOCATE(x) g_vm->_memoryManager.allocate2(x)
#define DEALLOCATE(x) g_vm->_memoryManager.deallocate(x)
} // End of namespace TsAGE
#endif
|