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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.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#ifndef WAGE_H
#define WAGE_H
#include "engines/engine.h"
#include "common/debug.h"
#include "gui/debugger.h"
#include "common/endian.h"
#include "common/rect.h"
#include "common/macresman.h"
#include "common/random.h"
struct ADGameDescription;
namespace Wage {
class Console;
class World;
class Scene;
class Obj;
class Chr;
using Common::String;
// our engine debug levels
enum {
kWageDebugExample = 1 << 0,
kWageDebugExample2 = 1 << 1
// next new level must be 1 << 2 (4)
// the current limitation is 32 debug levels (1 << 31 is the last one)
};
Common::String readPascalString(Common::SeekableReadStream *in);
Common::Rect *readRect(Common::SeekableReadStream *in);
typedef Common::Array<byte *> Patterns;
class WageEngine : public Engine {
public:
WageEngine(OSystem *syst, const ADGameDescription *gameDesc);
~WageEngine();
virtual bool hasFeature(EngineFeature f) const;
virtual Common::Error run();
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
const char *getGameFile() const;
private:
bool loadWorld(Common::MacResManager *resMan);
public:
Common::RandomSource *_rnd;
World *_world;
Scene *_lastScene;
//PrintStream out;
int _loopCount;
int _turn;
//Callbacks callbacks;
Chr *_monster;
Obj *_offer;
bool _commandWasQuick;
int _aim;
bool _temporarilyHidden;
void playSound(String soundName) {}
void setMenu(String soundName) {}
void appendText(String str) {}
void processEvents();
private:
Console *_console;
const ADGameDescription *_gameDescription;
Common::MacResManager *_resManager;
};
// Example console class
class Console : public GUI::Debugger {
public:
Console(WageEngine *vm) {}
virtual ~Console(void) {}
};
} // End of namespace Wage
#endif
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