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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 WINTERMUTE_WINTERMUTE_H
#define WINTERMUTE_WINTERMUTE_H
#include "engines/engine.h"
#include "engines/advancedDetector.h"
#include "gui/debugger.h"
#include "engines/wintermute/game_description.h"
namespace Wintermute {
class Console;
class BaseGame;
class SystemClassRegistry;
// our engine debug channels
enum {
kWintermuteDebugLog = 1 << 0, // The debug-logs from the original engine
kWintermuteDebugSaveGame = 1 << 1,
kWintermuteDebugFont = 1 << 2, // next new channel must be 1 << 2 (4)
kWintermuteDebugFileAccess = 1 << 3, // the current limitation is 32 debug channels (1 << 31 is the last one)
kWintermuteDebugAudio = 1 << 4,
kWintermuteDebugGeneral = 1 << 5
};
class WintermuteEngine : public Engine {
public:
WintermuteEngine(OSystem *syst, const WMEGameDescription *desc);
WintermuteEngine();
~WintermuteEngine();
virtual GUI::Debugger *getDebugger() { return _debugger; }
void trigDebugger() { _trigDebug = true; }
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
virtual Common::Error loadGameState(int slot);
virtual bool canLoadGameStateCurrently();
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual bool canSaveGameStateCurrently();
// For detection-purposes:
static bool getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption);
private:
bool _trigDebug;
int init();
void deinit();
int messageLoop();
GUI::Debugger *_debugger;
BaseGame *_game;
const WMEGameDescription *_gameDescription;
friend class Console;
};
} // End of namespace Wintermute
#endif
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