aboutsummaryrefslogtreecommitdiff
path: root/sword2/sword2.h
blob: cf3ab1946d44e9831ac8cab2e9cec241415f15a8 (plain)
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
/* Copyright (C) 1994-2003 Revolution Software Ltd
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 */

#ifndef	_SWORD2
#define	_SWORD2

//#include "src\driver96.h"
#include "driver/d_sound.h"


#ifdef _PCF76	// Bodge for PCF76 version so that their demo CD can be labelled "PCF76" rather than "RBSII1"
	#define CD1_LABEL	"PCF76"
#else
	#define CD1_LABEL	"RBSII1"
#endif


#define	CD2_LABEL	"RBSII2"

void	Close_game();	//Tony11Oct96

void PauseGame(void);		// James17jun97
void UnpauseGame(void);		// James17jun97

#define HEAD_LEN 8

extern uint8 version_string[];		// for displaying from the console
extern uint8 unencoded_name[];

enum BSGameId {
	GID_SWORD2 = GID_SWORD2_FIRST,
	GID_SWORD2_DEMO
};

// TODO move stuff into class
class Sword2State : public Engine {
		void errorString(const char *buf_input, char *buf_output);
	public:
		Sword2State(GameDetector *detector, OSystem *syst);
		void go(void);
		void parseEvents(void);
		void Start_game(void);
		int32 InitialiseGame(void);
		GameDetector *_detector;
		uint32 _features;
		byte _gameId;
		char *_game_name; // target name for saves
		Sword2Sound *_sound;
	private:
		bool _quit;
		uint32 _bootParam;
		int32 _saveSlot;
};

extern Sword2State *g_sword2;

#endif