/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (C) 2014 Franklin Wei, Benjamin Brown * Copyright (C) 2004 Gregory Montoir * * 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 software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ***************************************************************************/ #ifndef __ENGINE_H__ #define __ENGINE_H__ #include "intern.h" #include "vm.h" #include "mixer.h" #include "sfxplayer.h" #include "resource.h" #include "video.h" #include "sys.h" #define STRING_TABLE_FILE "xworld.strings" /* this is relative to dataDir */ #define STRING_TABLE_VERSION 0x03 #define XWORLD_FONT_FILE "xworld.font" /* relative to dataDir */ #define XWORLD_FONT_VERSION 0x01 struct System; #define MAX_SAVE_SLOTS 1 #define SAVE_MAGIC 0x42424657 struct Engine { struct System *sys; struct VirtualMachine vm; struct Mixer mixer; struct Resource res; struct SfxPlayer player; struct Video video; const char *_dataDir, *_saveDir; uint8_t _stateSlot; }; void engine_create(struct Engine* e, struct System* stub, const char* dataDir, const char* saveDir); void engine_run(struct Engine*); void engine_init(struct Engine*); void engine_finish(struct Engine*); void engine_processInput(struct Engine*); bool engine_loadFontFile(struct Engine*); bool engine_loadStringTable(struct Engine*); void engine_makeGameStateName(struct Engine*, uint8_t slot, char *buf, int sz); void engine_saveGameState(struct Engine*, uint8_t slot, const char *desc); bool engine_loadGameState(struct Engine*, uint8_t slot); void engine_deleteGameState(struct Engine*, uint8_t slot); const char* engine_getDataDir(struct Engine*); #endif