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/***************************************************************************
* __________ __ ___.
* 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
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