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engines/wintermute/wintermute.h
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85
engines/wintermute/wintermute.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef WINTERMUTE_WINTERMUTE_H
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#define WINTERMUTE_WINTERMUTE_H
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#include "engines/engine.h"
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#include "gui/debugger.h"
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#include "common/fs.h"
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#include "wintermute/detection.h"
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namespace Wintermute {
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class Console;
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class BaseGame;
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class SystemClassRegistry;
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class DebuggerController;
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const int INT_MAX_VALUE = 0x7fffffff;
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const int INT_MIN_VALUE = -INT_MAX_VALUE - 1;
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const uint UINT_MAX_VALUE = 0xffffffff;
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// our engine debug channels
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enum {
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kWintermuteDebugLog = 1, // The debug-logs from the original engine
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kWintermuteDebugSaveGame,
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kWintermuteDebugFont, // next new channel must be 1 << 2 (4)
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kWintermuteDebugFileAccess, // the current limitation is 32 debug channels (1 << 31 is the last one)
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kWintermuteDebugAudio,
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kWintermuteDebugGeneral,
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};
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class WintermuteEngine : public Engine {
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public:
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WintermuteEngine(OSystem *syst, const WMEGameDescription *desc);
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~WintermuteEngine() override;
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virtual Wintermute::Console *getConsole() { return _debugger; }
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Common::Error run() override;
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bool hasFeature(EngineFeature f) const override;
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Common::SaveFileManager *getSaveFileMan() { return _saveFileMan; }
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Common::Error loadGameState(int slot) override;
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bool canLoadGameStateCurrently(Common::U32String *msg = nullptr) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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bool canSaveGameStateCurrently(Common::U32String *msg = nullptr) override;
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bool canSaveAutosaveCurrently() override;
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void savingEnable(bool enable);
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// For detection-purposes:
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static bool getGameInfo(const Common::FSList &fslist, Common::String &name, Common::String &caption);
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private:
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int init();
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void deinit();
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int messageLoop();
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Wintermute::Console *_debugger;
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BaseGame *_game;
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Wintermute::DebuggerController *_dbgController;
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const WMEGameDescription *_gameDescription;
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bool _savingEnabled{};
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friend class Console;
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friend class DebuggerController;
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};
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} // End of namespace Wintermute
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#endif
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