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Copy pathack.cpp
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133 lines (108 loc) · 3.38 KB
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#include "ack/ack.h"
#include "ack/constants.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/error.h"
#include "common/events.h"
#include "common/system.h"
#include "common/util.h"
#include "graphics/palette.h"
#include "graphics/surface.h"
namespace ACK {
ACKEngine::ACKEngine(OSystem *syst) : Engine(syst) {
// Initialize debug channels
DebugMan.addDebugChannel(kDebugGeneral, "general", "General debug level");
DebugMan.addDebugChannel(kDebugResources, "resources", "Resources debugging");
DebugMan.addDebugChannel(kDebugGame, "game", "Game state debugging");
DebugMan.addDebugChannel(kDebugMap, "map", "Map debugging");
DebugMan.addDebugChannel(kDebugObjects, "objects", "Objects debugging");
DebugMan.addDebugChannel(kDebugCreatures, "creatures", "Creatures debugging");
DebugMan.addDebugChannel(kDebugScripts, "scripts", "Scripts debugging");
// Clear all variables
_gameLoaded = false;
_gameTime = 0;
_currentRegion = 0;
_playerX = 0;
_playerY = 0;
_playerHealth = 100;
_playerMagic = 100;
}
ACKEngine::~ACKEngine() {
// Free all resources
}
Common::Error ACKEngine::run() {
// Initialize graphics system
initGraphics(320, 200);
// Initialize game
if (!initGame()) {
return Common::kUnknownError;
}
// Main game loop
while (!shouldQuit()) {
Common::Event event;
while (g_system->getEventManager()->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
return Common::kNoError;
default:
break;
}
}
updateGameState();
g_system->updateScreen();
g_system->delayMillis(50);
}
return Common::kNoError;
}
bool ACKEngine::hasFeature(EngineFeature f) const {
return
(f == kSupportsReturnToLauncher) ||
(f == kSupportsLoadingDuringRuntime) ||
(f == kSupportsSavingDuringRuntime);
}
bool ACKEngine::canLoadGameStateCurrently() {
return _gameLoaded;
}
bool ACKEngine::canSaveGameStateCurrently() {
return _gameLoaded;
}
bool ACKEngine::initGame() {
debugC(1, kDebugGeneral, "Initializing game");
_gameLoaded = true;
return true;
}
void ACKEngine::loadResources() {
debugC(1, kDebugResources, "Loading resources");
}
void ACKEngine::updateGameState() {
_gameTime++;
updatePlayerState();
updateQuests();
updateShopInventory();
updateWeather();
}
void ACKEngine::processAction() {
debugC(1, kDebugGame, "Processing action");
}
bool ACKEngine::checkCollision(int x, int y) {
return false;
}
void ACKEngine::updatePlayerState() {
debugC(1, kDebugGame, "Updating player state");
}
void ACKEngine::updateQuests() {
debugC(1, kDebugGame, "Updating quests");
}
void ACKEngine::updateShopInventory() {
debugC(1, kDebugGame, "Updating shop inventory");
}
void ACKEngine::updateWeather() {
debugC(1, kDebugGame, "Updating weather");
}
void ACKEngine::executeScriptCommand(const Common::String &command) {
debugC(1, kDebugScripts, "Executing script command: %s", command.c_str());
}
void ACKEngine::showScriptDialog(const Common::String &text) {
debugC(1, kDebugScripts, "Showing dialog: %s", text.c_str());
}
} // End of namespace ACK