34#include "crab/GameClock.h"
35#include "crab/gamestate_container.h"
36#include "crab/event/GameEventInfo.h"
37#include "crab/event/gameeventmanager.h"
38#include "crab/ui/DevConsole.h"
39#include "crab/ui/hud.h"
40#include "crab/ui/map.h"
87 SaveFile() : _auto1(
"autoSave 1"), _auto2(
"autoSave 2"), _autoQuit(
"autoSave"), _quick(
"Quick Save") { _autoSlot =
false; }
89 void load(rapidxml::xml_node<char> *node) {
90 loadStr(_auto1,
"auto_1", node);
91 loadStr(_auto2,
"auto_2", node);
92 loadStr(_autoQuit,
"quit", node);
93 loadStr(_quick,
"quick", node);
97 static void quit(
bool &shouldChangeState, GameStateID &newStateId,
const GameStateID &newStateVal);
103 bool loadLevel(
const Common::String &
id,
int playerX = -1,
int playerY = -1);
105 void toggleState(
const State &s);
108 void createSaveGame(
const SaveGameType &savetype);
112 res +=
g_engine->_filePath->_saveExt;
118 _hud.playerImg(
g_engine->_eventStore->_img[_info.playerImg()]);
122 Game() : _isInited(
false), _state(STATE_GAME) {}
129 void handleEvents(
Common::Event &event,
bool &shouldChangeState, GameStateID &newStateId);
131 void handleEvents(SDL_Event &Event,
bool &ShouldChangeState, GameStateID &NewStateID);
133 void internalEvents(
bool &shouldChangeState, GameStateID &newStateId);
142 createSaveGame(SAVEGAME_EXIT);
Definition: GameClock.h:39
Definition: gamestate_container.h:46
Definition: GameEventInfo.h:44
Definition: gameeventmanager.h:47
Definition: triggerset.h:40
Definition: DevConsole.h:43
Definition: ParagraphData.h:40
Definition: LevelResult.h:44