scummvm/engines/access/access.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ACCESS_ACCESS_H
#define ACCESS_ACCESS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "access/debugger.h"
#include "access/events.h"
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#include "access/files.h"
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#include "access/globals.h"
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#include "access/screen.h"
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#include "access/sound.h"
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/**
* This is the namespace of the Access engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Amazon: Guardians of Eden
*/
namespace Access {
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
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enum {
GType_Amazon = 1,
GType_MeanStreets = 2
};
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enum AccessDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2
};
struct AccessGameDescription;
class AccessEngine : public Engine {
private:
/**
* Handles basic initialisation
*/
void initialize();
/**
* Set VGA mode
*/
void setVGA();
void dummyLoop();
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protected:
const AccessGameDescription *_gameDescription;
Common::RandomSource _randomSource;
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// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
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protected:
/**
* Play the game
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*/
virtual void playGame() = 0;
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public:
Debugger *_debugger;
EventsManager *_events;
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FileManager *_files;
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Globals *_globals;
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Screen *_screen;
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SoundManager *_sound;
byte *_destIn;
Graphics::Surface _buffer1;
Graphics::Surface _buffer2;
byte *_objectsTable;
int _pCount;
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int _currentMan;
int _currentManOld;
byte *_man1;
byte *_manPal1;
byte *_music;
byte *_playField;
byte *_script;
byte *_anim;
byte *_title;
int _converseMode;
int _startInvItem;
int _startAboutItem;
int _startTravelItem;
int _startInvBox;
int _startAboutBox;
int _startTravelBox;
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public:
AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AccessEngine();
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
int getRandomNumber(int maxNumber);
};
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */