/* 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. * * $URL$ * $Id$ * */ #ifndef ASYLUM_ENGINE_H #define ASYLUM_ENGINE_H #include "engines/engine.h" #include "asylum/console.h" #include "asylum/scene.h" #include "asylum/menu.h" #include "asylum/screen.h" #include "asylum/sound.h" #include "asylum/video.h" #include "asylum/blowuppuzzle.h" #include "asylum/encounters.h" namespace Asylum { // XXX // If defined, this will play the scene title loading // progress before the scene is entered. This is // just a convenience, as there's no need for the type // of pre-loading that was performed in the original //#define SHOW_SCENE_LOADING // XXX // I'm not sure if system endian-ness would have any // effect on the byte order of the data files, but I guess // it won't hurt to keep this here until we can test // on a big-endian system #ifndef SCUMM_BIG_ENDIAN #define LOBYTE(word) (word & 0xFF) #else #define LOBYTE(word) ((word >> 24) & 0xFF) #endif class Console; class Scene; class MainMenu; class Scene; class Screen; class Sound; class Video; class Encounter; enum kDebugLevels { kDebugLevelMain = 1 << 0, kDebugLevelResources = 1 << 1, kDebugLevelSprites = 1 << 2, kDebugLevelInput = 1 << 3, kDebugLevelMenu = 1 << 4, kDebugLevelScripts = 1 << 5, kDebugLevelSound = 1 << 6, kDebugLevelSavegame = 1 << 7, kDebugLevelScene = 1 << 8 }; class AsylumEngine: public Engine { public: AsylumEngine(OSystem *system, Common::Language language); virtual ~AsylumEngine(); // Engine APIs Common::Error init(); Common::Error go(); virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; void setGameFlag(int flag); void clearGameFlag(int flag); void toggleGameFlag(int flag); bool isGameFlagSet(int flag); bool isGameFlagNotSet(int flag); Video* video() { return _video; } Sound* sound() { return _sound; } Screen* screen() { return _screen; } Scene* scene() { return _scene; } Text* text() { return _text; } private: void checkForEvent(bool doUpdate); void waitForTimer(int msec_delay); void updateMouseCursor(); void processDelayedEvents(); void playIntro(); Common::Language _language; Common::RandomSource _rnd; bool _introPlaying; Console *_console; Scene *_scene; MainMenu *_mainMenu; Screen *_screen; Sound *_sound; Video *_video; Text *_text; Encounter *_encounter; int _gameFlags[1512]; friend class Console; }; } // namespace Asylum #endif