/* 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. * */ /* * This code is based on the original source code of Lord Avalot d'Argent version 1.3. * Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman. */ #ifndef AVALANCHE_AVALANCHE_H #define AVALANCHE_AVALANCHE_H #include "avalanche/console.h" #include "avalanche/graphics.h" #include "avalanche/parser.h" #include "avalanche/avalot.h" #include "avalanche/pingo.h" #include "avalanche/dialogs.h" #include "avalanche/background.h" #include "avalanche/sequence.h" #include "avalanche/timer.h" #include "avalanche/animation.h" #include "avalanche/menu.h" #include "avalanche/closing.h" #include "avalanche/sound.h" #include "common/serializer.h" #include "engines/engine.h" #include "engines/advancedDetector.h" #include "graphics/cursorman.h" namespace Common { class RandomSource; } namespace Avalanche { struct AvalancheGameDescription; static const int kSavegameVersion = 1; class AvalancheEngine : public Engine { public: byte _saveNum; // number of times this game has been saved Avalot *_avalot; Graphics *_graphics; Parser *_parser; Pingo *_pingo; Dialogs *_dialogs; Background *_background; Sequence *_sequence; Timer *_timer; Animation *_animation; Menu *_menu; Closing *_closing; SoundHandler *_sound; OSystem *_system; AvalancheEngine(OSystem *syst, const AvalancheGameDescription *gd); ~AvalancheEngine(); Common::ErrorCode initialize(); GUI::Debugger *getDebugger(); Common::RandomSource *_rnd; const AvalancheGameDescription *_gameDescription; uint32 getFeatures() const; const char *getGameId() const; Common::Platform getPlatform() const; bool hasFeature(EngineFeature f) const; const char *getCopyrightString() const; void synchronize(Common::Serializer &sz); virtual bool canSaveGameStateCurrently(); Common::Error saveGameState(int slot, const Common::String &desc); bool saveGame(const int16 slot, const Common::String &desc); Common::String getSaveFileName(const int slot); virtual bool canLoadGameStateCurrently(); Common::Error loadGameState(int slot); bool loadGame(const int16 slot); Common::String expandDate(int d, int m, int y); void updateEvents(); bool getEvent(Common::Event &event); // A wrapper around _eventMan->pollEvent(), so we can use it in Scrolls::normscroll() for example. Common::Point getMousePos(); protected: // Engine APIs Common::Error run(); private: static AvalancheEngine *s_Engine; AvalancheConsole *_console; Common::Platform _platform; #if 0 struct { byte _operation; uint16 _skellern; byte _contents[1000]; } _storage; static const int16 kRunShootemup = 1, kRunDosshell = 2, kRunGhostroom = 3, kRunGolden = 4; static const int16 kReset = 0; static const bool kJsb = true, kNoJsb = false, kBflight = true, kNoBflight = false; // From bootstrp: enum Elm {kNormal, kMusical, kElmpoyten, kRegi}; Common::String _argsWithNoFilename; byte _originalMode; byte *_old1c; Common::String _segofs; int32 _soundcard, _speed, _baseaddr, _irq, _dma; bool _zoomy; void run(Common::String what, bool withJsb, bool withBflight, Elm how); void bFlightOn(); void bFlightOff(); Common::String elmToStr(Elm how); bool keyPressed(); void flushBuffer(); void dosShell(); void bFlight(); Common::String commandCom(); void explain(byte error); void cursorOff(); void cursorOn(); void quit(); #endif }; } // End of namespace Avalanche #endif // AVALANCHE_AVALANCHE_H