scummvm/engines/lastexpress/game/logic.h
Julien Templier ae2c4b7cd2 LASTEXPRESS: Savegame support update
- Implement Menu::startGame() properly
 - Add stubs functions for game restart
 - Made savegame headers serializable and moved validity checks inside struct definition
 - Implement create/init savegame functions
 - Add SavegameStream to be able to read/write to the same memory stream
 - Add stubs for setup, writeEntry & loadEntry functions

svn-id: r53841
2010-10-26 00:41:42 +00:00

93 lines
2.5 KiB
C++

/* 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 LASTEXPRESS_LOGIC_H
#define LASTEXPRESS_LOGIC_H
#include "lastexpress/shared.h"
#include "lastexpress/game/entities.h"
#include "lastexpress/eventhandler.h"
#include "common/events.h"
namespace LastExpress {
class LastExpressEngine;
class Action;
class Beetle;
class Debugger;
class Entities;
class Fight;
class SaveLoad;
class State;
class Logic : public EventHandler {
public:
Logic(LastExpressEngine *engine);
~Logic();
void eventMouse(const Common::Event &ev);
void eventTick(const Common::Event &ev);
void resetState();
void gameOver(SavegameType type, uint32 value, SceneIndex sceneIndex, bool showScene) const;
void playFinalSequence() const;
void updateCursor(bool redraw = true) const;
Action *getGameAction() { return _action; }
Beetle *getGameBeetle() { return _beetle; }
Entities *getGameEntities() { return _entities; }
Fight *getGameFight() { return _fight; }
SaveLoad *getGameSaveLoad() { return _saveload; }
State *getGameState() { return _state; }
private:
LastExpressEngine *_engine;
Action *_action; ///< Actions
Beetle *_beetle; ///< Beetle catching
Entities *_entities; ///< Entities
Fight *_fight; ///< Fight handling
SaveLoad *_saveload; ///< Save & loading
State *_state; ///< Game state
void switchChapter() const;
void showCredits() const;
// Flags & Members
bool _flagActionPerformed;
bool _ignoreFrameInterval;
int _ticksSinceLastSavegame;
friend class Debugger;
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_LOGIC_H