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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 MUTATIONOFJB_GAME_H
#define MUTATIONOFJB_GAME_H
#include "mutationofjb/assets.h"
#include "mutationofjb/gamescreen.h"
#include "mutationofjb/tasks/taskmanager.h"
#include "common/language.h"
#include "common/ptr.h"
#include "common/random.h"
#include "common/scummsys.h"
namespace Common {
class String;
}
namespace MutationOfJB {
class Command;
class MutationOfJBEngine;
class Script;
class Room;
class SayTask;
struct GameData;
struct Door;
struct Static;
struct Bitmap;
class Game {
public:
Game(MutationOfJBEngine *vm);
MutationOfJBEngine &getEngine();
Common::RandomSource &getRandomSource();
GameData &getGameData();
Room &getRoom();
Script *getGlobalScript() const;
Script *getLocalScript() const;
void changeScene(uint8 sceneId, bool partB);
Script *changeSceneDelayScript(uint8 sceneId, bool partB, bool runDelayedScriptStartup = false);
bool startActionSection(ActionInfo::Action action, const Common::String &entity1Name, const Common::String &entity2Name = Common::String());
bool isCurrentSceneMap() const;
void update();
GameScreen &getGameScreen();
static uint8 colorFromString(const char *colorStr);
TaskManager &getTaskManager();
Assets &getAssets();
Graphics::Screen &getScreen();
TaskPtr getActiveSayTask() const;
void setActiveSayTask(const TaskPtr &sayTask);
bool loadSaveAllowed() const;
Common::Language getLanguage() const;
void switchToPartB();
private:
bool loadGameData(bool partB);
void runActiveCommand();
void startCommand(Command *cmd);
Script *changeSceneLoadScript(uint8 sceneId, bool partB);
MutationOfJBEngine *_vm;
Common::RandomSource _randomSource;
GameData *_gameData;
Script *_globalScript;
Script *_localScript;
Script *_delayedLocalScript;
bool _runDelayedScriptStartup;
Room *_room;
GameScreen _gui;
ScriptExecutionContext _scriptExecCtx;
TaskManager _taskManager;
Assets _assets;
TaskPtr _activeSayTask;
};
}
#endif
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