/* 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" /** * 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 enum AccessDebugChannels { kDebugPath = 1 << 0, kDebugScripts = 1 << 1, kDebugGraphics = 1 << 2 }; enum { GType_Amazon = 0, GType_MeanStreets = 1 }; struct AccessGameDescription; class AccessEngine : public Engine { private: const AccessGameDescription *_gameDescription; Common::RandomSource _randomSource; /** * Handles basic initialisation */ void initialize(); protected: // Engine APIs virtual Common::Error run(); virtual bool hasFeature(EngineFeature f) const; public: Debugger *_debugger; 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 */