/* 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 FULLPIPE_H #define FULLPIPE_H #include "common/scummsys.h" #include "common/events.h" #include "common/keyboard.h" #include "common/random.h" #include "common/savefile.h" #include "common/system.h" #include "audio/mixer.h" #include "graphics/surface.h" #include "engines/engine.h" struct ADGameDescription; namespace Fullpipe { enum FullpipeGameFeatures { }; class CGameLoader; extern int g_gameProjectVersion; extern int g_gameProjectValue; extern int g_scrollSpeed; class FullpipeEngine : public ::Engine { protected: Common::Error run(); public: FullpipeEngine(OSystem *syst, const ADGameDescription *gameDesc); virtual ~FullpipeEngine(); // Detection related functions const ADGameDescription *_gameDescription; const char *getGameId() const; Common::Platform getPlatform() const; bool hasFeature(EngineFeature f) const; Common::RandomSource *_rnd; int _mouseX, _mouseY; Common::KeyCode _keyState; uint16 _buttonState; void updateEvents(); CGameLoader *g_gameLoader; bool loadGam(const char *fname); int _gameProjectVersion; int _gameProjectValue; int _scrollSpeed; public: bool _isSaveAllowed; bool canLoadGameStateCurrently() { return _isSaveAllowed; } bool canSaveGameStateCurrently() { return _isSaveAllowed; } }; } // End of namespace Fullpipe #endif /* FULLPIPE_H */