/* 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 LASTEXPRESS_LOGIC_H #define LASTEXPRESS_LOGIC_H #include "lastexpress/shared.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; void redrawCursor() const; // Flags & Members bool _flagActionPerformed; bool _ignoreFrameInterval; int _ticksSinceLastSavegame; friend class Debugger; }; } // End of namespace LastExpress #endif // LASTEXPRESS_LOGIC_H