/* 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