/* 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 "common/random.h" #include "common/scummsys.h" #include "mutationofjb/assets.h" #include "mutationofjb/gui.h" #include "mutationofjb/script.h" #include "mutationofjb/tasks/taskmanager.h" namespace Common { class String; } namespace MutationOfJB { class Command; class MutationOfJBEngine; class GameData; class Script; class Room; class Door; class Static; class Bitmap; class Game { public: Game(MutationOfJBEngine *vm); 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 startActionSection(ActionInfo::Action action, const Common::String &entity1Name, const Common::String &entity2Name = Common::String()); bool isCurrentSceneMap() const; void update(); Gui &getGui(); ActionInfo::Action getCurrentAction() const; void setCurrentAction(ActionInfo::Action); static uint8 colorFromString(const char *colorStr); TaskManager &getTaskManager(); Assets &getAssets(); Graphics::Screen &getScreen(); 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; Room *_room; Gui _gui; ActionInfo::Action _currentAction; ScriptExecutionContext _scriptExecCtx; TaskManager _taskManager; Assets _assets; }; } #endif