/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_ENGINE_H #define WINTERMUTE_BASE_ENGINE_H #include "common/str.h" #include "common/singleton.h" #include "common/random.h" #include "common/language.h" namespace Wintermute { enum WMETargetExecutable { OLDEST_VERSION, WME_1_0_12, // DEAD:CODE 2003 WME_1_0_19, // DEAD:CODE 2003 WME_1_0_20, // DEAD:CODE 2003 WME_1_0_22, // DEAD:CODE 2003 WME_1_0_24, // DEAD:CODE 2003 WME_1_0_25, // DEAD:CODE 2003 WME_1_0_28, // DEAD:CODE 2003 WME_1_0_30, // DEAD:CODE 2003 WME_1_0_31, // DEAD:CODE 2003 WME_1_1_33, // DEAD:CODE 2003 WME_1_1_35, // DEAD:CODE 2003 WME_1_1_37, // DEAD:CODE 2003 WME_1_1_39, // DEAD:CODE 2004 WME_1_2_43, // DEAD:CODE 2004 WME_1_2_44, // DEAD:CODE 2004 WME_1_3_0, // DEAD:CODE 2004 WME_1_3_2, // DEAD:CODE 2004 WME_1_3_3, // DEAD:CODE 2004 WME_1_4_0, // DEAD:CODE 2005 WME_1_4_1, // DEAD:CODE 2005 WME_1_5_0, // DEAD:CODE 2005 WME_1_5_2, // DEAD:CODE 2005 WME_1_6_0, // DEAD:CODE 2006 WME_1_6_1, // DEAD:CODE 2006 WME_1_7_0, // DEAD:CODE 2007 WME_1_7_1, // DEAD:CODE 2007 WME_1_7_2, // DEAD:CODE 2007 WME_1_7_3, // DEAD:CODE 2007 WME_1_7_94, // DEAD:CODE 2007 WME_1_8_0, // DEAD:CODE 2007 WME_1_8_1, // DEAD:CODE 2007 WME_1_8_2, // DEAD:CODE 2008 WME_1_8_3, // DEAD:CODE 2008 WME_1_8_4, // DEAD:CODE 2008 WME_1_8_5, // DEAD:CODE 2008 WME_1_8_6, // DEAD:CODE 2008 WME_1_8_7, // DEAD:CODE 2008, released as "1.8.7 beta" WME_1_8_8, // DEAD:CODE 2008, released as "1.8.8 beta" WME_1_8_9, // DEAD:CODE 2008, released as "1.8.9 beta" WME_1_8_10, // DEAD:CODE 2009 WME_1_8_11, // DEAD:CODE 2009 WME_1_9_0, // DEAD:CODE 2009, released as "1.9.0 beta" WME_1_9_1, // DEAD:CODE 2010 WME_1_9_2, // DEAD:CODE 2010 WME_1_9_3, // DEAD:CODE 2012, released as "1.10.1 beta" WME_LITE, LATEST_VERSION, FOXTAIL_OLDEST_VERSION, FOXTAIL_1_2_227, FOXTAIL_1_2_230, FOXTAIL_1_2_304, FOXTAIL_1_2_362, FOXTAIL_1_2_527, FOXTAIL_LATEST_VERSION }; class BaseFileManager; class BaseRegistry; class BaseGame; class BaseSoundMgr; class BaseRenderer; class SystemClassRegistry; class Timer; class BaseEngine : public Common::Singleton { void init(); BaseFileManager *_fileManager; Common::String _gameId; Common::String _targetName; BaseGame *_gameRef; // We need random numbers Common::RandomSource *_rnd; SystemClassRegistry *_classReg; Common::Language _language; WMETargetExecutable _targetExecutable; public: BaseEngine(); ~BaseEngine(); static void createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable = LATEST_VERSION); void setGameRef(BaseGame *gameRef) { _gameRef = gameRef; } Common::RandomSource *getRandomSource() { return _rnd; } uint32 randInt(int from, int to); SystemClassRegistry *getClassRegistry() { return _classReg; } BaseGame *getGameRef() { return _gameRef; } BaseFileManager *getFileManager() { return _fileManager; } BaseSoundMgr *getSoundMgr(); static BaseRenderer *getRenderer(); static const Timer *getTimer(); static const Timer *getLiveTimer(); static void LOG(bool res, const char *fmt, ...); Common::String getGameTargetName() const { return _targetName; } Common::String getGameId() const { return _gameId; } Common::Language getLanguage() const { return _language; } WMETargetExecutable getTargetExecutable() const { return _targetExecutable; } static bool isFoxTailCheck(WMETargetExecutable t, WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) { return t >= v1 && t <= v2; } bool isFoxTail(WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) const { return isFoxTailCheck(_targetExecutable, v1, v2); } }; } // End of namespace Wintermute #endif