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/* 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 ACCESS_ACCESS_H
#define ACCESS_ACCESS_H
#include "common/scummsys.h"
#include "common/system.h"
#include "common/error.h"
#include "common/random.h"
#include "common/util.h"
#include "engines/engine.h"
#include "graphics/surface.h"
#include "access/debugger.h"
#include "access/events.h"
#include "access/graphics.h"
#include "access/screen.h"
/**
* This is the namespace of the Access engine.
*
* Status of this engine: In Development
*
* Games using this engine:
* - Amazon: Guardians of Eden
*/
namespace Access {
#define DEBUG_BASIC 1
#define DEBUG_INTERMEDIATE 2
#define DEBUG_DETAILED 3
enum AccessDebugChannels {
kDebugPath = 1 << 0,
kDebugScripts = 1 << 1,
kDebugGraphics = 1 << 2
};
struct AccessGameDescription;
class AccessEngine : public Engine {
private:
/**
* Handles basic initialisation
*/
void initialize();
/**
* Set VGA mode
*/
void setVGA();
void dummyLoop();
protected:
const AccessGameDescription *_gameDescription;
Common::RandomSource _randomSource;
// Engine APIs
virtual Common::Error run();
virtual bool hasFeature(EngineFeature f) const;
protected:
/**
* Show game title
*/
virtual void doTitle() = 0;
public:
Debugger *_debugger;
EventsManager *_events;
GraphicsManager *_graphics;
Screen *_screen;
public:
AccessEngine(OSystem *syst, const AccessGameDescription *gameDesc);
virtual ~AccessEngine();
uint32 getFeatures() const;
Common::Language getLanguage() const;
Common::Platform getPlatform() const;
uint16 getVersion() const;
uint32 getGameID() const;
uint32 getGameFeatures() const;
int getRandomNumber(int maxNumber);
};
} // End of namespace Access
#endif /* ACCESS_ACCESS_H */
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