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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 */