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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 FULLPIPE_H
#define FULLPIPE_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/keyboard.h"
#include "common/random.h"
#include "common/savefile.h"
#include "common/system.h"
#include "audio/mixer.h"
#include "graphics/surface.h"
#include "engines/engine.h"
struct ADGameDescription;
namespace Fullpipe {
enum FullpipeGameFeatures {
};
class CGameLoader;
class GameProject;
class CGameVar;
class CInventory2;
class Scene;
class NGIArchive;
class FullpipeEngine : public ::Engine {
protected:
Common::Error run();
public:
FullpipeEngine(OSystem *syst, const ADGameDescription *gameDesc);
virtual ~FullpipeEngine();
// Detection related functions
const ADGameDescription *_gameDescription;
const char *getGameId() const;
Common::Platform getPlatform() const;
bool hasFeature(EngineFeature f) const;
Common::RandomSource *_rnd;
int _mouseX, _mouseY;
Common::KeyCode _keyState;
uint16 _buttonState;
void updateEvents();
Graphics::Surface _backgroundSurface;
CGameLoader *_gameLoader;
GameProject *_gameProject;
bool loadGam(const char *fname);
int _gameProjectVersion;
int _pictureScale;
int _scrollSpeed;
int _currSoundListCount;
bool _soundEnabled;
bool _flgSoundList;
bool _needQuit;
void initObjectStates();
void setLevelStates();
void setSwallowedEggsState();
CGameVar *_swallowedEgg1;
CGameVar *_swallowedEgg2;
CGameVar *_swallowedEgg3;
CInventory2 *_inventory;
void setObjectState(const char *name, int state);
int getObjectEnumState(const char *name, const char *state);
Scene *accessScene(int sceneId);
NGIArchive *_currArchive;
public:
bool _isSaveAllowed;
bool canLoadGameStateCurrently() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
};
extern FullpipeEngine *g_fullpipe;
} // End of namespace Fullpipe
#endif /* FULLPIPE_H */
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