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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.
*
* $URL$
* $Id$
*
*/
#ifndef LURE_GAME_H
#define LURE_GAME_H
#include "engines/engine.h"
#include "lure/luredefs.h"
#include "lure/menu.h"
#include "lure/palette.h"
#include "lure/disk.h"
#include "lure/memory.h"
#include "lure/screen.h"
#include "lure/events.h"
#include "lure/debugger.h"
namespace Lure {
enum GameState {GS_ERROR = 1, GS_TICK = 2, GS_TOCK = 4, GS_PROT = 8, GS_RESTART = 0x10,
GS_CAUGHT = 0x20, GS_RESTORE = 0x40, GS_FLOPPY = 0x80,
GS_RESTORE_RESTART = 0x50};
class Game {
private:
Debugger *_debugger;
bool _fastTextFlag, _soundFlag;
uint8 _state;
uint16 _tellCommands[MAX_TELL_COMMANDS * 3 + 1];
int _numTellCommands;
bool _preloadFlag;
void handleMenuResponse(uint8 selection);
void handleClick();
void handleRightClickMenu();
void handleLeftClick();
bool GetTellActions();
void doAction(Action action, uint16 hotspotId, uint16 usedId);
void playerChangeRoom();
void displayChuteAnimation();
void displayBarrelAnimation();
void handleBootParam(int value);
bool getYN();
public:
Game();
virtual ~Game();
static Game &getReference();
void saveToStream(WriteStream *stream);
void loadFromStream(ReadStream *stream);
void tick();
void tickCheck();
void nextFrame();
void execute();
void setState(uint8 flags) { _state = flags; }
bool &preloadFlag() { return _preloadFlag; }
bool fastTextFlag() { return _fastTextFlag; }
// Menu item support methods
void doDebugMenu();
void doShowCredits();
void doQuit();
void doRestart();
void doTextSpeed();
void doSound();
};
} // End of namespace Lure
#endif
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