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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 MUTATIONOFJB_MUTATIONOFJB_H
#define MUTATIONOFJB_MUTATIONOFJB_H
#include "engines/engine.h"
#include "mutationofjb/script.h"
struct ADGameDescription;
namespace Common {
struct Event;
class Serializer;
}
namespace Graphics {
class Screen;
}
namespace MutationOfJB {
class Console;
class Game;
class GuiScreen;
struct SaveHeader {
bool sync(Common::Serializer &sz);
Common::String _description;
};
class MutationOfJBEngine : public Engine {
public:
enum CursorState {
CURSOR_OFF,
CURSOR_IDLE,
CURSOR_ACTIVE
};
MutationOfJBEngine(OSystem *syst, const ADGameDescription *gameDesc);
~MutationOfJBEngine();
virtual Common::Error run();
Graphics::Screen *getScreen() const;
Game &getGame();
void setCursorState(CursorState cursorState);
virtual bool hasFeature(EngineFeature f) const override;
virtual bool canLoadGameStateCurrently() override;
virtual Common::Error loadGameState(int slot) override;
virtual bool canSaveGameStateCurrently() override;
virtual Common::Error saveGameState(int slot, const Common::String &desc) override;
const ADGameDescription *getGameDescription() const;
private:
bool loadGameData(bool partB);
void setupCursor();
void updateCursorPalette();
const ADGameDescription *_gameDesc;
Console *_console;
Graphics::Screen *_screen;
Game *_game;
uint8 _mapObjectId;
CursorState _cursorState;
GuiScreen *_currentScreen;
};
}
#endif
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