aboutsummaryrefslogtreecommitdiff
path: root/engines/mutationofjb/mutationofjb.h
blob: a4997690f13b0e5302b19302a347eef166dd2ea3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
/* 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