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87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef LASTEXPRESS_LOGIC_H
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#define LASTEXPRESS_LOGIC_H
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#include "lastexpress/shared.h"
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#include "lastexpress/eventhandler.h"
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#include "common/events.h"
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namespace LastExpress {
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class LastExpressEngine;
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class Action;
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class Beetle;
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class Debugger;
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class Entities;
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class Fight;
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class SaveLoad;
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class State;
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class Logic : public EventHandler {
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public:
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Logic(LastExpressEngine *engine);
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~Logic() override;
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void eventMouse(const Common::Event &ev) override;
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void eventTick(const Common::Event &ev) override;
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void resetState();
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void gameOver(SavegameType type, uint32 value, SceneIndex sceneIndex, bool showScene) const;
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void playFinalSequence() const;
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void updateCursor(bool redraw = true) const;
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Action *getGameAction() { return _action; }
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Beetle *getGameBeetle() { return _beetle; }
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Entities *getGameEntities() { return _entities; }
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Fight *getGameFight() { return _fight; }
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SaveLoad *getGameSaveLoad() { return _saveload; }
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State *getGameState() { return _state; }
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private:
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LastExpressEngine *_engine;
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Action *_action; ///< Actions
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Beetle *_beetle; ///< Beetle catching
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Entities *_entities; ///< Entities
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Fight *_fight; ///< Fight handling
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SaveLoad *_saveload; ///< Save & loading
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State *_state; ///< Game state
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void switchChapter() const;
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void showCredits() const;
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void redrawCursor() const;
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// Flags & Members
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bool _flagActionPerformed;
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bool _ignoreFrameInterval;
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int _ticksSinceLastSavegame;
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friend class Debugger;
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};
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} // End of namespace LastExpress
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#endif // LASTEXPRESS_LOGIC_H
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