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kom.h
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kom.h
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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 KOM_KOM_H
#define KOM_KOM_H
#include "engines/engine.h"
#include "common/error.h"
#include "common/scummsys.h"
#include "kom/sound.h"
#include "kom/debugger.h"
class OSystem;
namespace Common {
class RandomSource;
}
/**
* This is the namespace of the Kom engine.
*
* Status of this engine: ???
*
* Games using this engine:
* - Kingdom O' Magic
*/
namespace Kom {
class ActorManager;
class Database;
class Game;
class Input;
class Panel;
class Screen;
enum GameLoopState {
GAMELOOP_RUNNING = 0,
GAMELOOP_DEATH,
GAMELOOP_SELECTION,
GAMELOOP_QUIT = 4
};
class KomEngine : public Engine {
public:
KomEngine(OSystem *system);
~KomEngine();
Common::Error run();
Input *input() const { return _input; }
ActorManager *actorMan() const { return _actorMan; }
Screen *screen() const { return _screen; }
Database *database() const { return _database; }
Panel *panel() const { return _panel; }
Game *game() const { return _game; }
Sound *sound() const { return _sound; }
Common::RandomSource *rnd() const { return _rnd; }
int gameLoopTimer() { return _gameLoopTimer; }
void endGame() { _gameLoopState = GAMELOOP_DEATH; }
void quitGame() { _gameLoopState = GAMELOOP_QUIT; }
bool shouldQuit() { return _gameLoopState == GAMELOOP_QUIT; }
void ambientStart(int locId);
void ambientStop();
void ambientPause(bool paused) { _sound->pauseSample(_ambientSample, paused); }
void loadWeaponSample(int id);
uint8 _flicLoaded;
// Samples
SoundSample _ripSample;
SoundSample _hotspotSample;
SoundSample _doorsSample;
SoundSample _clickSample;
SoundSample _swipeSample;
SoundSample _cashSample;
SoundSample _loseItemSample;
SoundSample _magicSample;
SoundSample _fluffSample;
SoundSample _colgateSample;
SoundSample _colgateOffSample;
SoundSample _fightSample;
SoundSample _weaponSample;
SoundSample _ambientSample;
// music
int16 _playingMusicId, _playingMusicVolume;
static const byte _distanceVolumeTable[];
private:
void gameLoop();
Screen *_screen;
Database *_database;
ActorManager *_actorMan;
Input *_input;
Sound *_sound;
Panel *_panel;
Debugger *_debugger;
Game *_game;
GameLoopState _gameLoopState;
int _gameLoopTimer;
Common::RandomSource *_rnd;
};
} // End of namespace Kom
#endif