/* 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 3 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, see . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_ENGINE_H #define WINTERMUTE_BASE_ENGINE_H #include "common/str.h" #include "common/singleton.h" #include "common/random.h" #include "common/language.h" #include "engines/wintermute/detection.h" namespace Wintermute { class BaseFileManager; class BaseRegistry; class BaseGame; class BaseSoundMgr; class BaseRenderer; class SystemClassRegistry; class Timer; class BaseEngine : public Common::Singleton { void init(); BaseFileManager *_fileManager; Common::String _gameId; Common::String _targetName; BaseGame *_gameRef; // We need random numbers Common::RandomSource *_rnd; SystemClassRegistry *_classReg; Common::Language _language; WMETargetExecutable _targetExecutable; uint32 _flags; public: BaseEngine(); ~BaseEngine() override; static void createInstance(const Common::String &targetName, const Common::String &gameId, Common::Language lang, WMETargetExecutable targetExecutable, uint32 flags); void setGameRef(BaseGame *game) { _gameRef = game; } Common::RandomSource *getRandomSource() { return _rnd; } uint32 randInt(int from, int to); SystemClassRegistry *getClassRegistry() { return _classReg; } BaseGame *getGameRef() { return _gameRef; } BaseFileManager *getFileManager() { return _fileManager; } BaseSoundMgr *getSoundMgr(); static BaseRenderer *getRenderer(); static const Timer *getTimer(); static const Timer *getLiveTimer(); static void LOG(bool res, const char *fmt, ...); Common::String getGameTargetName() const { return _targetName; } Common::String getGameId() const { return _gameId; } Common::Language getLanguage() const { return _language; } uint32 getFlags() const { return _flags; } WMETargetExecutable getTargetExecutable() const { return _targetExecutable; } static bool isFoxTailCheck(WMETargetExecutable t, WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) { return t >= v1 && t <= v2; } bool isFoxTail(WMETargetExecutable v1=FOXTAIL_OLDEST_VERSION, WMETargetExecutable v2=FOXTAIL_LATEST_VERSION) const { return isFoxTailCheck(_targetExecutable, v1, v2); } void addFlags(uint32 flags) { _flags |= flags; } }; } // End of namespace Wintermute #endif