scummvm/engines/pegasus/pegasus.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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_H
#define PEGASUS_H
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#include "common/list.h"
#include "common/macresman.h"
#include "common/rect.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "common/util.h"
#include "engines/engine.h"
#include "pegasus/graphics.h"
#include "pegasus/hotspot.h"
#include "pegasus/input.h"
#include "pegasus/notification.h"
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#include "pegasus/items/autodragger.h"
#include "pegasus/items/inventory.h"
#include "pegasus/items/itemdragger.h"
#include "pegasus/neighborhood/neighborhood.h"
namespace Common {
class RandomSource;
}
namespace Video {
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class SeekableVideoDecoder;
}
namespace Pegasus {
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class PegasusConsole;
struct PegasusGameDescription;
class SoundManager;
class GraphicsManager;
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class Idler;
class Cursor;
class TimeBase;
class GameMenu;
class InventoryItem;
class BiochipItem;
class Neighborhood;
class PegasusEngine : public ::Engine, public InputHandler, public NotificationManager {
friend class InputHandler;
public:
PegasusEngine(OSystem *syst, const PegasusGameDescription *gamedesc);
virtual ~PegasusEngine();
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// Engine stuff
const PegasusGameDescription *_gameDescription;
bool hasFeature(EngineFeature f) const;
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GUI::Debugger *getDebugger();
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bool canLoadGameStateCurrently() { return _loadAllowed && !isDemo(); }
bool canSaveGameStateCurrently() { return _saveAllowed && !isDemo(); }
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Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
// Base classes
GraphicsManager *_gfx;
Common::MacResManager *_resFork;
Cursor *_cursor;
// Menu
void useMenu(GameMenu *menu);
bool checkGameMenu();
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// Misc.
bool isDemo() const;
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void addIdler(Idler *idler);
void removeIdler(Idler *idler);
void addTimeBase(TimeBase *timeBase);
void removeTimeBase(TimeBase *timeBase);
void delayShell(TimeValue time, TimeScale scale);
void resetIntroTimer();
void refreshDisplay();
bool playerAlive();
void processShell();
void checkCallBacks();
void createInterface();
void setGameMode(const tGameMode);
tGameMode getGameMode() const { return _gameMode; }
uint getRandomBit();
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// Energy
void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; }
int32 getSavedEnergyValue() { return _savedEnergyValue; }
// Death
void setEnergyDeathReason(const tDeathReason reason) { _deathReason = reason; }
tDeathReason getEnergyDeathReason() { return _deathReason; }
void resetEnergyDeathReason();
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void die(const tDeathReason);
void playEndMessage();
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// Volume
uint16 getSoundFXLevel() { return _FXLevel; }
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void setSoundFXLevel(uint16);
uint16 getAmbienceLevel() { return _ambientLevel; }
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void setAmbienceLevel(uint16);
// Items
bool playerHasItem(const Item *);
bool playerHasItemID(const tItemID);
void checkFlashlight();
bool itemInLocation(const tItemID, const tNeighborhoodID, const tRoomID, const tDirectionConstant);
// Inventory Items
InventoryItem *getCurrentInventoryItem();
bool itemInInventory(InventoryItem *);
bool itemInInventory(tItemID);
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Inventory *getItemsInventory() { return &_items; }
tInventoryResult addItemToInventory(InventoryItem *);
void removeAllItemsFromInventory();
tInventoryResult removeItemFromInventory(InventoryItem *);
uint32 countInventoryItems() { return _items.getNumItems(); }
// Biochips
BiochipItem *getCurrentBiochip();
bool itemInBiochips(BiochipItem *);
bool itemInBiochips(tItemID);
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Inventory *getBiochipsInventory() { return &_biochips; }
void removeAllItemsFromBiochips();
tInventoryResult addItemToBiochips(BiochipItem *);
// AI
Common::String getBriefingMovie();
Common::String getEnvScanMovie();
uint getNumHints();
Common::String getHintMovie(uint);
bool canSolve();
void prepareForAIHint(const Common::String &);
void cleanUpAfterAIHint(const Common::String &);
// Neighborhood
void jumpToNewEnvironment(const tNeighborhoodID, const tRoomID, const tDirectionConstant);
tNeighborhoodID getCurrentNeighborhoodID() const;
// Dragging
void dragItem(const Input &, Item *, tDragType);
bool isDragging() const { return _dragType != kDragNoDrag; }
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tDragType getDragType() const { return _dragType; }
Item *getDraggingItem() const { return _draggingItem; }
void dragTerminated(const Input &);
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void autoDragItemIntoRoom(Item *, Sprite *);
void autoDragItemIntoInventory(Item *, Sprite*);
// Save/Load
void makeContinuePoint();
bool swapSaveAllowed(bool allow) {
bool old = _saveAllowed;
_saveAllowed = allow;
return old;
}
bool swapLoadAllowed(bool allow) {
bool old = _loadAllowed;
_loadAllowed = allow;
return old;
}
protected:
Common::Error run();
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void pauseEngineIntern(bool pause);
Notification _shellNotification;
virtual void receiveNotification(Notification *notification, const tNotificationFlags flags);
void handleInput(const Input &input, const Hotspot *cursorSpot);
virtual bool isClickInput(const Input &, const Hotspot *);
virtual tInputBits getClickFilter();
void clickInHotspot(const Input &, const Hotspot *);
void activateHotspots(void);
void updateCursor(const Common::Point, const Hotspot *);
bool wantsCursor();
private:
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// Console
PegasusConsole *_console;
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// Intro
void runIntro();
bool detectOpeningClosingDirectory();
Common::String _introDirectory;
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// Idlers
Common::List<Idler *> _idlers;
void giveIdleTime();
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// Items
void createItems();
void createItem(tItemID itemID, tNeighborhoodID neighborhoodID, tRoomID roomID, tDirectionConstant direction);
Inventory _items;
Inventory _biochips;
tItemID _currentItemID;
tItemID _currentBiochipID;
// TimeBases
Common::List<TimeBase *> _timeBases;
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// Save/Load
bool loadFromStream(Common::ReadStream *stream);
bool writeToStream(Common::WriteStream *stream, int saveType);
void loadFromContinuePoint();
Common::ReadStream *_continuePoint;
bool _saveAllowed, _loadAllowed; // It's so nice that this was in the original code already :P
// Misc.
Hotspot _returnHotspot;
InputHandler *_savedHandler;
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void showLoadDialog();
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void showTempScreen(const Common::String &fileName);
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bool playMovieScaled(Video::SeekableVideoDecoder *video, uint16 x, uint16 y);
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void throwAwayEverything();
void shellGameInput(const Input &input, const Hotspot *cursorSpot);
Common::RandomSource *_rnd;
// Menu
GameMenu *_gameMenu;
void doGameMenuCommand(const tGameMenuCommand);
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void doInterfaceOverview();
ScreenDimmer _screenDimmer;
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void pauseMenu(bool menuUp);
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// Energy
int32 _savedEnergyValue;
// Death
tDeathReason _deathReason;
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void doDeath();
// Neighborhood
Neighborhood *_neighborhood;
void useNeighborhood(Neighborhood *neighborhood);
void performJump(const tNeighborhoodID start);
void startNewGame();
void startNeighborhood();
void makeNeighborhood(tNeighborhoodID, Neighborhood *&);
// Sound
uint16 _ambientLevel;
uint16 _FXLevel;
// Game Mode
tGameMode _gameMode;
bool _switchModesSync;
void switchGameMode(const tGameMode, const tGameMode);
bool canSwitchGameMode(const tGameMode, const tGameMode);
// Dragging
ItemDragger _itemDragger;
Item *_draggingItem;
Sprite *_draggingSprite;
tDragType _dragType;
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AutoDragger _autoDragger;
// Interface
void toggleInventoryDisplay();
void toggleBiochipDisplay();
void raiseInventoryDrawer();
void raiseBiochipDrawer();
void lowerInventoryDrawer();
void lowerBiochipDrawer();
void raiseInventoryDrawerSync();
void raiseBiochipDrawerSync();
void lowerInventoryDrawerSync();
void lowerBiochipDrawerSync();
void showInfoScreen();
void hideInfoScreen();
void toggleInfo();
Movie _bigInfoMovie, _smallInfoMovie;
};
} // End of namespace Pegasus
#endif