/* 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 FULLPIPE_FULLPIPE_H #define FULLPIPE_FULLPIPE_H #include "common/scummsys.h" #include "common/events.h" #include "common/keyboard.h" #include "common/random.h" #include "common/savefile.h" #include "common/system.h" #include "audio/mixer.h" #include "graphics/surface.h" #include "engines/engine.h" struct ADGameDescription; namespace Fullpipe { enum FullpipeGameFeatures { }; class BehaviorManager; class CBaseModalObject; class CGameLoader; class CGameVar; class CInputController; class CInventory2; struct CursorInfo; struct EntranceInfo; class ExCommand; class GameProject; class GameObject; class GlobalMessageQueueList; struct MessageHandler; struct MovTable; class NGIArchive; class Scene; class SoundList; class StaticANIObject; class Vars; int global_messageHandler1(ExCommand *cmd); int global_messageHandler2(ExCommand *cmd); int global_messageHandler3(ExCommand *cmd); int global_messageHandler4(ExCommand *cmd); void global_messageHandler_handleSound(ExCommand *cmd); class FullpipeEngine : public ::Engine { protected: Common::Error run(); public: FullpipeEngine(OSystem *syst, const ADGameDescription *gameDesc); virtual ~FullpipeEngine(); void initialize(); void setMusicAllowed(int val) { _musicAllowed = val; } // Detection related functions const ADGameDescription *_gameDescription; const char *getGameId() const; Common::Platform getPlatform() const; bool hasFeature(EngineFeature f) const; Common::RandomSource *_rnd; Common::KeyCode _keyState; uint16 _buttonState; void updateEvents(); Graphics::Surface _backgroundSurface; CGameLoader *_gameLoader; GameProject *_gameProject; bool loadGam(const char *fname, int scene = 0); CGameVar *getGameLoaderGameVar(); CInputController *getGameLoaderInputController(); int _gameProjectVersion; int _pictureScale; int _scrollSpeed; bool _updateFlag; bool _flgCanOpenMap; bool _gamePaused; bool _flgGameIsRunning; bool _inputArFlag; bool _recordEvents; Common::Rect _sceneRect; int _sceneWidth; int _sceneHeight; Scene *_currentScene; Scene *_scene2; StaticANIObject *_aniMan; StaticANIObject *_aniMan2; byte *_globalPalette; CInputController *_inputController; bool _inputDisabled; int _currentCheat; int _currentCheatPos; void defHandleKeyDown(int key); SoundList *_currSoundList1[11]; int _currSoundListCount; bool _soundEnabled; bool _flgSoundList; void stopAllSounds(); void toggleMute(); void playSound(int id, int flag); void startSceneTrack(); int _sfxVolume; GlobalMessageQueueList *_globalMessageQueueList; MessageHandler *_messageHandlers; int _msgX; int _msgY; int _msgObjectId2; int _msgId; Common::List _exCommandList; bool _isProcessingMessages; int _mouseVirtX; int _mouseVirtY; Common::Point _mouseScreenPos; BehaviorManager *_behaviorManager; MovTable *_movTable; void initMap(); void updateMapPiece(int mapId, int update); void updateScreen(); void freeGameLoader(); void cleanup(); bool _gameContinue; bool _needRestart; bool _flgPlayIntro; int _musicAllowed; bool _normalSpeed; void enableSaves() { _isSaveAllowed = true; } void disableSaves(ExCommand *ex); void initObjectStates(); void setLevelStates(); void setSwallowedEggsState(); void loadAllScenes(); void initCursors(); void addCursor(CursorInfo *cursorInfo, Scene *inv, int pictureId, int hotspotX, int hotspotY, int itemPictureOffsX, int itemPictureOffsY); int32 _mapTable[200]; Scene *_inventoryScene; CInventory2 *_inventory; int _currSelectedInventoryItemId; int32 _updateTicks; int32 _lastInputTicks; int32 _lastButtonUpTicks; CBaseModalObject *_modalObject; int (*_updateScreenCallback)(); int (*_updateCursorCallback)(); int _cursorId; int _minCursorId; int _maxCursorId; Common::Array _objectIdCursors; GameObject *_objectAtCursor; int _objectIdAtCursor; void setCursor(int id); void updateCursorsCommon(); int getObjectState(const char *objname); void setObjectState(const char *name, int state); int getObjectEnumState(const char *name, const char *state); bool sceneSwitcher(EntranceInfo *entrance); Scene *accessScene(int sceneId); void setSceneMusicParameters(CGameVar *var); NGIArchive *_currArchive; void openMap(); void openHelp(); void openMainMenu(); void winArcade(); void getAllInventory(); int lift_getButtonIdP(int objid); public: bool _isSaveAllowed; bool canLoadGameStateCurrently() { return _isSaveAllowed; } bool canSaveGameStateCurrently() { return _isSaveAllowed; } }; extern FullpipeEngine *g_fullpipe; extern Vars *g_vars; } // End of namespace Fullpipe #endif /* FULLPIPE_FULLPIPE_H */