scummvm/engines/fullpipe/fullpipe.h
2013-09-06 14:51:08 +03:00

200 lines
4.5 KiB
C++

/* 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_H
#define 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;
class EntranceInfo;
class ExCommand;
class GameProject;
class GlobalMessageQueueList;
class MessageHandler;
struct MovTable;
class NGIArchive;
class Scene;
class SoundList;
class StaticANIObject;
int global_messageHandler1(ExCommand *cmd);
int global_messageHandler2(ExCommand *cmd);
int global_messageHandler3(ExCommand *cmd);
int global_messageHandler4(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;
int _mouseX, _mouseY;
Common::KeyCode _keyState;
uint16 _buttonState;
void updateEvents();
Graphics::Surface _backgroundSurface;
CGameLoader *_gameLoader;
GameProject *_gameProject;
bool loadGam(const char *fname);
CGameVar *getGameLoaderGameVar();
CInputController *getGameLoaderInputController();
int _gameProjectVersion;
int _pictureScale;
int _scrollSpeed;
bool _savesEnabled;
bool _updateFlag;
bool _flgCanOpenMap;
Common::Rect _sceneRect;
int _sceneWidth;
int _sceneHeight;
Scene *_currentScene;
Scene *_scene2;
StaticANIObject *_aniMan;
StaticANIObject *_aniMan2;
CInputController *_inputController;
bool _inputDisabled;
SoundList *_currSoundList1[11];
int _currSoundListCount;
bool _soundEnabled;
bool _flgSoundList;
GlobalMessageQueueList *_globalMessageQueueList;
MessageHandler *_messageHandlers;
int _msgX;
int _msgY;
int _msgObjectId2;
int _msgId;
BehaviorManager *_behaviorManager;
MovTable *_movTable;
void initMap();
void updateMapPiece(int mapId, int update);
void updateScreen();
void freeGameLoader();
bool _gameContinue;
bool _needRestart;
bool _flgPlayIntro;
int _musicAllowed;
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);
CGameVar *_swallowedEgg1;
CGameVar *_swallowedEgg2;
CGameVar *_swallowedEgg3;
int32 _mapTable[200];
Scene *_inventoryScene;
CInventory2 *_inventory;
int32 _updateTicks;
CBaseModalObject *_modalObject;
int (*_updateScreenCallback)(void *);
int (*_updateCursorCallback)();
int _cursorId;
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;
public:
bool _isSaveAllowed;
bool canLoadGameStateCurrently() { return _isSaveAllowed; }
bool canSaveGameStateCurrently() { return _isSaveAllowed; }
};
extern FullpipeEngine *g_fullpipe;
} // End of namespace Fullpipe
#endif /* FULLPIPE_H */