scummvm/engines/supernova/game-manager.h
2019-07-28 15:09:14 +01:00

204 lines
5.3 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 SUPERNOVA_GAME_MANAGER_H
#define SUPERNOVA_GAME_MANAGER_H
#include "common/events.h"
#include "common/rect.h"
#include "common/keyboard.h"
#include "common/error.h"
#include "supernova/room.h"
#include "supernova/sound.h"
namespace Supernova {
const int32 kMaxTimerValue = 0x7FFFFFFF;
enum EventFunction { kNoFn, kSupernovaFn, kGuardReturnedFn, kGuardWalkFn, kTaxiFn, kSearchStartFn, kSoberFn, kPyramidEndFn, kCaughtFn};
class Inventory {
public:
Inventory(Object *nullObject, int &inventoryScroll)
: _numObjects(0)
, _nullObject(nullObject)
, _inventoryScroll(inventoryScroll) {
for (int i = 0; i < kMaxCarry; ++i)
_inventory[i] = nullptr;
}
void add(Object &obj);
void remove(Object &obj);
void clear();
Object *get(int index) const;
Object *get(ObjectId id) const;
int getSize() const { return _numObjects; }
private:
Object *_inventory[kMaxCarry];
Object *_nullObject;
int &_inventoryScroll;
int _numObjects;
};
class GuiElement : public Common::Rect {
public:
GuiElement();
void setSize(int x1, int y1, int x2, int y2);
void setText(const char *text);
void setTextPosition(int x, int y);
void setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted);
void setHighlight(bool isHighlighted);
const char *getText() const {
return _text;
}
int getBackgroundColor() const {
return _bgColor;
}
int getTextColor() const {
return _textColor;
}
const Common::Point &getTextPos() const {
return _textPosition;
}
bool isHighlighted() const {
return _isHighlighted;
}
private:
Common::Point _textPosition;
char _text[128];
int _bgColor;
int _textColor;
int _bgColorNormal;
int _bgColorHighlighted;
int _textColorNormal;
int _textColorHighlighted;
bool _isHighlighted;
};
class GameManager {
public:
GameManager(SupernovaEngine *vm, Sound *sound);
virtual ~GameManager();
virtual void updateEvents();
void processInput(Common::KeyState &state);
void processInput();
virtual void executeRoom();
virtual bool serialize(Common::WriteStream *out);
virtual bool deserialize(Common::ReadStream *in, int version);
static int guiCommands[];
static int guiStatusCommands[];
SupernovaEngine *_vm;
Sound *_sound;
Common::KeyState _key;
Common::EventType _mouseClickType;
bool _mouseClicked;
bool _keyPressed;
int _mouseX;
int _mouseY;
int _mouseField;
Room *_currentRoom;
Room *_lastRoom;
bool _newRoom;
Room **_rooms;
Inventory _inventory;
bool _processInput;
bool _guiEnabled;
bool _animationEnabled;
byte _roomBrightness;
Action _inputVerb;
Object _nullObject;
Object *_currentInputObject;
Object *_inputObject[2];
int32 _oldTime;
uint _timePaused;
bool _timerPaused;
int32 _messageDuration;
int32 _animationTimer;
int _inventoryScroll;
int _exitList[25];
GuiElement _guiCommandButton[10];
GuiElement _guiInventory[8];
GuiElement _guiInventoryArrow[2];
// Dialog
int _currentSentence;
int _sentenceNumber[6];
int _texts[6];
byte _rows[6];
byte _rowsStart[6];
int32 _time;
bool _dead;
void takeObject(Object &obj);
void setObjectNull(Object *&obj);
bool isNullObject(Object *obj);
virtual void initState();
virtual void initRooms();
virtual void destroyRooms();
void initGui();
virtual bool canSaveGameStateCurrently();
virtual bool genericInteract(Action verb, Object &obj1, Object &obj2);
void getInput(bool onlyKeys = false);
void wait(int ticks, bool checkInput = false);
bool waitOnInput(int ticks, Common::KeyCode &keycode);
void screenShake();
virtual void roomBrightness();
void showMenu();
void animationOff();
void animationOn();
void edit(Common::String &input, int x, int y, uint length);
int invertSection(int section);
virtual void drawMapExits();
void drawStatus();
void drawCommandBox();
void drawInventory();
void drawGUI();
void changeRoom(RoomId id);
void resetInputState();
virtual void handleInput();
virtual void handleTime();
void pauseTimer(bool pause);
virtual void loadTime();
virtual void saveTime();
void setAnimationTimer(int ticks);
void dead(int messageId);
int dialog(int num, byte rowLength[6], int text[6], int number);
void sentence(int number, bool brightness);
void say(int textId);
void say(const char *text);
void reply(int textId, int aus1, int aus2);
void reply(const char *text, int aus1, int aus2);
void mousePosDialog(int x, int y);
virtual void takeMoney(int amount);
};
}
#endif // SUPERNOVA_GAME_MANAGER_H