mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 19:32:11 +00:00
37bbfc168b
also converted the code to the coding guidelines of the scummvm team
132 lines
3.3 KiB
C++
132 lines
3.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef TWINE_GAMESTATE_H
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#define TWINE_GAMESTATE_H
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#include "common/scummsys.h"
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#include "twine/actor.h"
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namespace TwinE {
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#define NUM_GAME_FLAGS 255
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#define NUM_INVENTORY_ITEMS 28
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#define GAMEFLAG_INVENTORY_DISABLED 70
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enum InventoryItems {
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kiHolomap = 0,
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kiMagicBall = 1,
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kiUseSabre = 2,
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kiTunic = 4,
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kiBookOfBu = 5,
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kiProtoPack = 12,
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kiPinguin = 14,
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kiBonusList = 26,
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kiCloverLeaf = 27
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};
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/** Magicball strength*/
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enum MagicballStrengthType {
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kNoBallStrenght = 2,
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kYellowBallStrenght = 3,
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kGreenBallStrenght = 4,
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kRedBallStrenght = 6,
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kFireBallStrength = 8
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};
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class TwinEEngine;
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class GameState {
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private:
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TwinEEngine *_engine;
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void initSceneVars();
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void initHeroVars();
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public:
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GameState(TwinEEngine *engine);
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/** LBA engine game flags to save quest states */
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// TODO: why not NUM_GAME_FLAGS?
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uint8 gameFlags[256]{0};
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/** LBA engine chapter */
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int16 gameChapter = 0;
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/** Magic ball type index */
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int16 magicBallIdx = 0;
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/** Magic ball num bounce */
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int16 magicBallNumBounce = 0;
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/** Magic ball auxiliar bounce number */
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int16 magicBallAuxBounce = 0; // magicBallParam
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/** Magic level index */
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int16 magicLevelIdx = 0;
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/** Store the number of inventory keys */
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int16 inventoryNumKeys = 0;
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/** Store the number of inventory kashes */
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int16 inventoryNumKashes = 0;
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/** Store the number of inventory clover leafs boxes */
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int16 inventoryNumLeafsBox = 0;
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/** Store the number of inventory clover leafs */
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int16 inventoryNumLeafs = 0;
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/** Store the number of inventory magic points */
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int16 inventoryMagicPoints = 0;
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/** Store the number of gas */
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int16 inventoryNumGas = 0;
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/** Its using FunFrock Sabre */
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int16 usingSabre = 0;
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/** Inventory used flags */
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uint8 inventoryFlags[NUM_INVENTORY_ITEMS]{0};
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uint8 holomapFlags[150]{0}; // GV14
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char playerName[30] = "";
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int32 gameChoices[10]{0}; // inGameMenuData
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int32 numChoices = 0; // numOfOptionsInChoice
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int16 gameChoicesSettings[18]{0}; // choiceTab - same structure as menu settings
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int32 choiceAnswer = 0; // inGameMenuAnswer
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/** Initialize all engine variables */
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void initEngineVars();
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/** Initialize engine 3D projections */
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void initEngineProjections();
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void processFoundItem(int32 item);
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bool loadGame();
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bool saveGame();
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void processGameChoices(int32 choiceIdx);
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void processGameoverAnimation();
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};
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} // namespace TwinE
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#endif
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