mirror of
https://github.com/libretro/scummvm.git
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249 lines
6.0 KiB
C++
249 lines
6.0 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 SUPERNOVA_STATE_H
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#define SUPERNOVA_STATE_H
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#include "common/rect.h"
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#include "common/keyboard.h"
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#include "supernova/rooms.h"
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namespace Supernova {
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const int32 kMaxTimerValue = 0x7FFFFFFF;
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enum EventFunction { kNoFn, kSupernovaFn, kGuardReturnedFn, kGuardWalkFn, kTaxiFn, kSearchStartFn };
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struct GameState {
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int32 _time;
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int32 _timeSleep;
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int32 _timeAlarm;
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int32 _eventTime;
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EventFunction _eventCallback;
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int32 _arrivalDaysLeft;
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int32 _shipEnergyDaysLeft;
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int32 _landingModuleEnergyDaysLeft;
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uint16 _greatFlag;
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int16 _timeRobot;
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int16 _money;
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byte _coins;
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byte _shoes;
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byte _origin;
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byte _destination;
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byte _language;
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bool _corridorSearch;
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bool _alarmOn;
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bool _terminalStripConnected;
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bool _terminalStripWire;
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bool _cableConnected;
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bool _powerOff;
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bool _dream;
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bool _nameSeen[4];
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bool _playerHidden;
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};
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class Inventory {
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public:
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Inventory(int &inventoryScroll)
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: _numObjects(0)
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, _inventoryScroll(inventoryScroll)
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{}
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void add(Object &obj);
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void remove(Object &obj);
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void clear();
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Object *get(int index) const;
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Object *get(ObjectID id) const;
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int getSize() const { return _numObjects; }
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private:
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Object *_inventory[kMaxCarry];
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int &_inventoryScroll;
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int _numObjects;
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};
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class GuiElement : public Common::Rect {
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public:
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GuiElement();
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void setSize(int x1, int y1, int x2, int y2);
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void setText(const char *text);
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void setTextPosition(int x, int y);
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void setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted);
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void setHighlight(bool isHighlighted);
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const char *getText() const {
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return _text;
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}
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int getBackgroundColor() const {
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return _bgColor;
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}
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int getTextColor() const {
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return _textColor;
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}
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const Common::Point &getTextPos() const {
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return _textPosition;
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}
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bool isHighlighted() const {
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return _isHighlighted;
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}
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private:
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Common::Point _textPosition;
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char _text[128];
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int _bgColor;
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int _textColor;
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int _bgColorNormal;
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int _bgColorHighlighted;
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int _textColorNormal;
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int _textColorHighlighted;
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bool _isHighlighted;
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};
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class GameManager {
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public:
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GameManager(SupernovaEngine *vm);
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~GameManager();
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void processInput(Common::KeyState &state);
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void processInput();
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void executeRoom();
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bool serialize(Common::WriteStream *out);
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bool deserialize(Common::ReadStream *in, int version);
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static StringID guiCommands[];
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static StringID guiStatusCommands[];
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SupernovaEngine *_vm;
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Common::KeyState _key;
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Common::EventType _mouseClickType;
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bool _mouseClicked;
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bool _keyPressed;
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int _mouseX;
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int _mouseY;
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int _mouseField;
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Room *_currentRoom;
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bool _newRoom;
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Room *_rooms[NUMROOMS];
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Inventory _inventory;
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GameState _state;
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bool _processInput;
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bool _guiEnabled;
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bool _animationEnabled;
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byte _roomBrightness;
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Action _inputVerb;
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Object *_currentInputObject;
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Object *_inputObject[2];
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bool _waitEvent;
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int32 _oldTime;
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uint _timePaused;
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bool _timerPaused;
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int32 _timer1;
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int32 _animationTimer;
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int _inventoryScroll;
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int _exitList[25];
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GuiElement _guiCommandButton[10];
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GuiElement _guiInventory[8];
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GuiElement _guiInventoryArrow[2];
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// Dialog
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int _currentSentence;
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int _sentenceNumber[6];
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StringID _texts[6];
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byte _rows[6];
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byte _rowsStart[6];
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void takeObject(Object &obj);
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void initState();
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void initRooms();
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void destroyRooms();
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void initGui();
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bool genericInteract(Action verb, Object &obj1, Object &obj2);
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bool isHelmetOff();
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void great(uint number);
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bool airless();
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void shock();
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Common::EventType getMouseInput();
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uint16 getKeyInput(bool blockForPrintChar = false);
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void getInput();
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void mouseInput3();
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void wait(int ticks);
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void waitOnInput(int ticks);
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bool waitOnInput(int ticks, Common::KeyCode &keycode);
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void turnOff();
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void turnOn();
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void screenShake();
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void roomBrightness();
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void showMenu();
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void animationOff();
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void animationOn();
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void openLocker(const Room *room, Object *obj, Object *lock, int section);
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void closeLocker(const Room *room, Object *obj, Object *lock, int section);
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void edit(Common::String &input, int x, int y, uint length);
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int invertSection(int section);
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void drawMapExits();
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void drawStatus();
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void drawCommandBox();
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void drawInventory();
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void changeRoom(RoomID id);
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void resetInputState();
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void handleInput();
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void handleTime();
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void pauseTimer(bool pause);
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void loadTime();
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void saveTime();
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void setAnimationTimer(int ticks);
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void dead(StringID messageId);
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int dialog(int num, byte rowLength[6], StringID text[6], int number);
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void sentence(int number, bool brightness);
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void say(StringID textId);
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void say(const char *text);
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void reply(StringID textId, int aus1, int aus2);
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void reply(const char *text, int aus1, int aus2);
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void mousePosDialog(int x, int y);
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void shot(int a, int b);
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void takeMoney(int amount);
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void search(int time);
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void startSearch();
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void guardNoticed();
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void busted(int i);
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void corridorOnEntrance();
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void telomat(int number);
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void novaScroll();
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void supernovaEvent();
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void guardReturnedEvent();
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void walk(int a);
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void guardWalkEvent();
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void taxiEvent();
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void searchStartEvent();
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void guardShot();
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void guard3Shot();
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void alarm();
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void alarmSound();
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private:
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int _prevImgId;
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};
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}
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#endif // SUPERNOVA_STATE_H
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