scummvm/engines/tsage/globals.h
2011-08-14 12:23:11 +10:00

127 lines
3.5 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 TSAGE_GLOBALS_H
#define TSAGE_GLOBALS_H
#include "common/random.h"
#include "tsage/core.h"
#include "tsage/dialogs.h"
#include "tsage/scenes.h"
#include "tsage/events.h"
#include "tsage/sound.h"
#include "tsage/saveload.h"
namespace tSage {
class Globals : public SavedObject {
private:
static void dispatchSound(ASound *obj);
public:
GfxSurface _screenSurface;
GfxManager _gfxManagerInstance;
Common::List<GfxManager *> _gfxManagers;
SceneHandler _sceneHandler;
Game *_game;
EventsClass _events;
SceneManager _sceneManager;
ScenePalette _scenePalette;
SceneRegions _sceneRegions;
SceneItemList _sceneItems;
SceneObjectList _sceneObjectsInstance;
SceneObjectList *_sceneObjects;
SynchronizedList<SceneObjectList *> _sceneObjects_queue;
SceneText _sceneText;
int _gfxFontNumber;
GfxColors _gfxColors;
GfxColors _fontColors;
byte _unkColor1, _unkColor2, _unkColor3;
SoundManager _soundManager;
Common::Point _dialogCenter;
WalkRegions _walkRegions;
SynchronizedList<ASound *> _sounds;
bool _flags[256];
Player _player;
ASound _soundHandler;
InvObjectList *_inventory;
Region _paneRegions[2];
int _paneRefreshFlag[2];
Common::Point _sceneOffset;
Common::Point _prevSceneOffset;
SceneObject *_scrollFollower;
SequenceManager _sequenceManager;
Common::RandomSource _randomSource;
int _stripNum;
int _gfxEdgeAdjust;
public:
Globals();
~Globals();
void reset();
void setFlag(int flagNum) {
assert((flagNum >= 0) && (flagNum < MAX_FLAGS));
_flags[flagNum] = true;
}
void clearFlag(int flagNum) {
assert((flagNum >= 0) && (flagNum < MAX_FLAGS));
_flags[flagNum] = false;
}
bool getFlag(int flagNum) const {
assert((flagNum >= 0) && (flagNum < MAX_FLAGS));
return _flags[flagNum];
}
GfxManager &gfxManager() { return **_gfxManagers.begin(); }
virtual Common::String getClassName() { return "Globals"; }
virtual void synchronize(Serializer &s);
void dispatchSounds();
};
class BlueForceGlobals: public Globals {
public:
ASound _sound1, _sound2, _sound3;
int _v4CEA2;
int _v4CF9E;
int _v4E238;
int _v501FC;
int _v51C42;
int _v51C44;
int _v51C24;
BlueForceGlobals();
virtual Common::String getClassName() { return "BFGlobals"; }
virtual void synchronize(Serializer &s);
};
extern Globals *_globals;
#define GLOBALS (*_globals)
#define BF_GLOBALS (*((BlueForceGlobals *)_globals))
// Note: Currently this can't be part of the _globals structure, since it needs to be constructed
// prior to many of the fields in Globals execute their constructors
extern ResourceManager *_resourceManager;
} // End of namespace tSage
#endif