scummvm/engines/pegasus/pegasus.h
2012-11-21 23:18:08 -05:00

329 lines
9.3 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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_H
#define PEGASUS_H
#include "common/list.h"
#include "common/macresman.h"
#include "common/rect.h"
#include "common/scummsys.h"
#include "common/system.h"
#include "common/util.h"
#include "engines/engine.h"
#include "pegasus/graphics.h"
#include "pegasus/hotspot.h"
#include "pegasus/input.h"
#include "pegasus/notification.h"
#include "pegasus/timers.h"
#include "pegasus/items/autodragger.h"
#include "pegasus/items/inventory.h"
#include "pegasus/items/itemdragger.h"
#include "pegasus/neighborhood/neighborhood.h"
namespace Common {
class RandomSource;
}
namespace Video {
class VideoDecoder;
}
namespace Pegasus {
class PegasusConsole;
struct PegasusGameDescription;
class SoundManager;
class GraphicsManager;
class Idler;
class Cursor;
class TimeBase;
class GameMenu;
class InventoryItem;
class BiochipItem;
class Neighborhood;
class PegasusEngine : public ::Engine, public InputHandler, public NotificationManager {
friend class InputHandler;
public:
PegasusEngine(OSystem *syst, const PegasusGameDescription *gamedesc);
virtual ~PegasusEngine();
// Engine stuff
const PegasusGameDescription *_gameDescription;
bool hasFeature(EngineFeature f) const;
GUI::Debugger *getDebugger();
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
// Base classes
GraphicsManager *_gfx;
Common::MacResManager *_resFork;
Cursor *_cursor;
// Menu
void useMenu(GameMenu *menu);
bool checkGameMenu();
// Misc.
bool isDemo() const;
void addIdler(Idler *idler);
void removeIdler(Idler *idler);
void addTimeBase(TimeBase *timeBase);
void removeTimeBase(TimeBase *timeBase);
void delayShell(TimeValue time, TimeScale scale);
void resetIntroTimer();
void introTimerExpired();
void refreshDisplay();
bool playerAlive();
void processShell();
void checkCallBacks();
void createInterface();
void setGameMode(const GameMode);
GameMode getGameMode() const { return _gameMode; }
uint getRandomBit();
uint getRandomNumber(uint max);
void shuffleArray(int32 *arr, int32 count);
void drawScaledFrame(const Graphics::Surface *frame, uint16 x, uint16 y);
HotspotList &getAllHotspots() { return _allHotspots; }
// Energy
void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; }
int32 getSavedEnergyValue() { return _savedEnergyValue; }
// Death
void setEnergyDeathReason(const DeathReason reason) { _deathReason = reason; }
DeathReason getEnergyDeathReason() { return _deathReason; }
void resetEnergyDeathReason();
void die(const DeathReason);
void playEndMessage();
// Volume
uint16 getSoundFXLevel() { return _FXLevel; }
void setSoundFXLevel(uint16);
uint16 getAmbienceLevel() { return _ambientLevel; }
void setAmbienceLevel(uint16);
// Items
ItemList &getAllItems() { return _allItems; }
bool playerHasItem(const Item *);
bool playerHasItemID(const ItemID);
void checkFlashlight();
bool itemInLocation(const ItemID, const NeighborhoodID, const RoomID, const DirectionConstant);
// Inventory Items
InventoryItem *getCurrentInventoryItem();
bool itemInInventory(InventoryItem *);
bool itemInInventory(ItemID);
Inventory *getItemsInventory() { return &_items; }
InventoryResult addItemToInventory(InventoryItem *);
void removeAllItemsFromInventory();
InventoryResult removeItemFromInventory(InventoryItem *);
uint32 countInventoryItems() { return _items.getNumItems(); }
// Biochips
BiochipItem *getCurrentBiochip();
bool itemInBiochips(BiochipItem *);
bool itemInBiochips(ItemID);
Inventory *getBiochipsInventory() { return &_biochips; }
void removeAllItemsFromBiochips();
InventoryResult addItemToBiochips(BiochipItem *);
// AI
Common::String getBriefingMovie();
Common::String getEnvScanMovie();
uint getNumHints();
Common::String getHintMovie(uint);
bool canSolve();
void prepareForAIHint(const Common::String &);
void cleanUpAfterAIHint(const Common::String &);
Common::SeekableReadStream *_aiSaveStream;
// Neighborhood
void jumpToNewEnvironment(const NeighborhoodID, const RoomID, const DirectionConstant);
NeighborhoodID getCurrentNeighborhoodID() const;
// Dragging
void dragItem(const Input &, Item *, DragType);
bool isDragging() const { return _dragType != kDragNoDrag; }
DragType getDragType() const { return _dragType; }
Item *getDraggingItem() const { return _draggingItem; }
void dragTerminated(const Input &);
void autoDragItemIntoRoom(Item *, Sprite *);
void autoDragItemIntoInventory(Item *, Sprite*);
// Save/Load
void makeContinuePoint();
bool swapSaveAllowed(bool allow) {
bool old = _saveAllowed;
_saveAllowed = allow;
return old;
}
bool swapLoadAllowed(bool allow) {
bool old = _loadAllowed;
_loadAllowed = allow;
return old;
}
void requestSave() { _saveRequested = true; }
bool saveRequested() const { return _saveRequested; }
void requestLoad() { _loadRequested = true; }
bool loadRequested() const { return _loadRequested; }
protected:
Common::Error run();
void pauseEngineIntern(bool pause);
Notification _shellNotification;
virtual void receiveNotification(Notification *notification, const NotificationFlags flags);
void handleInput(const Input &input, const Hotspot *cursorSpot);
virtual bool isClickInput(const Input &, const Hotspot *);
virtual InputBits getClickFilter();
void clickInHotspot(const Input &, const Hotspot *);
void activateHotspots(void);
void updateCursor(const Common::Point, const Hotspot *);
bool wantsCursor();
private:
// Console
PegasusConsole *_console;
// Intro
void runIntro();
void stopIntroTimer();
bool detectOpeningClosingDirectory();
Common::String _introDirectory;
FuseFunction *_introTimer;
// Idlers
Idler *_idlerHead;
void giveIdleTime();
// Items
ItemList _allItems;
void createItems();
void createItem(ItemID itemID, NeighborhoodID neighborhoodID, RoomID roomID, DirectionConstant direction);
Inventory _items;
Inventory _biochips;
ItemID _currentItemID;
ItemID _currentBiochipID;
void destroyInventoryItem(const ItemID itemID);
ItemID pickItemToDestroy();
// TimeBases
Common::List<TimeBase *> _timeBases;
// Save/Load
bool loadFromStream(Common::ReadStream *stream);
bool writeToStream(Common::WriteStream *stream, int saveType);
void loadFromContinuePoint();
void writeContinueStream(Common::WriteStream *stream);
Common::SeekableReadStream *_continuePoint;
bool _saveAllowed, _loadAllowed; // It's so nice that this was in the original code already :P
Common::Error showLoadDialog();
Common::Error showSaveDialog();
bool _saveRequested, _loadRequested;
// Misc.
Hotspot _returnHotspot;
HotspotList _allHotspots;
InputHandler *_savedHandler;
void showTempScreen(const Common::String &fileName);
bool playMovieScaled(Video::VideoDecoder *video, uint16 x, uint16 y);
void throwAwayEverything();
void shellGameInput(const Input &input, const Hotspot *cursorSpot);
Common::RandomSource *_rnd;
void doSubChase();
uint getNeighborhoodCD(const NeighborhoodID neighborhood) const;
uint _currentCD;
void initKeymap();
// Menu
GameMenu *_gameMenu;
void doGameMenuCommand(const GameMenuCommand);
void doInterfaceOverview();
ScreenDimmer _screenDimmer;
void pauseMenu(bool menuUp);
// Energy
int32 _savedEnergyValue;
// Death
DeathReason _deathReason;
void doDeath();
// Neighborhood
Neighborhood *_neighborhood;
void useNeighborhood(Neighborhood *neighborhood);
void performJump(NeighborhoodID start);
void startNewGame();
void startNeighborhood();
void makeNeighborhood(NeighborhoodID, Neighborhood *&);
// Sound
uint16 _ambientLevel;
uint16 _FXLevel;
// Game Mode
GameMode _gameMode;
bool _switchModesSync;
void switchGameMode(const GameMode, const GameMode);
bool canSwitchGameMode(const GameMode, const GameMode);
// Dragging
ItemDragger _itemDragger;
Item *_draggingItem;
Sprite *_draggingSprite;
DragType _dragType;
AutoDragger _autoDragger;
// Interface
void toggleInventoryDisplay();
void toggleBiochipDisplay();
void raiseInventoryDrawer();
void raiseBiochipDrawer();
void lowerInventoryDrawer();
void lowerBiochipDrawer();
void raiseInventoryDrawerSync();
void raiseBiochipDrawerSync();
void lowerInventoryDrawerSync();
void lowerBiochipDrawerSync();
void showInfoScreen();
void hideInfoScreen();
void toggleInfo();
Movie _bigInfoMovie, _smallInfoMovie;
};
} // End of namespace Pegasus
#endif