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125 lines
3.4 KiB
C++
125 lines
3.4 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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* 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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* 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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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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/* LUCERNA The screen, [keyboard] and mouse handler.*/
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#ifndef AVALANCHE_LUCERNA2_H
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#define AVALANCHE_LUCERNA2_H
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#include "common/scummsys.h"
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#include "common/file.h"
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namespace Avalanche {
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class AvalancheEngine;
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class Clock {
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public:
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Clock(AvalancheEngine *vm);
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void update();
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private:
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static const int kCenterX = 510;
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static const int kCenterY = 183;
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AvalancheEngine *_vm;
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uint16 _hour, _minute, _second, _hourAngle, _oldHour, _oldMinute, _oldHourAngle;
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Common::Point _clockHandHour, _clockHandMinute;
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void calcHand(uint16 angle, uint16 length, Common::Point &endPoint, byte color);
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void drawHand(const Common::Point &endPoint, byte color);
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void plotHands();
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void chime();
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};
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class Lucerna {
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public:
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bool _holdLeftMouse;
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Clock _clock;
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Lucerna(AvalancheEngine *vm);
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~Lucerna();
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void init();
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void callVerb(byte id);
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void drawAlsoLines();
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void loadRoom(byte num);
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void exitRoom(byte x);
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void enterRoom(byte room, byte ped);
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void thinkAbout(byte object, bool type); // Hey!!! Get it and put it!!!
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void loadDigits(); // Load the scoring digits & rwlites
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void drawToolbar();
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void drawScore();
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void incScore(byte num); // Add on no. of points
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void useCompass(const Common::Point &cursorPos); // Click on the compass on the toolbar to control Avvy's movement.
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void fxToggle();
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void refreshObjectList();
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void checkClick();
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void errorLed();
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void dusk();
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void dawn();
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void drawDirection(); // Draws the little icon at the left end of the text input field.
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void gameOver();
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uint16 bearing(byte whichPed); // Returns the bearing from ped 'whichped' to Avvy, in degrees.
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void fixFlashers();
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void loadAlso(byte num);
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// There are two kinds of redraw: Major and Minor. Minor is what happens when you load a game, etc. Major redraws EVERYTHING.
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void minorRedraw();
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void majorRedraw();
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void spriteRun();
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private:
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AvalancheEngine *_vm;
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Common::File file;
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Common::String readAlsoStringFromFile();
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void scram(Common::String &str);
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void unScramble();
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void zoomOut(int16 x, int16 y); // Only used when entering the map.
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void enterNewTown();
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void findPeople(byte room);
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void putGeidaAt(byte whichPed, byte ped);
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void guideAvvy(Common::Point cursorPos);
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// Will be used in dusk() and dawn().
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bool _fxHidden;
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int8 fades(int8 x);
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void fadeOut(byte n);
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void fadeIn(byte n);
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};
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} // End of namespace Avalanche
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#endif // AVALANCHE_LUCERNA2_H
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