scummvm/engines/hopkins/computer.h
2012-11-23 00:18:54 +01:00

179 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 HOPKINS_COMPUTER_H
#define HOPKINS_COMPUTER_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "common/str.h"
namespace Hopkins {
class HopkinsEngine;
struct MenuItem {
bool _actvFl;
int _lineSize;
char _line[90];
};
struct ScoreItem {
Common::String name;
Common::String score;
};
enum ComputerEnum { COMPUTER_HOPKINS = 1, COMPUTER_SAMANTHAS = 2, COMPUTER_PUBLIC = 3 };
class ComputerManager {
private:
HopkinsEngine *_vm;
MenuItem MenuText[50];
char Sup_string[200];
ScoreItem Score[6];
int TEXT_COL;
Common::Point _textPosition;
Common::Point BALLE;
byte *CASSESPR;
int16 *CASSETAB;
bool FMOUSE;
int NBBRIQUES;
/**
* Breakout score
*/
int CASSESCORE;
/**
* Number of Breakout lives remaining
*/
int CASSEVIE;
/**
* Breakout game speed
*/
int CASSESPEED;
/**
* Breakout ball horizontal position
*/
int BALLEHORI;
/**
* Breakout ball vertical position
*/
int BALLEVERTI;
int NB_TABLE;
int RAQX;
int CASSE_HISCORE;
int CASSEP1;
int CASSEP2;
int CASSDER;
int Menu_lignes; // CHECKME: Useless variable
/**
* Load the menu text
*/
void Charge_Menu();
void TXT4(int xp, int yp, int textIdx);
/**
* Restores the scene for the FBI headquarters room
*/
void RESTORE_POLICE();
/**
* Sets up textual entry mode. Used by the code for Hopkins computer.
*/
void setvideomode();
/**
* Sets up textual entry mode. Used by the code for Hopkins computer.
*/
void TEXT_MODE();
/**
* Clear the screen
*/
void clearscreen();
/**
* Sets the text mode color
*/
void settextcolor(int col);
/**
* Sets the text position.
* @param yp Y position
* @param xp X position
* @remarks Yes, the reverse co-ordinate pair is really like that in the original game.
*/
void settextposition(int yp, int xp);
/**
* Outputs a text string
*/
void outtext(const Common::String &msg);
/**
* Outputs a text string
*/
void outtext2(const Common::String &msg);
void GAMES();
void LIT_TEXTE(int a1);
void CHARGE_SCORE();
void MODE_VGA256();
void NEWTAB();
void AFF_BRIQUES();
void AFF_VIE();
/**
* Play the Breakout game
*/
void PLAY_BRIQUE();
int HIGHT_SCORE();
void NAME_SCORE();
void IMPSCORE(int a1, int a2);
void SAUVE_SCORE();
void PRINT_HSCORE(byte *objectData, int a2, int a3, int a4);
void IMPRIMESCORE();
int DEP_BALLE();
void VERIFBRIQUES();
public:
ComputerManager();
void setParent(HopkinsEngine *vm);
/**
* Show a computer in the FBI office
* @param mode Which computer to display
*/
void COMPUT_HOPKINS(ComputerEnum mode);
};
} // End of namespace Hopkins
#endif /* HOPKINS_COMPUTER_H */