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https://github.com/libretro/scummvm.git
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350 lines
10 KiB
C++
350 lines
10 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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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PEGASUS_PEGASUS_H
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#define PEGASUS_PEGASUS_H
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#include "common/list.h"
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#include "common/macresman.h"
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#include "common/rect.h"
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#include "common/scummsys.h"
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#include "common/str-array.h"
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#include "common/system.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "pegasus/graphics.h"
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#include "pegasus/hotspot.h"
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#include "pegasus/input.h"
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#include "pegasus/notification.h"
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#include "pegasus/timers.h"
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#include "pegasus/items/autodragger.h"
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#include "pegasus/items/inventory.h"
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#include "pegasus/items/itemdragger.h"
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#include "pegasus/neighborhood/neighborhood.h"
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namespace Common {
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class RandomSource;
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}
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namespace Video {
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class VideoDecoder;
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}
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namespace Pegasus {
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class PegasusConsole;
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struct PegasusGameDescription;
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class SoundManager;
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class GraphicsManager;
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class Idler;
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class Cursor;
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class TimeBase;
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class GameMenu;
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class InventoryItem;
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class BiochipItem;
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class Neighborhood;
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class PegasusEngine : public ::Engine, public InputHandler, public NotificationManager {
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friend class InputHandler;
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public:
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PegasusEngine(OSystem *syst, const PegasusGameDescription *gamedesc);
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~PegasusEngine() override;
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// Engine stuff
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const PegasusGameDescription *_gameDescription;
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bool hasFeature(EngineFeature f) const override;
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bool canLoadGameStateCurrently() override;
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bool canSaveGameStateCurrently() override;
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Common::Error loadGameState(int slot) override;
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Common::Error saveGameState(int slot, const Common::String &desc, bool isAutosave = false) override;
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static Common::Array<Common::Keymap *> initKeymaps();
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// Base classes
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GraphicsManager *_gfx;
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Common::MacResManager *_resFork;
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Cursor *_cursor;
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// Menu
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void useMenu(GameMenu *menu);
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bool checkGameMenu();
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// Misc.
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bool isDemo() const;
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bool isDVD() const;
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bool isDVDDemo() const;
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bool isOldDemo() const;
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bool isWindows() const;
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bool isLinux() const;
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void addIdler(Idler *idler);
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void removeIdler(Idler *idler);
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void addTimeBase(TimeBase *timeBase);
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void removeTimeBase(TimeBase *timeBase);
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void delayShell(TimeValue time, TimeScale scale);
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void resetIntroTimer();
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void introTimerExpired();
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void refreshDisplay();
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bool playerAlive();
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void processShell();
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void checkCallBacks();
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void createInterface();
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void setGameMode(const GameMode);
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GameMode getGameMode() const { return _gameMode; }
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uint getRandomBit();
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uint getRandomNumber(uint max);
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void shuffleArray(int32 *arr, int32 count);
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void drawScaledFrame(const Graphics::Surface *frame, uint16 x, uint16 y);
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HotspotList &getAllHotspots() { return _allHotspots; }
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// Energy
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void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; }
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int32 getSavedEnergyValue() { return _savedEnergyValue; }
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// Death
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Sound &getDeathSound() { return _deathSound; }
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void setEnergyDeathReason(const DeathReason reason) { _deathReason = reason; }
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DeathReason getEnergyDeathReason() { return _deathReason; }
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void resetEnergyDeathReason();
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void die(const DeathReason);
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DeathReason getDeathReason() { return _deathReason; }
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void playEndMessage();
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// Volume
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uint16 getSoundFXLevel() { return _FXLevel; }
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void setSoundFXLevel(uint16);
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uint16 getAmbienceLevel() { return _ambientLevel; }
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void setAmbienceLevel(uint16);
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// Items
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ItemList &getAllItems() { return _allItems; }
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bool playerHasItem(const Item *);
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bool playerHasItemID(const ItemID);
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void checkFlashlight();
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bool itemInLocation(const ItemID, const NeighborhoodID, const RoomID, const DirectionConstant);
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// Inventory Items
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InventoryItem *getCurrentInventoryItem();
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bool itemInInventory(InventoryItem *);
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bool itemInInventory(ItemID);
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Inventory *getItemsInventory() { return &_items; }
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InventoryResult addItemToInventory(InventoryItem *);
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void removeAllItemsFromInventory();
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InventoryResult removeItemFromInventory(InventoryItem *);
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uint32 countInventoryItems() { return _items.getNumItems(); }
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// Biochips
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BiochipItem *getCurrentBiochip();
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bool itemInBiochips(BiochipItem *);
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bool itemInBiochips(ItemID);
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Inventory *getBiochipsInventory() { return &_biochips; }
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void removeAllItemsFromBiochips();
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InventoryResult addItemToBiochips(BiochipItem *);
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// AI
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Common::String getBriefingMovie();
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Common::String getEnvScanMovie();
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uint getNumHints();
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Common::String getHintMovie(uint);
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bool canSolve();
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void prepareForAIHint(const Common::String &);
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void cleanUpAfterAIHint(const Common::String &);
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void requestToggle(bool request = true) { _toggleRequested = request; }
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bool toggleRequested() const { return _toggleRequested; }
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bool isChattyAI() { return _chattyAI; }
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void setChattyAI(bool);
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bool isChattyArthur() { return _chattyArthur; }
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void setChattyArthur(bool);
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Common::SeekableReadStream *_aiSaveStream;
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// Neighborhood
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void jumpToNewEnvironment(const NeighborhoodID, const RoomID, const DirectionConstant);
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NeighborhoodID getCurrentNeighborhoodID() const;
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// Dragging
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void dragItem(const Input &, Item *, DragType);
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bool isDragging() const { return _dragType != kDragNoDrag; }
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DragType getDragType() const { return _dragType; }
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Item *getDraggingItem() const { return _draggingItem; }
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void dragTerminated(const Input &);
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void autoDragItemIntoRoom(Item *, Sprite *);
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void autoDragItemIntoInventory(Item *, Sprite*);
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// Save/Load
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void makeContinuePoint();
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bool swapSaveAllowed(bool allow) {
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bool old = _saveAllowed;
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_saveAllowed = allow;
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return old;
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}
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bool swapLoadAllowed(bool allow) {
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bool old = _loadAllowed;
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_loadAllowed = allow;
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return old;
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}
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void requestSave() { _saveRequested = true; }
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bool saveRequested() const { return _saveRequested; }
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void requestLoad() { _loadRequested = true; }
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bool loadRequested() const { return _loadRequested; }
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static Common::StringArray listSaveFiles();
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protected:
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Common::Error run() override;
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void pauseEngineIntern(bool pause) override;
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Notification _shellNotification;
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void receiveNotification(Notification *notification, const NotificationFlags flags) override;
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void handleInput(const Input &input, const Hotspot *cursorSpot) override;
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bool isClickInput(const Input &, const Hotspot *) override;
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InputBits getClickFilter() override;
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void clickInHotspot(const Input &, const Hotspot *) override;
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void activateHotspots(void) override;
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void updateCursor(const Common::Point, const Hotspot *) override;
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bool wantsCursor() override;
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private:
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// Intro
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void runIntro();
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void stopIntroTimer();
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bool detectOpeningClosingDirectory();
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Common::String _introDirectory;
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FuseFunction *_introTimer;
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// Idlers
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Idler *_idlerHead;
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void giveIdleTime();
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// Items
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ItemList _allItems;
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void createItems();
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void createItem(ItemID itemID, NeighborhoodID neighborhoodID, RoomID roomID, DirectionConstant direction);
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Inventory _items;
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Inventory _biochips;
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ItemID _currentItemID;
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ItemID _currentBiochipID;
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void destroyInventoryItem(const ItemID itemID);
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ItemID pickItemToDestroy();
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// TimeBases
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Common::List<TimeBase *> _timeBases;
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// Save/Load
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bool loadFromStream(Common::SeekableReadStream *stream);
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bool writeToStream(Common::WriteStream *stream, int saveType);
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void loadFromContinuePoint();
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void writeContinueStream(Common::WriteStream *stream);
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Common::SeekableReadStream *_continuePoint;
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bool _saveAllowed, _loadAllowed; // It's so nice that this was in the original code already :P
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Common::Error showLoadDialog();
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Common::Error showSaveDialog();
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void showSaveFailedDialog(const Common::Error &status);
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bool _saveRequested, _loadRequested;
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// Misc.
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Hotspot _returnHotspot;
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HotspotList _allHotspots;
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InputHandler *_savedHandler;
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void showTempScreen(const Common::String &fileName);
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bool playMovieScaled(Video::VideoDecoder *video, uint16 x, uint16 y);
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void throwAwayEverything();
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void shellGameInput(const Input &input, const Hotspot *cursorSpot);
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Common::RandomSource *_rnd;
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void doSubChase();
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uint getNeighborhoodCD(const NeighborhoodID neighborhood) const;
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uint _currentCD;
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InputBits getInputFilter() override;
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// Menu
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GameMenu *_gameMenu;
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void doGameMenuCommand(const GameMenuCommand);
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void doInterfaceOverview();
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ScreenDimmer _screenDimmer;
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void pauseMenu(bool menuUp);
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PauseToken _menuPauseToken;
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bool _heardOverviewVoice;
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// Energy
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int32 _savedEnergyValue;
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// Death
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DeathReason _deathReason;
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Sound _deathSound;
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void doDeath();
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// AI
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bool _toggleRequested;
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bool _chattyAI;
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bool _chattyArthur;
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// Neighborhood
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Neighborhood *_neighborhood;
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void useNeighborhood(Neighborhood *neighborhood);
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void performJump(NeighborhoodID start);
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void startNewGame();
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void startNeighborhood();
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void makeNeighborhood(NeighborhoodID, Neighborhood *&);
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// Sound
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uint16 _ambientLevel;
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uint16 _FXLevel;
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// Game Mode
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GameMode _gameMode;
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bool _switchModesSync;
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void switchGameMode(const GameMode, const GameMode);
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bool canSwitchGameMode(const GameMode, const GameMode);
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// Dragging
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ItemDragger _itemDragger;
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Item *_draggingItem;
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Sprite *_draggingSprite;
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DragType _dragType;
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AutoDragger _autoDragger;
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// Interface
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void toggleInventoryDisplay();
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void toggleBiochipDisplay();
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void raiseInventoryDrawer();
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void raiseBiochipDrawer();
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void lowerInventoryDrawer();
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void lowerBiochipDrawer();
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void raiseInventoryDrawerSync();
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void raiseBiochipDrawerSync();
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void lowerInventoryDrawerSync();
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void lowerBiochipDrawerSync();
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void showInfoScreen();
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void hideInfoScreen();
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void toggleInfo();
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Movie _bigInfoMovie, _smallInfoMovie;
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};
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} // End of namespace Pegasus
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#endif
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