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authorEinar Johan Trøan Sømåen2012-07-21 18:19:07 +0200
committerEinar Johan Trøan Sømåen2012-07-21 19:15:33 +0200
commit5683f076331d2831eb4720b65bb53e8d01ca33ee (patch)
tree4357d989476643db887d5f5a95f6fd165afd0514 /engines/wintermute/ad/ad_game.h
parent0622b2c5b8260c0f0c01122d6fbc5e10013d1613 (diff)
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WINTERMUTE: Rename CamelCased filenames to prefixed_under_score-filenames
This is mostly a lead-up to namespacing the Ad/Base folders, and then possibly removing the prefixes from the files, it also has the added benefit of getting rid of the odd case-typos that makes for issues on platforms that don't ignore case.
Diffstat (limited to 'engines/wintermute/ad/ad_game.h')
-rw-r--r--engines/wintermute/ad/ad_game.h161
1 files changed, 161 insertions, 0 deletions
diff --git a/engines/wintermute/ad/ad_game.h b/engines/wintermute/ad/ad_game.h
new file mode 100644
index 0000000000..09b3e09df0
--- /dev/null
+++ b/engines/wintermute/ad/ad_game.h
@@ -0,0 +1,161 @@
+/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+#ifndef WINTERMUTE_ADGAME_H
+#define WINTERMUTE_ADGAME_H
+
+#include "engines/wintermute/ad/ad_types.h"
+#include "engines/wintermute/base/base_game.h"
+
+namespace WinterMute {
+class CAdItem;
+class CAdInventory;
+class CAdSceneState;
+class CAdScene;
+class CAdItem;
+class CAdObject;
+class CAdSentence;
+class CAdInventoryBox;
+class CAdResponseContext;
+class CAdResponseBox;
+class CAdGame : public CBGame {
+public:
+ virtual bool onScriptShutdown(CScScript *script);
+
+ virtual bool onMouseLeftDown();
+ virtual bool onMouseLeftUp();
+ virtual bool onMouseLeftDblClick();
+ virtual bool onMouseRightDown();
+ virtual bool onMouseRightUp();
+
+ virtual bool displayDebugInfo();
+
+
+ virtual bool initAfterLoad();
+ static void afterLoadScene(void *scene, void *data);
+
+ bool _smartItemCursor;
+
+ CBArray<char *, char *> _speechDirs;
+ bool addSpeechDir(const char *dir);
+ bool removeSpeechDir(const char *dir);
+ char *findSpeechFile(char *StringID);
+
+ bool deleteItem(CAdItem *Item);
+ char *_itemsFile;
+ bool _tempDisableSaveState;
+ virtual bool resetContent();
+ bool addItem(CAdItem *item);
+ CAdItem *getItemByName(const char *name);
+ CBArray<CAdItem *, CAdItem *> _items;
+ CAdObject *_inventoryOwner;
+ bool isItemTaken(char *itemName);
+ bool registerInventory(CAdInventory *inv);
+ bool unregisterInventory(CAdInventory *inv);
+
+ CAdObject *_invObject;
+ CBArray<CAdInventory *, CAdInventory *> _inventories;
+ virtual bool displayContent(bool update = true, bool displayAll = false);
+ char *_debugStartupScene;
+ char *_startupScene;
+ bool _initialScene;
+ bool gameResponseUsed(int ID);
+ bool addGameResponse(int ID);
+ bool resetResponse(int ID);
+
+ bool branchResponseUsed(int ID);
+ bool addBranchResponse(int ID);
+ bool clearBranchResponses(char *name);
+ bool startDlgBranch(const char *branchName, const char *scriptName, const char *eventName);
+ bool endDlgBranch(const char *branchName, const char *scriptName, const char *eventName);
+ virtual bool windowLoadHook(CUIWindow *win, char **buf, char **params);
+ virtual bool windowScriptMethodHook(CUIWindow *win, CScScript *script, CScStack *stack, const char *name);
+
+ CAdSceneState *getSceneState(const char *filename, bool saving);
+ CBViewport *_sceneViewport;
+ int _texItemLifeTime;
+ int _texWalkLifeTime;
+ int _texStandLifeTime;
+ int _texTalkLifeTime;
+
+ TTalkSkipButton _talkSkipButton;
+
+ virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor);
+ bool scheduleChangeScene(const char *filename, bool fadeIn);
+ char *_scheduledScene;
+ bool _scheduledFadeIn;
+ void setPrevSceneName(const char *name);
+ void setPrevSceneFilename(const char *name);
+ char *_prevSceneName;
+ char *_prevSceneFilename;
+ virtual bool loadGame(const char *filename);
+ CAdItem *_selectedItem;
+ bool cleanup();
+ DECLARE_PERSISTENT(CAdGame, CBGame)
+
+ void finishSentences();
+ bool showCursor();
+ TGameStateEx _stateEx;
+ CAdResponseBox *_responseBox;
+ CAdInventoryBox *_inventoryBox;
+ bool displaySentences(bool frozen);
+ void addSentence(CAdSentence *sentence);
+ bool changeScene(const char *filename, bool fadeIn);
+ bool removeObject(CAdObject *object);
+ bool addObject(CAdObject *object);
+ CAdScene *_scene;
+ bool initLoop();
+ CAdGame();
+ virtual ~CAdGame();
+ CBArray<CAdObject *, CAdObject *> _objects;
+ CBArray<CAdSentence *, CAdSentence *> _sentences;
+
+ CBArray<CAdSceneState *, CAdSceneState *> _sceneStates;
+ CBArray<char *, char *> _dlgPendingBranches;
+
+ CBArray<CAdResponseContext *, CAdResponseContext *> _responsesBranch;
+ CBArray<CAdResponseContext *, CAdResponseContext *> _responsesGame;
+
+ virtual bool loadFile(const char *filename);
+ virtual bool loadBuffer(byte *buffer, bool complete = true);
+
+ bool loadItemsFile(const char *filename, bool merge = false);
+ bool loadItemsBuffer(byte *buffer, bool merge = false);
+
+
+ virtual bool ExternalCall(CScScript *script, CScStack *stack, CScStack *thisStack, char *name);
+
+ // scripting interface
+ virtual CScValue *scGetProperty(const char *name);
+ virtual bool scSetProperty(const char *name, CScValue *value);
+ virtual bool scCallMethod(CScScript *script, CScStack *stack, CScStack *thisStack, const char *name);
+ bool validMouse();
+};
+
+} // end of namespace WinterMute
+
+#endif