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