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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.
+ *
+ * Additional copyright for this file:
+ * Copyright (C) 1995-1997 Presto Studios, Inc.
+ *
+ * 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 PEGASUS_H
+#define PEGASUS_H
+
+#include "common/list.h"
+#include "common/macresman.h"
+#include "common/rect.h"
+#include "common/scummsys.h"
+#include "common/system.h"
+#include "common/util.h"
+
+#include "engines/engine.h"
+
+#include "pegasus/graphics.h"
+#include "pegasus/hotspot.h"
+#include "pegasus/input.h"
+#include "pegasus/notification.h"
+#include "pegasus/timers.h"
+#include "pegasus/items/autodragger.h"
+#include "pegasus/items/inventory.h"
+#include "pegasus/items/itemdragger.h"
+#include "pegasus/neighborhood/neighborhood.h"
+
+namespace Common {
+ class RandomSource;
+}
+
+namespace Video {
+ class VideoDecoder;
+}
+
+namespace Pegasus {
+
+class PegasusConsole;
+struct PegasusGameDescription;
+class SoundManager;
+class GraphicsManager;
+class Idler;
+class Cursor;
+class TimeBase;
+class GameMenu;
+class InventoryItem;
+class BiochipItem;
+class Neighborhood;
+
+class PegasusEngine : public ::Engine, public InputHandler, public NotificationManager {
+friend class InputHandler;
+
+public:
+ PegasusEngine(OSystem *syst, const PegasusGameDescription *gamedesc);
+ virtual ~PegasusEngine();
+
+ // Engine stuff
+ const PegasusGameDescription *_gameDescription;
+ bool hasFeature(EngineFeature f) const;
+ GUI::Debugger *getDebugger();
+ bool canLoadGameStateCurrently() { return _loadAllowed && !isDemo(); }
+ bool canSaveGameStateCurrently() { return _saveAllowed && !isDemo(); }
+ Common::Error loadGameState(int slot);
+ Common::Error saveGameState(int slot, const Common::String &desc);
+
+ // Base classes
+ GraphicsManager *_gfx;
+ Common::MacResManager *_resFork;
+ Cursor *_cursor;
+
+ // Menu
+ void useMenu(GameMenu *menu);
+ bool checkGameMenu();
+
+ // Misc.
+ bool isDemo() const;
+ void addIdler(Idler *idler);
+ void removeIdler(Idler *idler);
+ void addTimeBase(TimeBase *timeBase);
+ void removeTimeBase(TimeBase *timeBase);
+ void delayShell(TimeValue time, TimeScale scale);
+ void resetIntroTimer();
+ void introTimerExpired();
+ void refreshDisplay();
+ bool playerAlive();
+ void processShell();
+ void checkCallBacks();
+ void createInterface();
+ void setGameMode(const GameMode);
+ GameMode getGameMode() const { return _gameMode; }
+ uint getRandomBit();
+ uint getRandomNumber(uint max);
+ void shuffleArray(int32 *arr, int32 count);
+ void drawScaledFrame(const Graphics::Surface *frame, uint16 x, uint16 y);
+
+ // Energy
+ void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; }
+ int32 getSavedEnergyValue() { return _savedEnergyValue; }
+
+ // Death
+ void setEnergyDeathReason(const DeathReason reason) { _deathReason = reason; }
+ DeathReason getEnergyDeathReason() { return _deathReason; }
+ void resetEnergyDeathReason();
+ void die(const DeathReason);
+ void playEndMessage();
+
+ // Volume
+ uint16 getSoundFXLevel() { return _FXLevel; }
+ void setSoundFXLevel(uint16);
+ uint16 getAmbienceLevel() { return _ambientLevel; }
+ void setAmbienceLevel(uint16);
+
+ // Items
+ bool playerHasItem(const Item *);
+ bool playerHasItemID(const ItemID);
+ void checkFlashlight();
+ bool itemInLocation(const ItemID, const NeighborhoodID, const RoomID, const DirectionConstant);
+
+ // Inventory Items
+ InventoryItem *getCurrentInventoryItem();
+ bool itemInInventory(InventoryItem *);
+ bool itemInInventory(ItemID);
+ Inventory *getItemsInventory() { return &_items; }
+ InventoryResult addItemToInventory(InventoryItem *);
+ void removeAllItemsFromInventory();
+ InventoryResult removeItemFromInventory(InventoryItem *);
+ uint32 countInventoryItems() { return _items.getNumItems(); }
+
+ // Biochips
+ BiochipItem *getCurrentBiochip();
+ bool itemInBiochips(BiochipItem *);
+ bool itemInBiochips(ItemID);
+ Inventory *getBiochipsInventory() { return &_biochips; }
+ void removeAllItemsFromBiochips();
+ InventoryResult addItemToBiochips(BiochipItem *);
+
+ // AI
+ Common::String getBriefingMovie();
+ Common::String getEnvScanMovie();
+ uint getNumHints();
+ Common::String getHintMovie(uint);
+ bool canSolve();
+ void prepareForAIHint(const Common::String &);
+ void cleanUpAfterAIHint(const Common::String &);
+ Common::SeekableReadStream *_aiSaveStream;
+
+ // Neighborhood
+ void jumpToNewEnvironment(const NeighborhoodID, const RoomID, const DirectionConstant);
+ NeighborhoodID getCurrentNeighborhoodID() const;
+
+ // Dragging
+ void dragItem(const Input &, Item *, DragType);
+ bool isDragging() const { return _dragType != kDragNoDrag; }
+ DragType getDragType() const { return _dragType; }
+ Item *getDraggingItem() const { return _draggingItem; }
+ void dragTerminated(const Input &);
+ void autoDragItemIntoRoom(Item *, Sprite *);
+ void autoDragItemIntoInventory(Item *, Sprite*);
+
+ // Save/Load
+ void makeContinuePoint();
+ bool swapSaveAllowed(bool allow) {
+ bool old = _saveAllowed;
+ _saveAllowed = allow;
+ return old;
+ }
+ bool swapLoadAllowed(bool allow) {
+ bool old = _loadAllowed;
+ _loadAllowed = allow;
+ return old;
+ }
+ void requestSave() { _saveRequested = true; }
+ bool saveRequested() const { return _saveRequested; }
+ void requestLoad() { _loadRequested = true; }
+ bool loadRequested() const { return _loadRequested; }
+
+protected:
+ Common::Error run();
+ void pauseEngineIntern(bool pause);
+
+ Notification _shellNotification;
+ virtual void receiveNotification(Notification *notification, const NotificationFlags flags);
+
+ void handleInput(const Input &input, const Hotspot *cursorSpot);
+ virtual bool isClickInput(const Input &, const Hotspot *);
+ virtual InputBits getClickFilter();
+
+ void clickInHotspot(const Input &, const Hotspot *);
+ void activateHotspots(void);
+
+ void updateCursor(const Common::Point, const Hotspot *);
+ bool wantsCursor();
+
+private:
+ // Console
+ PegasusConsole *_console;
+
+ // Intro
+ void runIntro();
+ void stopIntroTimer();
+ bool detectOpeningClosingDirectory();
+ Common::String _introDirectory;
+ FuseFunction *_introTimer;
+
+ // Idlers
+ Idler *_idlerHead;
+ void giveIdleTime();
+
+ // Items
+ void createItems();
+ void createItem(ItemID itemID, NeighborhoodID neighborhoodID, RoomID roomID, DirectionConstant direction);
+ Inventory _items;
+ Inventory _biochips;
+ ItemID _currentItemID;
+ ItemID _currentBiochipID;
+ void destroyInventoryItem(const ItemID itemID);
+ ItemID pickItemToDestroy();
+
+ // TimeBases
+ Common::List<TimeBase *> _timeBases;
+
+ // Save/Load
+ bool loadFromStream(Common::ReadStream *stream);
+ bool writeToStream(Common::WriteStream *stream, int saveType);
+ void loadFromContinuePoint();
+ Common::ReadStream *_continuePoint;
+ bool _saveAllowed, _loadAllowed; // It's so nice that this was in the original code already :P
+ Common::Error showLoadDialog();
+ Common::Error showSaveDialog();
+ bool _saveRequested, _loadRequested;
+
+ // Misc.
+ Hotspot _returnHotspot;
+ InputHandler *_savedHandler;
+ void showTempScreen(const Common::String &fileName);
+ bool playMovieScaled(Video::VideoDecoder *video, uint16 x, uint16 y);
+ void throwAwayEverything();
+ void shellGameInput(const Input &input, const Hotspot *cursorSpot);
+ Common::RandomSource *_rnd;
+ void doSubChase();
+ uint getNeighborhoodCD(const NeighborhoodID neighborhood) const;
+ uint _currentCD;
+
+ // Menu
+ GameMenu *_gameMenu;
+ void doGameMenuCommand(const GameMenuCommand);
+ void doInterfaceOverview();
+ ScreenDimmer _screenDimmer;
+ void pauseMenu(bool menuUp);
+
+ // Energy
+ int32 _savedEnergyValue;
+
+ // Death
+ DeathReason _deathReason;
+ void doDeath();
+
+ // Neighborhood
+ Neighborhood *_neighborhood;
+ void useNeighborhood(Neighborhood *neighborhood);
+ void performJump(NeighborhoodID start);
+ void startNewGame();
+ void startNeighborhood();
+ void makeNeighborhood(NeighborhoodID, Neighborhood *&);
+
+ // Sound
+ uint16 _ambientLevel;
+ uint16 _FXLevel;
+
+ // Game Mode
+ GameMode _gameMode;
+ bool _switchModesSync;
+ void switchGameMode(const GameMode, const GameMode);
+ bool canSwitchGameMode(const GameMode, const GameMode);
+
+ // Dragging
+ ItemDragger _itemDragger;
+ Item *_draggingItem;
+ Sprite *_draggingSprite;
+ DragType _dragType;
+ AutoDragger _autoDragger;
+
+ // Interface
+ void toggleInventoryDisplay();
+ void toggleBiochipDisplay();
+ void raiseInventoryDrawer();
+ void raiseBiochipDrawer();
+ void lowerInventoryDrawer();
+ void lowerBiochipDrawer();
+ void raiseInventoryDrawerSync();
+ void raiseBiochipDrawerSync();
+ void lowerInventoryDrawerSync();
+ void lowerBiochipDrawerSync();
+ void showInfoScreen();
+ void hideInfoScreen();
+ void toggleInfo();
+ Movie _bigInfoMovie, _smallInfoMovie;
+};
+
+} // End of namespace Pegasus
+
+#endif