/* 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; // hourAngle = nh in the original. Common::Point _clockHandHour, _clockHandMinute; // ah and am in the original. 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(); // A sprite run is performed before displaying a scroll, if not all the sprites are still. It performs two fast cycles, only using a few of // the links usually used, and without any extra animation. This should make the sprites the same on both pages. void spriteRun(); private: AvalancheEngine *_vm; bool _fxHidden; // Will de used in dusk() and dawn(). Common::File file; Common::String readAlsoStringFromFile(); // 'nexstring' in the original. void scram(Common::String &str); void unScramble(); void zoomOut(int16 x, int16 y); // Only used when entering the map. void enterNewTown(); // Onyl when entering a NEW town! Not returning to the last one, but choosing another from the map. void findPeople(byte room); void putGeidaAt(byte whichPed, byte &ped); void guideAvvy(Common::Point cursorPos); // 'verte' in the original. // Used in dusk() and dawn(). int8 fades(int8 x); void fadeOut(byte n); void fadeIn(byte n); }; } // End of namespace Avalanche #endif // AVALANCHE_LUCERNA2_H