/* 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/scummsys.h" #include "common/system.h" #include "common/rect.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/items/autodragger.h" #include "pegasus/items/inventory.h" #include "pegasus/items/itemdragger.h" #include "pegasus/neighborhood/neighborhood.h" namespace Video { class SeekableVideoDecoder; } 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 refreshDisplay(); bool playerAlive(); void processShell(); void checkCallBacks(); void createInterface(); void setGameMode(const tGameMode); tGameMode getGameMode() const { return _gameMode; } // Energy void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; } int32 getSavedEnergyValue() { return _savedEnergyValue; } // Death void setEnergyDeathReason(const tDeathReason reason) { _deathReason = reason; } tDeathReason getEnergyDeathReason() { return _deathReason; } void resetEnergyDeathReason(); void die(const tDeathReason); // Volume uint16 getSoundFXLevel() { return _FXLevel; } void setSoundFXLevel(uint16); uint16 getAmbienceLevel() { return _ambientLevel; } void setAmbienceLevel(uint16); // Items bool playerHasItem(const Item *); bool playerHasItemID(const tItemID); void checkFlashlight(); bool itemInLocation(const tItemID, const tNeighborhoodID, const tRoomID, const tDirectionConstant); // Inventory Items InventoryItem *getCurrentInventoryItem(); bool itemInInventory(InventoryItem *); bool itemInInventory(tItemID); Inventory *getItemsInventory() { return &_items; } tInventoryResult addItemToInventory(InventoryItem *); void removeAllItemsFromInventory(); tInventoryResult removeItemFromInventory(InventoryItem *); uint32 countInventoryItems() { return _items.getNumItems(); } // Biochips BiochipItem *getCurrentBiochip(); bool itemInBiochips(BiochipItem *); bool itemInBiochips(tItemID); Inventory *getBiochipsInventory() { return &_biochips; } void removeAllItemsFromBiochips(); tInventoryResult 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 &); // Neighborhood void jumpToNewEnvironment(const tNeighborhoodID, const tRoomID, const tDirectionConstant); tNeighborhoodID getCurrentNeighborhoodID() const; // Dragging void dragItem(const Input &, Item *, tDragType); bool isDragging() const { return _dragType != kDragNoDrag; } tDragType 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; } protected: Common::Error run(); void pauseEngineIntern(bool pause); Notification _shellNotification; virtual void receiveNotification(Notification *notification, const tNotificationFlags flags); void handleInput(const Input &input, const Hotspot *cursorSpot); virtual bool isClickInput(const Input &, const Hotspot *); virtual tInputBits 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(); bool detectOpeningClosingDirectory(); Common::String _introDirectory; // Idlers Common::List _idlers; void giveIdleTime(); // Items void createItems(); void createItem(tItemID itemID, tNeighborhoodID neighborhoodID, tRoomID roomID, tDirectionConstant direction); Inventory _items; Inventory _biochips; tItemID _currentItemID; tItemID _currentBiochipID; // TimeBases Common::List _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 // Misc. Hotspot _returnHotspot; InputHandler *_savedHandler; void showLoadDialog(); void showTempScreen(const Common::String &fileName); bool playMovieScaled(Video::SeekableVideoDecoder *video, uint16 x, uint16 y); void throwAwayEverything(); void shellGameInput(const Input &input, const Hotspot *cursorSpot); // Menu GameMenu *_gameMenu; void doGameMenuCommand(const tGameMenuCommand); void doInterfaceOverview(); ScreenDimmer _screenDimmer; void pauseMenu(bool menuUp); // Energy int32 _savedEnergyValue; // Death tDeathReason _deathReason; void doDeath(); // Neighborhood Neighborhood *_neighborhood; void useNeighborhood(Neighborhood *neighborhood); void performJump(const tNeighborhoodID start); void startNewGame(); void startNeighborhood(); void makeNeighborhood(tNeighborhoodID, Neighborhood *&); // Sound uint16 _ambientLevel; uint16 _FXLevel; // Game Mode tGameMode _gameMode; bool _switchModesSync; void switchGameMode(const tGameMode, const tGameMode); bool canSwitchGameMode(const tGameMode, const tGameMode); // Dragging ItemDragger _itemDragger; Item *_draggingItem; Sprite *_draggingSprite; tDragType _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