/* 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. * */ #ifndef STATE_H #define STATE_H #include "common/rect.h" #include "common/keyboard.h" #include "supernova/rooms.h" namespace Supernova { enum EventFunction { kNoFn, kSupernovaFn, kGuardReturnedFn, kGuardWalkFn, kTaxiFn, kSearchStartFn }; struct GameState { int32 _time; int32 _timeSleep; int32 _timeAlarm; int32 _eventTime; EventFunction _eventCallback; int32 _arrivalDaysLeft; int32 _shipEnergyDaysLeft; int32 _landingModuleEnergyDaysLeft; uint16 _greatFlag; int16 _timeRobot; int16 _money; byte _coins; byte _shoes; byte _destination; byte _language; bool _corridorSearch; bool _alarmOn; bool _terminalStripConnected; bool _terminalStripWire; bool _cableConnected; bool _powerOff; bool _dream; }; class Inventory { public: Inventory(); void add(Object &obj); void remove(Object &obj); void clear(); Object *get(int index) const; Object *get(ObjectID id) const; int getSize() const { return _numObjects; } private: Object *_inventory[kMaxCarry]; int _numObjects; }; class GuiElement : public Common::Rect { public: GuiElement(); void setSize(int x1, int y1, int x2, int y2); void setText(const char *text); void setTextPosition(int x, int y); void setColor(int bgColor, int textColor, int bgColorHighlighted, int textColorHightlighted); void setHighlight(bool isHighlighted); Common::Point _textPosition; char _text[128]; int _bgColor; int _textColor; int _bgColorNormal; int _bgColorHighlighted; int _textColorNormal; int _textColorHighlighted; bool _isHighlighted; }; class GameManager { public: GameManager(SupernovaEngine *vm); ~GameManager(); void processInput(Common::KeyState &state); void processInput(); void executeRoom(); bool serialize(Common::WriteStream *out); bool deserialize(Common::ReadStream *in, int version); SupernovaEngine *_vm; Common::KeyState _key; Common::EventType _mouseClickType; bool _mouseClicked; bool _keyPressed; int _mouseX; int _mouseY; int _mouseField; Room *_currentRoom; Room *_rooms[NUMROOMS]; Inventory _inventory; GameState _state; bool _processInput; bool _guiEnabled; bool _animationEnabled; Action _inputVerb; Object *_currentInputObject; Object *_inputObject[2]; bool _waitEvent; int32 _oldTime; uint _timePaused; bool _timerPaused; int32 _timer1; int32 _animationTimer; int _inventoryScroll; int _exitList[25]; GuiElement _guiCommandButton[10]; GuiElement _guiInventory[8]; GuiElement _guiInventoryArrow[2]; // 0 PC Speaker | 1 SoundBlaster | 2 No Sound int _soundDevice; // Dialog int _currentSentence; int _sentenceNumber[6]; StringID _texts[6]; byte _rows[6]; byte _rowsStart[6]; void takeObject(Object &obj); void initState(); void initRooms(); void destroyRooms(); void initGui(); bool genericInteract(Action verb, Object &obj1, Object &obj2); bool isHelmetOff(); void great(uint number); bool airless(); void shock(); Common::EventType getMouseInput(); uint16 getKeyInput(bool blockForPrintChar = false); void getInput(); void mouseInput3(); void wait2(int ticks); void waitOnInput(int ticks); bool waitOnInput(int ticks, Common::KeyCode &keycode); void turnOff(); void turnOn(); void screenShake(); void roomBrightness(); void showMenu(); void animationOff(); void animationOn(); void openLocker(const Room *room, Object *obj, Object *lock, int section); void closeLocker(const Room *room, Object *obj, Object *lock, int section); void edit(Common::String &input, int x, int y, uint length); int invertSection(int section); void drawMapExits(); void drawStatus(); void drawCommandBox(); void drawInventory(); void changeRoom(RoomID id); void resetInputState(); void handleInput(); void handleTime(); void pauseTimer(bool pause); void loadTime(); void saveTime(); void setAnimationTimer(int ticks); void dead(const char *message); void dead(StringID messageId); int dialog(int num, byte rowLength[6], StringID text[6], int number); void sentence(int number, bool brightness); void say(StringID textId); void say(const char *text); void reply(StringID textId, int aus1, int aus2); void reply(const char *text, int aus1, int aus2); void mousePosDialog(int x, int y); void shot(int a, int b); void takeMoney(int amount); void search(int time); void startSearch(); void guardNoticed(); void busted(int i); void corridorOnEntrance(); void event(int time); void telomat(int number); void novaScroll(); void supernovaEvent(); void guardReturnedEvent(); void guardWalkEvent(); void taxiEvent(); void searchStartEvent(); void outro(); void guardShot(); void guard3Shot(); }; } #endif // STATE_H