/* 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 "supernova/rooms.h" namespace Supernova { struct GameState { int32 time; int32 timeSleep; int32 timeStarting; int32 timeAlarm; int32 timeAlarmSystem; int32 eventTime; int32 shipEnergy; int32 landingModuleEnergy; uint16 greatF; int16 timeRobot; int16 money; char coins; char shoes; char nameSeen; char destination; char benOverlay; char language; bool corridorSearch; bool alarmOn; bool terminalStripConnected; bool terminalStripWire; bool cableConnected; bool powerOff; bool cockpitSeen; bool airlockSeen; bool holdSeen; bool dream; }; class Inventory { public: Inventory(); void add(Object &obj); void remove(Object &obj); 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); // virtual void onMouseOver() {} // virtual void onMouseOut() {} // virtual void onMouseClick() {} Common::Point _textPosition; char _text[128]; int _bgColor; int _textColor; int _bgColorNormal; int _bgColorHighlighted; int _textColorNormal; int _textColorHighlighted; bool _isHighlighted; bool _isVisible; }; class GameManager { public: GameManager(SupernovaEngine *vm); void processInput(Common::KeyState &state); void processInput(Common::EventType eventType, int x, int y); void executeRoom(); SupernovaEngine *_vm; uint16 _key; Common::EventType _mouseClickType; int _mouseX; int _mouseY; int _mouseField; Room *_currentRoom; Room *_rooms[kRoomsNum]; Inventory _inventory; GameState _state; int _status; bool _processInput; Action _inputVerb; Object *_currentInputObject; Object *_inputObject[2]; bool _waitEvent; bool _newRoom; bool _newOverlay; int _timer1; int _timer2; int _inventoryScroll; int _exitList[25]; GuiElement _guiCommandButton[10]; // 0 PC Speaker | 1 SoundBlaster | 2 No Sound int _soundDevice; void takeObject(Object &obj); void initGui(); bool genericInteract(Action verb, Object &obj1, Object &obj2); bool isHelmetOff(); void great(uint number); bool airless(); void shock(); void mouseInput(); void mouseInput2(); void mouseInput3(); void mouseWait(int delay); void wait2(int delay); void turnOff(); void turnOn(); void screenShake(); void loadTime(); void saveTime(); bool saveGame(int number); void errorTemp(); void roomBrightness(); void palette(); void showMenu(); void animationOff(); void animationOn(); void loadOverlayStart(); void openLocker(const Room *room, Object *obj, Object *lock, int section); void closeLocker(const Room *room, Object *obj, Object *lock, int section); void edit(char *text, int x, int y, int length); int invertSection(int section); void drawMapExits(); void drawStatus(); void drawCommandBox(); void inventory_arrow(int num, bool brightness); void inventory_object(int index, bool brightness); void drawInventory(); void drawImage(int section); void changeRoom(RoomID id); void resetInputState(); }; } #endif // STATE_H