/* 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 SUPERNOVA_STATE_H #define SUPERNOVA_STATE_H #include "common/error.h" #include "common/events.h" #include "common/rect.h" #include "common/keyboard.h" #include "supernova/supernova1/rooms.h" #include "supernova/room.h" #include "supernova/sound.h" #include "supernova/game-manager.h" namespace Supernova { class GameManager; class GameState { public: 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 _origin; byte _destination; byte _language; bool _corridorSearch; bool _alarmOn; bool _terminalStripConnected; bool _terminalStripWire; bool _cableConnected; bool _powerOff; bool _dream; bool _nameSeen[4]; bool _playerHidden; }; class GameManager1: public GameManager { public: GameManager1(SupernovaEngine *vm, Sound *sound); virtual ~GameManager1(); GameState _state; virtual void updateEvents(); virtual void executeRoom(); virtual bool serialize(Common::WriteStream *out); virtual bool deserialize(Common::ReadStream *in, int version); virtual void initState(); virtual void initRooms(); virtual void destroyRooms(); virtual bool canSaveGameStateCurrently(); virtual bool genericInteract(Action verb, Object &obj1, Object &obj2); bool isHelmetOff(); void great(uint number); bool airless(); void shock(); void turnOff(); void turnOn(); virtual void roomBrightness(); void openLocker(const Room *room, Object *obj, Object *lock, int section); void closeLocker(const Room *room, Object *obj, Object *lock, int section); virtual void drawMapExits(); virtual void handleInput(); virtual void handleTime(); virtual void loadTime(); virtual void saveTime(); void shot(int a, int b); virtual void takeMoney(int amount); void search(int time); void startSearch(); void guardNoticed(); void busted(int i); void corridorOnEntrance(); void telomat(int number); void novaScroll(); void supernovaEvent(); void guardReturnedEvent(); void walk(int a); void guardWalkEvent(); void taxiEvent(); void searchStartEvent(); void guardShot(); void guard3Shot(); void alarm(); void alarmSound(); private: int _prevImgId; }; } #endif // SUPERNOVA_STATE_H