/* 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. * * MIT License: * * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * */ #ifndef WAGE_WORLD_H #define WAGE_WORLD_H namespace Wage { #define STORAGESCENE "STORAGE@" class World { public: World(WageEngine *engine); ~World(); bool loadWorld(Common::MacResManager *resMan); void loadExternalSounds(String fname); Common::String *loadStringFromDITL(Common::MacResManager *resMan, int resourceId, int itemIndex); void move(Obj *obj, Chr *chr); void move(Obj *obj, Scene *scene, bool skipSort = false); void move(Chr *chr, Scene *scene, bool skipSort = false); Scene *getRandomScene(); Scene *getSceneAt(int x, int y); WageEngine *_engine; String _name; String _aboutMessage; String _soundLibrary1; String _soundLibrary2; bool _weaponMenuDisabled; Script *_globalScript; Common::HashMap _scenes; Common::HashMap _objs; Common::HashMap _chrs; Common::HashMap _sounds; Common::Array _orderedScenes; Common::Array _orderedObjs; Common::Array _orderedChrs; Common::Array _orderedSounds; Patterns _patterns; Scene *_storageScene; Chr *_player; //List moveListeners; Common::String *_gameOverMessage; Common::String *_saveBeforeQuitMessage; Common::String *_saveBeforeCloseMessage; Common::String *_revertMessage; void addScene(Scene *room) { if (room->_name.size() != 0) { String s = room->_name; s.toLowercase(); _scenes[s] = room; } _orderedScenes.push_back(room); } void addObj(Obj *obj) { String s = obj->_name; s.toLowercase(); _objs[s] = obj; obj->_index = _orderedObjs.size(); _orderedObjs.push_back(obj); } void addChr(Chr *chr) { String s = chr->_name; s.toLowercase(); _chrs[s] = chr; chr->_index = _orderedChrs.size(); _orderedChrs.push_back(chr); } void addSound(Sound *sound) { String s = sound->_name; s.toLowercase(); _sounds[s] = sound; _orderedSounds.push_back(sound); } private: Common::StringArray readMenu(Common::SeekableReadStream *res); }; } // End of namespace Wage #endif