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/* 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.
*
*/
/*
* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
*/
/* LUCERNA The screen, [keyboard] and mouse handler.*/
#ifndef AVALANCHE_LUCERNA2_H
#define AVALANCHE_LUCERNA2_H
#include "common/scummsys.h"
#include "common/file.h"
namespace Avalanche {
class AvalancheEngine;
class Clock {
public:
Clock(AvalancheEngine *vm);
void update();
private:
static const int kCenterX = 510;
static const int kCenterY = 183;
AvalancheEngine *_vm;
uint16 _hour, _minute, _second, _hourAngle, _oldHour, _oldMinute, _oldHourAngle; // hourAngle = nh in the original.
Common::Point _clockHandHour, _clockHandMinute; // ah and am in the original.
void calcHand(uint16 angle, uint16 length, Common::Point &endPoint, byte color);
void drawHand(const Common::Point &endPoint, byte color);
void plotHands();
void chime();
};
class Lucerna {
public:
bool _holdLeftMouse;
Clock _clock;
Lucerna(AvalancheEngine *vm);
~Lucerna();
void init();
void callVerb(byte id);
void drawAlsoLines();
void loadRoom(byte num);
void exitRoom(byte x);
void enterRoom(byte room, byte ped);
void thinkAbout(byte object, bool type); // Hey!!! Get it and put it!!!
void loadDigits(); // Load the scoring digits & rwlites
void drawToolbar();
void drawScore();
void incScore(byte num); // Add on no. of points
void useCompass(const Common::Point &cursorPos); // Click on the compass on the toolbar to control Avvy's movement.
void fxToggle();
void refreshObjectList();
void checkClick();
void errorLed();
void dusk();
void dawn();
void drawDirection(); // Draws the little icon at the left end of the text input field.
void gameOver();
uint16 bearing(byte whichPed); // Returns the bearing from ped 'whichped' to Avvy, in degrees.
void fixFlashers();
void loadAlso(byte num);
// There are two kinds of redraw: Major and Minor. Minor is what happens when you load a game, etc. Major redraws EVERYTHING.
void minorRedraw();
void majorRedraw();
// A sprite run is performed before displaying a scroll, if not all the sprites are still. It performs two fast cycles, only using a few of
// the links usually used, and without any extra animation. This should make the sprites the same on both pages.
void spriteRun();
private:
AvalancheEngine *_vm;
bool _fxHidden; // Will de used in dusk() and dawn().
Common::File file;
Common::String readAlsoStringFromFile(); // 'nexstring' in the original.
void scram(Common::String &str);
void unScramble();
void zoomOut(int16 x, int16 y); // Only used when entering the map.
void enterNewTown(); // Onyl when entering a NEW town! Not returning to the last one, but choosing another from the map.
void findPeople(byte room);
void putGeidaAt(byte whichPed, byte &ped);
void guideAvvy(Common::Point cursorPos); // 'verte' in the original.
// Used in dusk() and dawn().
int8 fades(int8 x);
void fadeOut(byte n);
void fadeIn(byte n);
};
} // End of namespace Avalanche
#endif // AVALANCHE_LUCERNA2_H
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