1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
|
/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 PEGASUS_H
#define PEGASUS_H
#include "common/list.h"
#include "common/macresman.h"
#include "common/rect.h"
#include "common/scummsys.h"
#include "common/str-array.h"
#include "common/system.h"
#include "common/util.h"
#include "engines/engine.h"
#include "pegasus/graphics.h"
#include "pegasus/hotspot.h"
#include "pegasus/input.h"
#include "pegasus/notification.h"
#include "pegasus/timers.h"
#include "pegasus/items/autodragger.h"
#include "pegasus/items/inventory.h"
#include "pegasus/items/itemdragger.h"
#include "pegasus/neighborhood/neighborhood.h"
namespace Common {
class RandomSource;
}
namespace Video {
class VideoDecoder;
}
namespace Pegasus {
class PegasusConsole;
struct PegasusGameDescription;
class SoundManager;
class GraphicsManager;
class Idler;
class Cursor;
class TimeBase;
class GameMenu;
class InventoryItem;
class BiochipItem;
class Neighborhood;
class PegasusEngine : public ::Engine, public InputHandler, public NotificationManager {
friend class InputHandler;
public:
PegasusEngine(OSystem *syst, const PegasusGameDescription *gamedesc);
virtual ~PegasusEngine();
// Engine stuff
const PegasusGameDescription *_gameDescription;
bool hasFeature(EngineFeature f) const;
GUI::Debugger *getDebugger();
bool canLoadGameStateCurrently();
bool canSaveGameStateCurrently();
Common::Error loadGameState(int slot);
Common::Error saveGameState(int slot, const Common::String &desc);
// Base classes
GraphicsManager *_gfx;
Common::MacResManager *_resFork;
Cursor *_cursor;
// Menu
void useMenu(GameMenu *menu);
bool checkGameMenu();
// Misc.
bool isDemo() const;
void addIdler(Idler *idler);
void removeIdler(Idler *idler);
void addTimeBase(TimeBase *timeBase);
void removeTimeBase(TimeBase *timeBase);
void delayShell(TimeValue time, TimeScale scale);
void resetIntroTimer();
void introTimerExpired();
void refreshDisplay();
bool playerAlive();
void processShell();
void checkCallBacks();
void createInterface();
void setGameMode(const GameMode);
GameMode getGameMode() const { return _gameMode; }
uint getRandomBit();
uint getRandomNumber(uint max);
void shuffleArray(int32 *arr, int32 count);
void drawScaledFrame(const Graphics::Surface *frame, uint16 x, uint16 y);
HotspotList &getAllHotspots() { return _allHotspots; }
// Energy
void setLastEnergyValue(const int32 value) { _savedEnergyValue = value; }
int32 getSavedEnergyValue() { return _savedEnergyValue; }
// Death
void setEnergyDeathReason(const DeathReason reason) { _deathReason = reason; }
DeathReason getEnergyDeathReason() { return _deathReason; }
void resetEnergyDeathReason();
void die(const DeathReason);
void playEndMessage();
// Volume
uint16 getSoundFXLevel() { return _FXLevel; }
void setSoundFXLevel(uint16);
uint16 getAmbienceLevel() { return _ambientLevel; }
void setAmbienceLevel(uint16);
// Items
ItemList &getAllItems() { return _allItems; }
bool playerHasItem(const Item *);
bool playerHasItemID(const ItemID);
void checkFlashlight();
bool itemInLocation(const ItemID, const NeighborhoodID, const RoomID, const DirectionConstant);
// Inventory Items
InventoryItem *getCurrentInventoryItem();
bool itemInInventory(InventoryItem *);
bool itemInInventory(ItemID);
Inventory *getItemsInventory() { return &_items; }
InventoryResult addItemToInventory(InventoryItem *);
void removeAllItemsFromInventory();
InventoryResult removeItemFromInventory(InventoryItem *);
uint32 countInventoryItems() { return _items.getNumItems(); }
// Biochips
BiochipItem *getCurrentBiochip();
bool itemInBiochips(BiochipItem *);
bool itemInBiochips(ItemID);
Inventory *getBiochipsInventory() { return &_biochips; }
void removeAllItemsFromBiochips();
InventoryResult addItemToBiochips(BiochipItem *);
// AI
Common::String getBriefingMovie();
Common::String getEnvScanMovie();
uint getNumHints();
Common::String getHintMovie(uint);
bool canSolve();
void prepareForAIHint(const Common::String &);
void cleanUpAfterAIHint(const Common::String &);
Common::SeekableReadStream *_aiSaveStream;
// Neighborhood
void jumpToNewEnvironment(const NeighborhoodID, const RoomID, const DirectionConstant);
NeighborhoodID getCurrentNeighborhoodID() const;
// Dragging
void dragItem(const Input &, Item *, DragType);
bool isDragging() const { return _dragType != kDragNoDrag; }
DragType getDragType() const { return _dragType; }
Item *getDraggingItem() const { return _draggingItem; }
void dragTerminated(const Input &);
void autoDragItemIntoRoom(Item *, Sprite *);
void autoDragItemIntoInventory(Item *, Sprite*);
// Save/Load
void makeContinuePoint();
bool swapSaveAllowed(bool allow) {
bool old = _saveAllowed;
_saveAllowed = allow;
return old;
}
bool swapLoadAllowed(bool allow) {
bool old = _loadAllowed;
_loadAllowed = allow;
return old;
}
void requestSave() { _saveRequested = true; }
bool saveRequested() const { return _saveRequested; }
void requestLoad() { _loadRequested = true; }
bool loadRequested() const { return _loadRequested; }
static Common::StringArray listSaveFiles();
protected:
Common::Error run();
void pauseEngineIntern(bool pause);
Notification _shellNotification;
virtual void receiveNotification(Notification *notification, const NotificationFlags flags);
void handleInput(const Input &input, const Hotspot *cursorSpot);
virtual bool isClickInput(const Input &, const Hotspot *);
virtual InputBits getClickFilter();
void clickInHotspot(const Input &, const Hotspot *);
void activateHotspots(void);
void updateCursor(const Common::Point, const Hotspot *);
bool wantsCursor();
private:
// Console
PegasusConsole *_console;
// Intro
void runIntro();
void stopIntroTimer();
bool detectOpeningClosingDirectory();
Common::String _introDirectory;
FuseFunction *_introTimer;
// Idlers
Idler *_idlerHead;
void giveIdleTime();
// Items
ItemList _allItems;
void createItems();
void createItem(ItemID itemID, NeighborhoodID neighborhoodID, RoomID roomID, DirectionConstant direction);
Inventory _items;
Inventory _biochips;
ItemID _currentItemID;
ItemID _currentBiochipID;
void destroyInventoryItem(const ItemID itemID);
ItemID pickItemToDestroy();
// TimeBases
Common::List<TimeBase *> _timeBases;
// Save/Load
bool loadFromStream(Common::ReadStream *stream);
bool writeToStream(Common::WriteStream *stream, int saveType);
void loadFromContinuePoint();
void writeContinueStream(Common::WriteStream *stream);
Common::SeekableReadStream *_continuePoint;
bool _saveAllowed, _loadAllowed; // It's so nice that this was in the original code already :P
Common::Error showLoadDialog();
Common::Error showSaveDialog();
bool _saveRequested, _loadRequested;
// Misc.
Hotspot _returnHotspot;
HotspotList _allHotspots;
InputHandler *_savedHandler;
void showTempScreen(const Common::String &fileName);
bool playMovieScaled(Video::VideoDecoder *video, uint16 x, uint16 y);
void throwAwayEverything();
void shellGameInput(const Input &input, const Hotspot *cursorSpot);
Common::RandomSource *_rnd;
void doSubChase();
uint getNeighborhoodCD(const NeighborhoodID neighborhood) const;
uint _currentCD;
void initKeymap();
// Menu
GameMenu *_gameMenu;
void doGameMenuCommand(const GameMenuCommand);
void doInterfaceOverview();
ScreenDimmer _screenDimmer;
void pauseMenu(bool menuUp);
// Energy
int32 _savedEnergyValue;
// Death
DeathReason _deathReason;
void doDeath();
// Neighborhood
Neighborhood *_neighborhood;
void useNeighborhood(Neighborhood *neighborhood);
void performJump(NeighborhoodID start);
void startNewGame();
void startNeighborhood();
void makeNeighborhood(NeighborhoodID, Neighborhood *&);
// Sound
uint16 _ambientLevel;
uint16 _FXLevel;
// Game Mode
GameMode _gameMode;
bool _switchModesSync;
void switchGameMode(const GameMode, const GameMode);
bool canSwitchGameMode(const GameMode, const GameMode);
// Dragging
ItemDragger _itemDragger;
Item *_draggingItem;
Sprite *_draggingSprite;
DragType _dragType;
AutoDragger _autoDragger;
// Interface
void toggleInventoryDisplay();
void toggleBiochipDisplay();
void raiseInventoryDrawer();
void raiseBiochipDrawer();
void lowerInventoryDrawer();
void lowerBiochipDrawer();
void raiseInventoryDrawerSync();
void raiseBiochipDrawerSync();
void lowerInventoryDrawerSync();
void lowerBiochipDrawerSync();
void showInfoScreen();
void hideInfoScreen();
void toggleInfo();
Movie _bigInfoMovie, _smallInfoMovie;
};
} // End of namespace Pegasus
#endif
|