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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.
*
*/
#ifndef STATE_H
#define STATE_H
#include "common/rect.h"
#include "common/keyboard.h"
#include "supernova/rooms.h"
namespace Supernova {
const int32 INT32_MAX = 0x7FFFFFFF;
enum EventFunction { kNoFn, kSupernovaFn, kGuardReturnedFn, kGuardWalkFn, kTaxiFn, kSearchStartFn };
struct GameState {
int32 _time;
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 Inventory {
public:
Inventory(int &inventoryScroll)
: _numObjects(0)
, _inventoryScroll(inventoryScroll)
{}
void add(Object &obj);
void remove(Object &obj);
void clear();
Object *get(int index) const;
Object *get(ObjectID id) const;
int getSize() const { return _numObjects; }
private:
Object *_inventory[kMaxCarry];
int &_inventoryScroll;
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);
Common::Point _textPosition;
char _text[128];
int _bgColor;
int _textColor;
int _bgColorNormal;
int _bgColorHighlighted;
int _textColorNormal;
int _textColorHighlighted;
bool _isHighlighted;
};
class GameManager {
public:
GameManager(SupernovaEngine *vm);
~GameManager();
void processInput(Common::KeyState &state);
void processInput();
void executeRoom();
bool serialize(Common::WriteStream *out);
bool deserialize(Common::ReadStream *in, int version);
SupernovaEngine *_vm;
Common::KeyState _key;
Common::EventType _mouseClickType;
bool _mouseClicked;
bool _keyPressed;
int _mouseX;
int _mouseY;
int _mouseField;
Room *_currentRoom;
bool _newRoom;
Room *_rooms[NUMROOMS];
Inventory _inventory;
GameState _state;
bool _processInput;
bool _guiEnabled;
bool _animationEnabled;
byte _roomBrightness;
Action _inputVerb;
Object *_currentInputObject;
Object *_inputObject[2];
bool _waitEvent;
int32 _oldTime;
uint _timePaused;
bool _timerPaused;
int32 _timer1;
int32 _animationTimer;
int _inventoryScroll;
int _exitList[25];
GuiElement _guiCommandButton[10];
GuiElement _guiInventory[8];
GuiElement _guiInventoryArrow[2];
// 0 PC Speaker | 1 SoundBlaster | 2 No Sound
int _soundDevice;
// Dialog
int _currentSentence;
int _sentenceNumber[6];
StringID _texts[6];
byte _rows[6];
byte _rowsStart[6];
void takeObject(Object &obj);
void initState();
void initRooms();
void destroyRooms();
void initGui();
bool genericInteract(Action verb, Object &obj1, Object &obj2);
bool isHelmetOff();
void great(uint number);
bool airless();
void shock();
Common::EventType getMouseInput();
uint16 getKeyInput(bool blockForPrintChar = false);
void getInput();
void mouseInput3();
void wait2(int ticks);
void waitOnInput(int ticks);
bool waitOnInput(int ticks, Common::KeyCode &keycode);
void turnOff();
void turnOn();
void screenShake();
void roomBrightness();
void showMenu();
void animationOff();
void animationOn();
void openLocker(const Room *room, Object *obj, Object *lock, int section);
void closeLocker(const Room *room, Object *obj, Object *lock, int section);
void edit(Common::String &input, int x, int y, uint length);
int invertSection(int section);
void drawMapExits();
void drawStatus();
void drawCommandBox();
void drawInventory();
void changeRoom(RoomID id);
void resetInputState();
void handleInput();
void handleTime();
void pauseTimer(bool pause);
void loadTime();
void saveTime();
void setAnimationTimer(int ticks);
void dead(StringID messageId);
int dialog(int num, byte rowLength[6], StringID text[6], int number);
void sentence(int number, bool brightness);
void say(StringID textId);
void say(const char *text);
void reply(StringID textId, int aus1, int aus2);
void reply(const char *text, int aus1, int aus2);
void mousePosDialog(int x, int y);
void shot(int a, int b);
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 outro();
void guardShot();
void guard3Shot();
void alarm();
void alarmSound();
private:
int _prevImgId;
};
}
#endif // STATE_H
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