aboutsummaryrefslogtreecommitdiff
path: root/engines/supernova/state.h
blob: a9741d77d766723d5243ee9ece2484ab0b9bc449 (plain)
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
/* 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 "supernova/rooms.h"

namespace Supernova {

struct GameState {
	int32  time;
	int32  timeSleep;
	int32  timeStarting;
	int32  timeAlarm;
	int32  timeAlarmSystem;
	int32  eventTime;
	int32  shipEnergy;
	int32  landingModuleEnergy;
	uint16 greatF;
	int16  timeRobot;
	int16  money;
	byte   coins;
	byte   shoes;
	byte   nameSeen;
	byte   destination;
	byte   benOverlay;
	byte   language;
	bool   corridorSearch;
	bool   alarmOn;
	bool   terminalStripConnected;
	bool   terminalStripWire;
	bool   cableConnected;
	bool   powerOff;
	bool   cockpitSeen;
	bool   airlockSeen;
	bool   holdSeen;
	bool   dream;
};

class Inventory {
public:
	Inventory();

	void add(Object &obj);
	void remove(Object &obj);
	Object *get(int index) const;
	Object *get(ObjectID id) const;
	int getSize() const { return _numObjects; }

private:
	Object *_inventory[kMaxCarry];
	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);

	void processInput(Common::KeyState &state);
	void processInput();
	void executeRoom();

	SupernovaEngine *_vm;
	Common::KeyState _key;
	Common::EventType _mouseClickType;
	bool _mouseClicked;
	bool _keyPressed;
	int _mouseX;
	int _mouseY;
	int _mouseField;
	Room *_currentRoom;
	Room *_rooms[kRoomsNum];
	Inventory _inventory;
	GameState _state;
	int _status;
	bool _processInput;
	bool _guiEnabled;
	bool _animationEnabled;
	Action _inputVerb;
	Object *_currentInputObject;
	Object *_inputObject[2];
	bool _waitEvent;
	bool _newRoom;
	bool _newOverlay;
	int _timer1;
	int _animationTimer;
	int _inventoryScroll;
	int _exitList[25];
	GuiElement _guiCommandButton[10];
	GuiElement _guiInventory[8];
	// 0 PC Speaker | 1 SoundBlaster | 2 No Sound
	int _soundDevice;

	void takeObject(Object &obj);

	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 blockForAlNum = false);
	void getInput();
	void mouseInput3();
	void mouseWait(int delay);
	void wait2(int ticks);
	void turnOff();
	void turnOn();
	void screenShake();
	void loadTime();
	void saveTime();
	bool saveGame(int number);
	void errorTemp();
	void roomBrightness();
	void palette();
	void showMenu();
	void animationOff();
	void animationOn();
	void loadOverlayStart();
	void openLocker(const Room *room, Object *obj, Object *lock, int section);
	void closeLocker(const Room *room, Object *obj, Object *lock, int section);
	void edit(char *text, int x, int y, int length);
	int invertSection(int section);
	void drawMapExits();
	void drawStatus();
	void drawCommandBox();
	void inventory_arrow(int num, bool brightness);
	void drawInventory();
	void drawImage(int section);
	void changeRoom(RoomID id);
	void resetInputState();
	void handleInput();
	void handleTime();
	void setAnimationTimer(int ticks);
};

}

#endif // STATE_H