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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 SUPERNOVA_STATE_H
#define SUPERNOVA_STATE_H
#include "common/error.h"
#include "common/events.h"
#include "common/rect.h"
#include "common/keyboard.h"
#include "supernova/supernova1/rooms.h"
#include "supernova/room.h"
#include "supernova/sound.h"
#include "supernova/game-manager.h"
namespace Supernova {
class GameManager;
class GameState {
public:
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 GameManager1: public GameManager {
public:
GameManager1(SupernovaEngine *vm, Sound *sound);
virtual ~GameManager1();
GameState _state;
virtual void updateEvents();
virtual void executeRoom();
virtual bool serialize(Common::WriteStream *out);
virtual bool deserialize(Common::ReadStream *in, int version);
virtual void initState();
virtual void initRooms();
virtual void destroyRooms();
virtual bool canSaveGameStateCurrently();
virtual bool genericInteract(Action verb, Object &obj1, Object &obj2);
bool isHelmetOff();
void great(uint number);
bool airless();
void shock();
void turnOff();
void turnOn();
virtual void roomBrightness();
void openLocker(const Room *room, Object *obj, Object *lock, int section);
void closeLocker(const Room *room, Object *obj, Object *lock, int section);
virtual void drawMapExits();
virtual void handleInput();
virtual void handleTime();
virtual void loadTime();
virtual void saveTime();
void shot(int a, int b);
virtual 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 guardShot();
void guard3Shot();
void alarm();
void alarmSound();
private:
int _prevImgId;
};
}
#endif // SUPERNOVA_STATE_H
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