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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 SUPERNOVA2_STATE_H
#define SUPERNOVA2_STATE_H
#include "common/events.h"
#include "common/rect.h"
#include "common/keyboard.h"
#include "supernova2/rooms.h"
//#include "supernova2/sound.h"
namespace Supernova2 {
const int32 kMaxTimerValue = 0x7FFFFFFF;
struct GameState {
};
class Inventory {
public:
Inventory(Object *nullObject, int &inventoryScroll)
: _numObjects(0)
, _nullObject(nullObject)
, _inventoryScroll(inventoryScroll) {
for (int i = 0; i < kMaxCarry; ++i)
_inventory[i] = nullptr;
}
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];
Object *_nullObject;
int &_inventoryScroll;
int _numObjects;
};
class GameManager {
public:
GameManager(Supernova2Engine *vm);
~GameManager();
void updateEvents();
void processInput(Common::KeyState &state);
//void processInput();
void executeRoom();
static StringId guiCommands[];
static StringId guiStatusCommands[];
Supernova2Engine *_vm;
Common::KeyState _key;
Common::EventType _mouseClickType;
bool _mouseClicked;
bool _keyPressed;
int _mouseX;
int _mouseY;
Room *_currentRoom;
bool _newRoom;
Room *_rooms[NUMROOMS];
Inventory _inventory;
GameState _state;
bool _processInput;
bool _guiEnabled;
bool _animationEnabled;
Object _nullObject;
Object *_currentInputObject;
Object *_inputObject[2];
uint _timePaused;
bool _timerPaused;
int32 _messageDuration;
int32 _animationTimer;
int _inventoryScroll;
int _exitList[25];
// Dialog
int _currentSentence;
int _sentenceNumber[6];
byte _rows[6];
byte _rowsStart[6];
void initState();
void initRooms();
void getInput();
void changeRoom(RoomId id);
void wait(int ticks);
void waitOnInput(int ticks);
bool waitOnInput(int ticks, Common::KeyCode &keycode);
void resetInputState();
private:
int _prevImgId;
};
}
#endif // SUPERNOVA2_STATE_H
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