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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.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#ifndef WAGE_WORLD_H
#define WAGE_WORLD_H
#include "wage/entities.h"
#include "graphics/macgui/macwindowmanager.h"
namespace Wage {
// Import the enum definitions
using Graphics::MacPatterns;
class Script;
class Sound;
class World {
public:
World(WageEngine *engine);
~World();
bool loadWorld(Common::MacResManager *resMan);
void loadExternalSounds(Common::String fname);
Common::String *loadStringFromDITL(Common::MacResManager *resMan, int resourceId, int itemIndex);
void move(Obj *obj, Chr *chr);
void move(Obj *obj, Scene *scene, bool skipSort = false);
void move(Chr *chr, Scene *scene, bool skipSort = false);
Scene *getRandomScene();
Scene *getSceneAt(int x, int y);
bool scenesAreConnected(Scene *scene1, Scene *scene2);
const char *getAboutMenuItemName();
WageEngine *_engine;
Common::String _name;
Common::String _aboutMessage;
Common::String _soundLibrary1;
Common::String _soundLibrary2;
bool _weaponMenuDisabled;
Script *_globalScript;
Common::HashMap<Common::String, Scene *> _scenes;
Common::HashMap<Common::String, Obj *> _objs;
Common::HashMap<Common::String, Chr *> _chrs;
Common::HashMap<Common::String, Sound *> _sounds;
Common::Array<Scene *> _orderedScenes;
ObjArray _orderedObjs;
ChrArray _orderedChrs;
Common::Array<Sound *> _orderedSounds;
Graphics::MacPatterns *_patterns;
Scene *_storageScene;
Chr *_player;
int _signature;
//List<MoveListener> moveListeners;
Common::String *_gameOverMessage;
Common::String *_saveBeforeQuitMessage;
Common::String *_saveBeforeCloseMessage;
Common::String *_revertMessage;
Common::String _aboutMenuItemName;
Common::String _commandsMenuName;
Common::String _commandsMenu;
Common::String _weaponsMenuName;
void addScene(Scene *room) {
if (!room->_name.empty()) {
Common::String s = room->_name;
s.toLowercase();
_scenes[s] = room;
}
_orderedScenes.push_back(room);
}
void addObj(Obj *obj) {
Common::String s = obj->_name;
s.toLowercase();
_objs[s] = obj;
obj->_index = _orderedObjs.size();
_orderedObjs.push_back(obj);
}
void addChr(Chr *chr) {
Common::String s = chr->_name;
s.toLowercase();
_chrs[s] = chr;
chr->_index = _orderedChrs.size();
_orderedChrs.push_back(chr);
}
void addSound(Sound *sound);
private:
Common::StringArray *readMenu(Common::SeekableReadStream *res);
};
} // End of namespace Wage
#endif
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