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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef __WmeAdGame_H__
#define __WmeAdGame_H__
#include "AdTypes.h"
#include "BGame.h"
namespace WinterMute {
class CAdItem;
class CAdInventory;
class CAdSceneState;
class CAdScene;
class CAdItem;
class CAdObject;
class CAdSentence;
class CAdInventoryBox;
class CAdResponseContext;
class CAdResponseBox;
class CAdGame : public CBGame {
public:
virtual HRESULT OnScriptShutdown(CScScript *Script);
virtual HRESULT OnMouseLeftDown();
virtual HRESULT OnMouseLeftUp();
virtual HRESULT OnMouseLeftDblClick();
virtual HRESULT OnMouseRightDown();
virtual HRESULT OnMouseRightUp();
virtual HRESULT DisplayDebugInfo();
virtual HRESULT InitAfterLoad();
static void AfterLoadScene(void *Scene, void *Data);
bool _smartItemCursor;
CBArray<char *, char *> _speechDirs;
HRESULT AddSpeechDir(const char *Dir);
HRESULT RemoveSpeechDir(char *Dir);
char *FindSpeechFile(char *StringID);
HRESULT DeleteItem(CAdItem *Item);
char *_itemsFile;
bool _tempDisableSaveState;
virtual HRESULT ResetContent();
HRESULT AddItem(CAdItem *Item);
CAdItem *GetItemByName(char *Name);
CBArray<CAdItem *, CAdItem *> _items;
CAdObject *_inventoryOwner;
bool IsItemTaken(char *ItemName);
HRESULT RegisterInventory(CAdInventory *Inv);
HRESULT UnregisterInventory(CAdInventory *Inv);
CAdObject *_invObject;
CBArray<CAdInventory *, CAdInventory *> _inventories;
virtual HRESULT DisplayContent(bool Update = true, bool DisplayAll = false);
char *_debugStartupScene;
char *_startupScene;
bool _initialScene;
bool GameResponseUsed(int ID);
HRESULT AddGameResponse(int ID);
HRESULT ResetResponse(int ID);
bool BranchResponseUsed(int ID);
HRESULT AddBranchResponse(int ID);
HRESULT ClearBranchResponses(char *Name);
HRESULT StartDlgBranch(const char *BranchName, const char *ScriptName, const char *EventName);
HRESULT EndDlgBranch(const char *BranchName, const char *ScriptName, const char *EventName);
virtual HRESULT WindowLoadHook(CUIWindow *Win, char **Buf, char **Params);
virtual HRESULT WindowScriptMethodHook(CUIWindow *Win, CScScript *Script, CScStack *Stack, char *Name);
CAdSceneState *GetSceneState(char *Filename, bool Saving);
CBViewport *_sceneViewport;
int _texItemLifeTime;
int _texWalkLifeTime;
int _texStandLifeTime;
int _texTalkLifeTime;
TTalkSkipButton _talkSkipButton;
virtual HRESULT GetVersion(byte *VerMajor, byte *VerMinor, byte *ExtMajor, byte *ExtMinor);
HRESULT ScheduleChangeScene(char *Filename, bool FadeIn);
char *_scheduledScene;
bool _scheduledFadeIn;
void SetPrevSceneName(char *Name);
void SetPrevSceneFilename(char *Name);
char *_prevSceneName;
char *_prevSceneFilename;
virtual HRESULT LoadGame(char *Filename);
CAdItem *_selectedItem;
HRESULT Cleanup();
DECLARE_PERSISTENT(CAdGame, CBGame)
void FinishSentences();
HRESULT ShowCursor();
TGameStateEx _stateEx;
CAdResponseBox *_responseBox;
CAdInventoryBox *_inventoryBox;
HRESULT DisplaySentences(bool Frozen);
void AddSentence(CAdSentence *Sentence);
HRESULT ChangeScene(char *Filename, bool FadeIn);
HRESULT RemoveObject(CAdObject *Object);
HRESULT AddObject(CAdObject *Object);
CAdScene *_scene;
HRESULT InitLoop();
CAdGame();
virtual ~CAdGame();
CBArray<CAdObject *, CAdObject *> _objects;
CBArray<CAdSentence *, CAdSentence *> _sentences;
CBArray<CAdSceneState *, CAdSceneState *> _sceneStates;
CBArray<char *, char *> _dlgPendingBranches;
CBArray<CAdResponseContext *, CAdResponseContext *> _responsesBranch;
CBArray<CAdResponseContext *, CAdResponseContext *> _responsesGame;
virtual HRESULT LoadFile(const char *Filename);
virtual HRESULT LoadBuffer(byte *Buffer, bool Complete = true);
HRESULT LoadItemsFile(char *Filename, bool Merge = false);
HRESULT LoadItemsBuffer(byte *Buffer, bool Merge = false);
virtual void PublishNatives();
virtual HRESULT ExternalCall(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name);
// scripting interface
virtual CScValue *ScGetProperty(char *Name);
virtual HRESULT ScSetProperty(char *Name, CScValue *Value);
virtual HRESULT ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, char *Name);
bool ValidMouse();
};
} // end of namespace WinterMute
#endif
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