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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 WINTERMUTE_ADGAME_H
#define WINTERMUTE_ADGAME_H
#include "engines/wintermute/ad/ad_types.h"
#include "engines/wintermute/base/base_game.h"
namespace Wintermute {
class AdItem;
class AdInventory;
class AdSceneState;
class AdScene;
class AdItem;
class AdObject;
class AdSentence;
class AdInventoryBox;
class AdResponseContext;
class AdResponseBox;
class AdGame : public BaseGame {
public:
virtual bool onScriptShutdown(ScScript *script);
virtual bool onMouseLeftDown();
virtual bool onMouseLeftUp();
virtual bool onMouseLeftDblClick();
virtual bool onMouseRightDown();
virtual bool onMouseRightUp();
virtual bool displayDebugInfo();
bool addSpeechDir(const char *dir);
bool removeSpeechDir(const char *dir);
char *findSpeechFile(char *StringID);
bool deleteItem(AdItem *Item);
char *_itemsFile;
bool _tempDisableSaveState;
virtual bool resetContent();
bool addItem(AdItem *item);
AdItem *getItemByName(const char *name) const;
AdObject *_inventoryOwner;
bool isItemTaken(char *itemName);
bool registerInventory(AdInventory *inv);
bool unregisterInventory(AdInventory *inv);
virtual bool displayContent(bool update = true, bool displayAll = false);
bool gameResponseUsed(int ID) const;
bool addGameResponse(int ID);
bool resetResponse(int ID);
bool branchResponseUsed(int ID) const;
bool addBranchResponse(int ID);
bool clearBranchResponses(char *name);
bool startDlgBranch(const char *branchName, const char *scriptName, const char *eventName);
bool endDlgBranch(const char *branchName, const char *scriptName, const char *eventName);
virtual bool windowLoadHook(UIWindow *win, char **buf, char **params);
virtual bool windowScriptMethodHook(UIWindow *win, ScScript *script, ScStack *stack, const char *name);
AdSceneState *getSceneState(const char *filename, bool saving);
BaseViewport *_sceneViewport;
int _texItemLifeTime;
int _texWalkLifeTime;
int _texStandLifeTime;
int _texTalkLifeTime;
TTalkSkipButton _talkSkipButton;
virtual bool getVersion(byte *verMajor, byte *verMinor, byte *extMajor, byte *extMinor) const;
bool scheduleChangeScene(const char *filename, bool fadeIn);
void setPrevSceneName(const char *name);
void setPrevSceneFilename(const char *name);
AdItem *_selectedItem;
bool cleanup();
DECLARE_PERSISTENT(AdGame, BaseGame)
void finishSentences();
bool showCursor();
TGameStateEx _stateEx;
bool displaySentences(bool frozen);
void addSentence(AdSentence *sentence);
bool changeScene(const char *filename, bool fadeIn);
bool removeObject(AdObject *object);
bool addObject(AdObject *object);
AdScene *_scene;
bool initLoop();
AdGame(const Common::String &gameId);
virtual ~AdGame();
BaseArray<AdObject *> _objects;
virtual bool loadFile(const char *filename);
virtual bool loadBuffer(byte *buffer, bool complete = true);
bool loadItemsFile(const char *filename, bool merge = false);
bool loadItemsBuffer(byte *buffer, bool merge = false);
// scripting interface
virtual ScValue *scGetProperty(const Common::String &name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
bool validMouse();
private:
virtual bool externalCall(ScScript *script, ScStack *stack, ScStack *thisStack, char *name);
AdObject *_invObject;
BaseArray<AdInventory *> _inventories;
char *_scheduledScene;
bool _scheduledFadeIn;
char *_prevSceneName;
char *_prevSceneFilename;
char *_debugStartupScene;
char *_startupScene;
bool _initialScene;
bool _smartItemCursor;
BaseArray<char *> _speechDirs;
BaseArray<AdItem *> _items;
BaseArray<AdSentence *> _sentences;
BaseArray<AdSceneState *> _sceneStates;
BaseArray<char *> _dlgPendingBranches;
BaseArray<AdResponseContext *> _responsesBranch;
BaseArray<AdResponseContext *> _responsesGame;
AdResponseBox *_responseBox;
AdInventoryBox *_inventoryBox;
};
} // end of namespace Wintermute
#endif
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