/* 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 3 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, see . * */ #ifndef SUPERNOVA2_STATE_H #define SUPERNOVA2_STATE_H #include "common/events.h" #include "common/rect.h" #include "common/keyboard.h" #include "supernova/room.h" #include "supernova/supernova2/rooms.h" #include "supernova/sound.h" #include "supernova/game-manager.h" namespace Supernova { struct ConstructionEntry { int _e; int _s; int _z; int _r; int _a; }; struct GameState2 { int16 _money; int32 _startTime; bool _addressKnown; Room *_previousRoom; bool _poleMagnet; char _admission; bool _tipsy; bool _dark; char _elevatorE; char _elevatorNumber; bool _toMuseum; EventFunction _eventCallback; uint32 _eventTime; int16 _pyraE; char _pyraS; char _pyraZ; int16 _pyraDirection; int16 _puzzleTab[15]; bool _alarmCracked; bool _alarmOn; bool _haste; byte _pressureCounter; bool _sirenOn; byte _taxiPossibility; }; class GameManager2: public GameManager{ public: GameManager2(SupernovaEngine *vm, Sound *sound); ~GameManager2() override; GameState2 _state; void updateEvents() override; void executeRoom() override; bool serialize(Common::WriteStream *out) override; bool deserialize(Common::ReadStream *in, int version) override; byte _dials[6]; //state unsigned char _puzzleField[16]; bool _mapOn; bool _steps; bool _cracking; bool _alarmBefore; RoomId _securityTab[10]; int _restTime; void initState() override; void initRooms() override; void destroyRooms() override; bool canSaveGameStateCurrently() override; bool genericInteract(Action verb, Object &obj1, Object &obj2) override; void roomBrightness() override {} void drawMapExits() override; void handleInput() override; void handleTime() override; void loadTime() override {} void saveTime() override {} void takeMoney(int amount) override; void taxi(); void leaveTaxi(); void taxiUnknownDestination(); void taxiPayment(int price, int destination); void playerTakeOut(); void sober(); void playCD(); bool talk(int mod1, int mod2, int rest, MessagePosition pos, int id); bool talkRest(int mod1, int mod2, int rest); void pyramidEnd(); void passageConstruction(); byte wall(int s, int z, int direction, int stepsForward, int stepsRight); bool move(Action verb, Object &obj); void compass(); void puzzleConstruction(); void drawClock(); void caught(); void caught2(); void alarm(); void crack(int time); bool crackDoor(int time); void museumDoorInteract(Action verb, Object &obj1, Object &obj2); void securityEntrance(); void pressureAlarmCount(); void pressureAlarmEntrance(); }; } #endif // SUPERNOVA2_STATE_H