mirror of
https://github.com/scummvm/scummvm.git
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181 lines
5.9 KiB
C++
181 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TETRAEDGE_GAME_GAME_H
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#define TETRAEDGE_GAME_GAME_H
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#include "common/types.h"
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#include "common/serializer.h"
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#include "common/str.h"
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#include "common/random.h"
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#include "tetraedge/game/documents_browser.h"
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#include "tetraedge/game/inventory.h"
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#include "tetraedge/game/inventory_menu.h"
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#include "tetraedge/game/in_game_scene.h"
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#include "tetraedge/game/notifier.h"
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#include "tetraedge/game/game_sound.h"
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#include "tetraedge/game/question2.h"
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#include "tetraedge/game/dialog2.h"
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#include "tetraedge/te/te_lua_gui.h"
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#include "tetraedge/te/te_music.h"
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#include "tetraedge/te/te_vector2s32.h"
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namespace Tetraedge {
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class TeLuaThread;
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class Game {
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public:
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Game();
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virtual ~Game();
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struct YieldedCallback {
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TeLuaThread *_luaThread;
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Common::String _luaParam;
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Common::String _luaParam2;
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Common::String _luaFnName;
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// Note: original game long, and int fields.. unused?
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};
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void addNoScale2Child(TeLayout *layout);
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virtual void addToBag(const Common::String &objname) = 0;
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virtual bool changeWarp(const Common::String &zone, const Common::String &scene, bool fadeFlag) = 0;
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void closeDialogs();
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virtual void draw() = 0;
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virtual void enter() = 0; // will load game if _loadName is set.
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// Note: game uses ILayouts here..
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static TeI3DObject2 *findLayoutByName(TeLayout *parent, const Common::String &name);
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static TeSpriteLayout *findSpriteLayoutByName(TeLayout *parent, const Common::String &name);
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virtual void finishGame() = 0;
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virtual void initLoadedBackupData() = 0;
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bool isDocumentOpened();
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bool isMouse() { return false; }
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bool isMoviePlaying();
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bool launchDialog(const Common::String ¶m_1, uint param_2, const Common::String &charname,
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const Common::String &animfile, float animblend);
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virtual void leave(bool flag) = 0;
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// Not in original. Load unlocked artwork from ScummVM config.
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virtual void loadUnlockedArtwork() {};
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//void pauseMovie(); // Unused
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//void pauseSounds() {}; // Unused, does nothing?
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bool playMovie(const Common::Path &vidPath, const Common::Path &musicPath, float volume = 1.0f);
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void playSound(const Common::String &name, int param_2, float volume);
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void removeNoScale2Child(TeLayout *layout);
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void resumeMovie();
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void resumeSounds() {}; // does nothing?
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void saveBackup(const Common::String &saveName);
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bool setBackground(const Common::Path &name);
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void setCurrentObjectSprite(const Common::Path &spritePath);
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bool showMarkers(bool val);
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bool startAnimation(const Common::String &animName, int loopcount, bool reversed);
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// void startAnimationPart(const Common::String ¶m_1, int param_2, int param_3, int param_4, bool param_5) {}; // Unused.
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void stopSound(const Common::String &name);
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Common::Error syncGame(Common::Serializer &s); // Basically replaces saveBackup from original..
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virtual void update() = 0;
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InventoryMenu &inventoryMenu() { return _inventoryMenu; }
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Inventory &inventory() { return _inventory; }
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DocumentsBrowser &documentsBrowser() { return _documentsBrowser; }
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bool entered() const { return _entered; }
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bool running() const { return _running; }
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void setRunning(bool val) { _running = val; }
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bool luaShowOwnerError() const { return _luaShowOwnerError; }
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bool _returnToMainMenu;
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bool _firstInventory;
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const Common::String ¤tZone() const { return _currentZone; }
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const Common::String ¤tScene() const { return _currentScene; }
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TeLuaScript &luaScript() { return _luaScript; }
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TeLuaContext &luaContext() { return _luaContext; }
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InGameScene &scene() { return _scene; }
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Dialog2 &dialog2() { return _dialog2; }
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Question2 &question2() { return _question2; }
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TeLuaGUI &forGui() { return _forGui; }
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TeLuaGUI &inGameGui() { return _inGameGui; }
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bool hasLoadName() const { return !_loadName.empty(); }
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void setLoadName(const Common::String &loadName) { _loadName = loadName; }
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bool onAnswered(const Common::String &val);
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virtual bool onDialogFinished(const Common::String &val) = 0;
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virtual bool onFinishedLoadingBackup(const Common::String &val) { return false; }
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bool onInventoryButtonValidated();
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bool onLockVideoButtonValidated();
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bool onMouseMove(const Common::Point &pt);
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bool onSkipVideoButtonValidated();
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virtual bool onVideoFinished() = 0;
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protected:
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bool _luaShowOwnerError;
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bool _running;
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bool _entered;
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//TeLuaGUI _gui1; // Never used.
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TeLuaGUI _setAnimGui;
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TeLuaGUI _forGui;
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TeLuaGUI _inGameGui;
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Inventory _inventory;
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InventoryMenu _inventoryMenu;
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InGameScene _scene;
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Common::String _loadName;
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Common::String _currentScene;
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Common::String _currentZone;
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Common::String _prevSceneName;
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Common::Array<GameSound *> _gameSounds;
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static const int NUM_OBJECTS_TAKEN_IDS = 5;
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static const char *OBJECTS_TAKEN_IDS[NUM_OBJECTS_TAKEN_IDS];
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bool _objectsTakenBits[NUM_OBJECTS_TAKEN_IDS];
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int _objectsTakenVal;
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TeTimer _playedTimer;
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TeTimer _walkTimer;
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TeLuaScript _luaScript;
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TeLuaContext _luaContext;
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TeLuaScript _gameEnterScript;
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TeMusic _videoMusic;
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Notifier _notifier;
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DocumentsBrowser _documentsBrowser;
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Question2 _question2;
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Dialog2 _dialog2;
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int _dialogsTold;
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TeLayout *_noScaleLayout2;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_GAME_H
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