mirror of
https://github.com/scummvm/scummvm.git
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209 lines
6.2 KiB
C++
209 lines
6.2 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_SYBERIA_GAME_H
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#define TETRAEDGE_GAME_SYBERIA_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 "tetraedge/game/in_game_scene.h"
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#include "tetraedge/game/game.h"
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#include "tetraedge/game/cellphone.h"
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#include "tetraedge/game/game_sound.h"
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#include "tetraedge/game/objectif.h"
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#include "tetraedge/te/te_checkbox_layout.h"
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#include "tetraedge/te/te_vector2s32.h"
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#include "tetraedge/te/te_vector3f32.h"
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namespace Tetraedge {
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class TeLuaThread;
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class SyberiaGame : public Tetraedge::Game {
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public:
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SyberiaGame();
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~SyberiaGame();
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struct HitObject {
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bool onChangeWarp();
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bool onDown();
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bool onUp();
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bool onValidated();
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//byte OnVisible(); empty never used?
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Common::String _name;
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SyberiaGame *_game;
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TeButtonLayout *_button;
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};
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class RandomSound {
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public:
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Common::Path _path;
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Common::String _name;
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TeMusic _music;
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float _f1;
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float _volume;
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bool onSoundFinished();
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};
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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 addArtworkUnlocked(const Common::String &name, bool notify);
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void addRandomSound(const Common::String &s1, const Common::Path &s2, float f1, float f2);
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void addToBag(const Common::String &objname) override;
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void addToHand(const Common::String &objname);
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void addToScore(int score);
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bool changeWarp(const Common::String &zone, const Common::String &scene, bool fadeFlag) override;
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void draw() override;
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void enter() override; // will load game if _loadName is set.
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void finishFreemium();
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void finishGame() override;
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void initLoadedBackupData() override;
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void leave(bool flag) override;
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void loadBackup(const Common::String &path);
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bool loadCharacter(const Common::String &name);
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bool loadPlayerCharacter(const Common::String &name);
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bool loadScene(const Common::String &name);
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// Not in original. Load unlocked artwork from ScummVM config.
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void loadUnlockedArtwork() override;
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void playRandomSound(const Common::String &name);
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void resetPreviousMousePos();
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bool unloadCharacter(const Common::String &character);
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bool unloadCharacters();
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bool unloadPlayerCharacter(const Common::String &character);
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void update() override;
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bool _movePlayerCharacterDisabled;
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bool _sceneCharacterVisibleFromLoad;
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bool _isCharacterWalking;
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bool _isCharacterIdle;
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const Common::Path &sceneZonePath() const { return _sceneZonePath; }
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Objectif &objectif() { return _objectif; }
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Common::Array<YieldedCallback> &yieldedCallbacks() { return _yieldedCallbacks; }
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void setSaveRequested() { _saveRequested = true; }
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bool markersVisible() const { return _markersVisible; }
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const TeVector3f32 &posPlayer() const { return _posPlayer; }
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void setPosPlayer(const TeVector3f32 &pos) { _posPlayer = pos; }
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TeTimer &walkTimer() { return _walkTimer; }
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void setExitZone(const Common::String &zone) { _exitZone = zone; }
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bool isArtworkUnlocked(const Common::String &name) const;
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static Common::String artworkConfName(const Common::String &name);
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void setRunModeEnabled(bool val) { _runModeEnabled = val; }
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bool runModeEnabled() const { return _runModeEnabled; }
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private:
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bool addAnimToSet(const Common::Path &path);
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void addNoScale2Children();
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void addNoScaleChildren();
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void attachButtonsLayoutGoto() {}; // does nothing?
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void createButtonsLayoutGoto() {}; // does nothing?
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void deleteButtonsLayoutGoto() {}; // does nothing?
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bool changeWarp2(const Common::String &zone, const Common::String &scene, bool fadeFlag);
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void deleteNoScale();
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void initNoScale();
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void initScene(bool param_1, const Common::String &scenePath);
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bool initWarp(const Common::String &zone, const Common::String &scene, bool fadeFlag);
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bool onCallNumber(Common::String val);
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bool onCharacterAnimationFinished(const Common::String &val);
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bool onCharacterAnimationPlayerFinished(const Common::String &val);
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bool onDialogFinished(const Common::String &val) override;
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bool onDisplacementFinished();
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bool onDisplacementPlayerFinished();
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bool onFinishedCheckBackup(bool result);
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bool onFinishedLoadingBackup(const Common::String &val) override;
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bool onFinishedSavingBackup(int something);
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bool onMarkersVisible(TeCheckboxLayout::State state);
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bool onMouseClick(const Common::Point &pt);
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bool onVideoFinished() override;
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void removeNoScale2Children();
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void removeNoScaleChildren();
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bool _enteredFlag2;
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int _score;
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int _frameCounter;
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TeVector2s32 _previousMousePos;
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TeVector2s32 _lastCharMoveMousePos;
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Common::String _warpZone;
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Common::String _warpScene;
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bool _warpFadeFlag;
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bool _warped;
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Common::String _exitZone;
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Common::String _someSceneName;
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Common::Path _sceneZonePath;
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Common::Array<HitObject *> _gameHitObjects;
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// These are static in original, but cleaner to keep here.
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Common::Array<YieldedCallback> _yieldedCallbacks;
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Common::HashMap<Common::String, Common::Array<RandomSound *>> _randomSounds;
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Common::HashMap<Common::String, bool> _unlockedArtwork;
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int _gameLoadState;
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Objectif _objectif;
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bool _markersVisible;
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bool _saveRequested;
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bool _randomSoundFinished;
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RandomSound *_randomSound;
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TeTimer _randomSoundTimer;
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TeLayout *_noScaleLayout;
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TeVector3f32 _posPlayer;
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Common::Point _lastUpdateMousePos;
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// Syberia 2 specific data
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bool _runModeEnabled;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_SYBERIA_GAME_H
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