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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
*/
#ifndef STARK_SERVICES_GLOBAL_H
#define STARK_SERVICES_GLOBAL_H
#include "common/scummsys.h"
#include "common/array.h"
namespace Stark {
namespace Resources {
class Camera;
class Floor;
class GlobalItemTemplate;
class ModelItem;
class KnowledgeSet;
class Level;
class Location;
class Root;
}
/**
* Current level / location holder object
*/
class Current {
public:
Current() :
_level(nullptr),
_location(nullptr),
_floor(nullptr),
_camera(nullptr),
_interactive(nullptr) {
}
Resources::Level *getLevel() const { return _level; }
Resources::Location *getLocation() const { return _location; }
Resources::Floor *getFloor() const { return _floor; }
Resources::Camera *getCamera() const { return _camera; }
Resources::ModelItem *getInteractive() const { return _interactive; }
void setLevel(Resources::Level *level) { _level = level; }
void setLocation(Resources::Location *location) { _location = location; }
void setFloor(Resources::Floor *floor) { _floor = floor; }
void setCamera(Resources::Camera *camera) { _camera = camera; }
void setInteractive(Resources::ModelItem *interactive) { _interactive = interactive; }
private:
Resources::Level *_level;
Resources::Location *_location;
Resources::ModelItem *_interactive;
Resources::Floor *_floor;
Resources::Camera *_camera;
};
/**
* Global resources holder object
*/
class Global {
public:
Global();
Resources::Root *getRoot() const { return _root; }
Resources::Level *getLevel() const { return _level; }
Current *getCurrent() const { return _current; }
bool isDebug() const { return _debug; }
bool isFastForward() const { return _fastForward; }
uint getMillisecondsPerGameloop() const { return _millisecondsPerGameloop; }
Resources::GlobalItemTemplate *getApril() const { return _april; }
Resources::KnowledgeSet *getInventory() const { return _inventory; }
void setRoot(Resources::Root *root) { _root = root; }
void setLevel(Resources::Level *level) { _level = level; }
void setCurrent(Current *current) { _current = current; }
void setDebug(bool debug) { _debug = debug; }
void setFastForward() { _fastForward = true; }
void setNormalSpeed() { _fastForward = false; }
void setMillisecondsPerGameloop(uint millisecondsPerGameloop) { _millisecondsPerGameloop = millisecondsPerGameloop; }
void setApril(Resources::GlobalItemTemplate *april) { _april = april; }
void setInventory(Resources::KnowledgeSet * inventory) { _inventory = inventory; }
/** Retrieve the current chapter number from the global resource tree */
int32 getCurrentChapter();
/** Temporary HACK to allow us to query the inventory */
void printInventory(bool printAll);
void enableInventoryItem(int32 num);
/** Change the current chapter */
void setCurrentChapter(int32 value);
/** Get the name of a character by its id */
Common::String getCharacterName(int32 id);
private:
uint _millisecondsPerGameloop;
Resources::Root *_root;
Resources::Level *_level;
Resources::KnowledgeSet *_inventory;
Resources::GlobalItemTemplate *_april;
Current *_current;
bool _debug;
bool _fastForward;
};
} // End of namespace Stark
#endif // STARK_SERVICES_GLOBAL_H
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