File: GameEventInfo.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (243 lines) | stat: -rw-r--r-- 6,267 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
/* 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 <http://www.gnu.org/licenses/>.
 *
 */

/*
 * This code is based on the CRAB engine
 *
 * Copyright (c) Arvind Raja Yadav
 *
 * Licensed under MIT
 *
 */

#ifndef CRAB_GAMEEVENTINFO_H
#define CRAB_GAMEEVENTINFO_H

#include "crab/stat/StatTemplate.h"
#include "crab/ui/Inventory.h"
#include "crab/ui/journal.h"

namespace Crab {

namespace pyrodactyl {
namespace event {
bool isChar(char c);

class Info {
	// The characters in the game
	pyrodactyl::people::PersonMap _people;

	// The stat templates used in declaring person objects
	pyrodactyl::stat::StatTemplates _stem;

	// The variables set by the events so far
	typedef Common::HashMap<Common::String, int> VarMap;
	VarMap _var;

	// The last object player interacted with
	Common::String _lastobj;

	// Is the game Iron Man or not?
	// Iron man means only one save - no reloading
	bool _ironman;

	// The player's current location
	struct PlayerLoc {
		// id of the player's current location
		Common::String _id;

		// The name of the player's current location
		Common::String _name;

		PlayerLoc() {}
	} _loc;

	// This image changes to reflect the playable character
	int _playerImg;

	void loadPeople(const Common::Path &filename);

public:
	// The player's one stop shop for objectives and lore
	pyrodactyl::ui::Journal _journal;

	// The current player inventory
	pyrodactyl::ui::Inventory _inv;

	// This structure keeps track of unread indicators
	struct UnreadData {
		bool _inventory, _journal, _trait, _map;

		UnreadData() {
			_inventory = false;
			_journal = false;
			_trait = true;
			_map = false;
		}
	} _unread;

	// This is the variable corresponding to money that is drawn
	Common::String _moneyVar;

	// Has the player pressed the talk key
	bool _talkKeyDown;

	// Used so we only play one sound per event
	struct NotifySounds {
		bool _notify, _repInc, _repDec;

		NotifySounds() {
			_notify = false;
			_repInc = false;
			_repDec = false;
		}
	} _sound;

	Info() {
		Init();
	}

	~Info() {}

	void Init() {
		_lastobj = "";
		_ironman = false;
		_playerImg = 0;
		_talkKeyDown = false;
	}

	void load(rapidxml::xml_node<char> *node);

	// Person related stuff
	void type(const Common::String &id, const pyrodactyl::people::PersonType &val);
	pyrodactyl::people::PersonType type(const Common::String &id);

	void state(const Common::String &id, const pyrodactyl::people::PersonState &val);
	pyrodactyl::people::PersonState state(const Common::String &id);

	// Opinion
	bool opinionGet(const Common::String &name, const pyrodactyl::people::OpinionType &type, int &val);
	void opinionSet(const Common::String &name, const pyrodactyl::people::OpinionType &type, int val);
	void opinionChange(const Common::String &name, const pyrodactyl::people::OpinionType &type, int val);

	// Stats
	bool statGet(const Common::String &name, const pyrodactyl::stat::StatType &type, int &num);
	void statSet(const Common::String &name, const pyrodactyl::stat::StatType &type, const int &num);
	void statChange(const Common::String &name, const pyrodactyl::stat::StatType &type, const int &num);

	// Variables
	bool varGet(const Common::String &name, int &val);
	void varSet(const Common::String &name, const Common::String &val);
	void varAdd(const Common::String &name, const int &val);
	void varSub(const Common::String &name, const int &val);
	void varMul(const Common::String &name, const int &val);
	void varDiv(const Common::String &name, const int &val);
	void varDel(const Common::String &name);

	// The trait functions
	void traitAdd(const Common::String &perId, const int &traitId);
	void traitDel(const Common::String &perId, const int &traitId);

	// Player character button
	void playerImg(const int &val) {
		_playerImg = val;
	}

	int playerImg() {
		return _playerImg;
	}

	Common::String curLocID() {
		return _loc._id;
	}

	void curLocID(const Common::String &id) {
		_loc._id = id;
	}

	Common::String curLocName() {
		return _loc._name;
	}

	void curLocName(const Common::String &name) {
		_loc._name = name;
	}

	// Player stuff
	Common::String lastPerson() {
		return _lastobj;
	}

	void lastPerson(const Common::String &name) {
		_lastobj = name;
	}

	// Return the variable map for stuff like visibility checks
	VarMap &mapGet() {
		return _var;
	}

	bool personGet(const Common::String &id, pyrodactyl::people::Person &p);

	bool personValid(const Common::String &id);
	pyrodactyl::people::Person &personGet(const Common::String &id);

	// Is an object colliding with a trigger area
	bool collideWithTrigger(const Common::String &id, int rectIndex);

	// Replace all #values with their appropriate names in a string
	void insertName(Common::String &msg);
	Common::String getName(const Common::String &id);

	// Draw the inventory
	void invDraw(const Common::String &id) {
		if (_var.contains(_moneyVar))
			_inv.draw(_people[id], _var[_moneyVar]);
		else
			_inv.draw(_people[id], 0);
	}

	// Get whether game is iron man or not
	bool ironMan() {
		return _ironman;
	}

	void ironMan(const bool &val) {
		_ironman = val;
	}

	void loadIronMan(rapidxml::xml_node<char> *node) {
		Common::String str;
		loadStr(str, "diff", node);
		_ironman = (str == "Iron Man");
	}

	void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
	void loadState(rapidxml::xml_node<char> *node);

	void setUI();
};
} // End of namespace event
} // End of namespace pyrodactyl

} // End of namespace Crab

#endif // CRAB_GAMEEVENTINFO_H