File: game.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 (150 lines) | stat: -rw-r--r-- 4,214 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
/* 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_GAME_H
#define CRAB_GAME_H

#include "crab/GameClock.h"
#include "crab/gamestate_container.h"
#include "crab/event/GameEventInfo.h"
#include "crab/event/gameeventmanager.h"
#include "crab/ui/DevConsole.h"
#include "crab/ui/hud.h"
#include "crab/ui/map.h"

namespace Crab {

class Game : public GameState {
private:
	enum State {
		STATE_GAME,
		STATE_MAP,
		STATE_PAUSE,
		STATE_CHARACTER,
		STATE_JOURNAL,
		STATE_INVENTORY,
		STATE_HELP,
		STATE_LOSE_MENU,
		STATE_LOSE_LOAD
	} _state;

	enum SaveGameType {
		SAVEGAME_NORMAL, // Save the game normally when user uses the save menu
		SAVEGAME_EVENT,  // Auto-save the game at certain points using events
		SAVEGAME_EXIT,   // Auto-save the game on exit
		SAVEGAME_QUICK   // You can use quick-save and quick-load keys
	};

	// These things don't need to be saved
	bool _isInited;
	pyrodactyl::ui::HUD _hud;
	Common::Array<pyrodactyl::event::EventResult> _eventRes;
	pyrodactyl::ui::ParagraphData _popDefault;
	pyrodactyl::ui::DebugConsole _debugConsole;

	// These things need to be saved
	pyrodactyl::ui::Map _map;
	pyrodactyl::event::Manager _gem;
	pyrodactyl::event::Info _info;
	pyrodactyl::level::Level _level;
	pyrodactyl::event::TriggerSet _gameOver;

	// Keeps track of the time player has spent in the game
	GameClock _clock;

	// The name of the auto save and quick save files
	struct SaveFile {
		bool _autoSlot;
		Common::String _auto1, _auto2, _autoQuit, _quick, _ironman;

		SaveFile() : _auto1("autoSave 1"), _auto2("autoSave 2"), _autoQuit("autoSave"), _quick("Quick Save") { _autoSlot = false; }

		void load(rapidxml::xml_node<char> *node) {
			loadStr(_auto1, "auto_1", node);
			loadStr(_auto2, "auto_2", node);
			loadStr(_autoQuit, "quit", node);
			loadStr(_quick, "quick", node);
		}
	} _savefile;

	static void quit(bool &shouldChangeState, GameStateID &newStateId, const GameStateID &newStateVal);

	bool applyResult();
	void applyResult(LevelResult result);

	// Load a level
	bool loadLevel(const Common::String &id, int playerX = -1, int playerY = -1);

	void toggleState(const State &s);

	// A nice simple function for saving games
	void createSaveGame(const SaveGameType &savetype);

	Common::String fullPath(const Common::String &filename) {
		Common::String res = "CRAB_" + filename;
		res += g_engine->_filePath->_saveExt;
		return res;
	}

	// Load the current player image
	void playerImg() {
		_hud.playerImg(g_engine->_eventStore->_img[_info.playerImg()]);
	}

public:
	Game() : _isInited(false), _state(STATE_GAME) {}

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

	void startNewGame();
	void loadGame();

	void handleEvents(Common::Event &event, bool &shouldChangeState, GameStateID &newStateId);
#if 0
	void handleEvents(SDL_Event &Event, bool &ShouldChangeState, GameStateID &NewStateID);
#endif
	void internalEvents(bool &shouldChangeState, GameStateID &newStateId);
	void draw();

	bool loadState(Common::SeekableReadStream *stream);

	// Raw function to save game to file - generally, using the CreateSaveGame function is recommended
	void saveState(Common::SeekableWriteStream *stream);

	void autoSave() {
		createSaveGame(SAVEGAME_EXIT);
	}

	void setUI();
};

} // End of namespace Crab

#endif // CRAB_GAME_H