File: qd_game_dispatcher.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites:
  • 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 (681 lines) | stat: -rw-r--r-- 20,057 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
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
/* 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/>.
 *
 */


#ifndef QDENGINE_QDCORE_QD_GAME_DISPATCHER_H
#define QDENGINE_QDCORE_QD_GAME_DISPATCHER_H

#include "qdengine/parser/xml_fwd.h"
#include "qdengine/system/input/mouse_input.h"
#include "qdengine/system/graphics/gr_screen_region.h"
#include "qdengine/qdcore/qd_camera_mode.h"
#include "qdengine/qdcore/qd_object_list_container.h"
#include "qdengine/qdcore/qd_game_dispatcher_base.h"
#include "qdengine/qdcore/qd_resource_dispatcher.h"
#include "qdengine/qdcore/qd_screen_text_dispatcher.h"
#include "qdengine/qdcore/qd_interface_dispatcher.h"
#include "qdengine/qdcore/qd_inventory.h"
#include "qdengine/qdcore/qd_font_info.h"
#include "qdengine/qdcore/qd_file_owner.h"
#include "qdengine/qdcore/util/WinVideo.h"

namespace QDEngine {

class grFont;
class qdGameDispatcher : public qdGameDispatcherBase, public qdResourceDispatcher<qdNamedObject>, public qdFileOwner {
public:
	//! Идентификаторы наборов текстов.
	enum {
		//! Фразы диалогов, отображаемые в данный момент на экране
		TEXT_SET_DIALOGS = 0
	};

	//! Флаги
	enum {
		EXIT_FLAG           = 0x01,
		RESTART_FLAG            = 0x02,
		OBJECT_CLICK_FLAG       = 0x04,
		DIALOG_CLICK_FLAG       = 0x08,
		FULLSCREEN_REDRAW_FLAG      = 0x10,
		SKIP_REDRAW_FLAG        = 0x20,
		MAIN_MENU_FLAG          = 0x40,
		INTRO_MODE_FLAG         = 0x80,
		CLICK_FAILED_FLAG       = 0x100,
		OBJECT_CLICK_FAILED_FLAG    = 0x200,
		CLICK_WAS_FAILED_FLAG       = 0x400,
		OBJECT_CLICK_WAS_FAILED_FLAG    = 0x800,
		LOAD_GAME_FLAG      = 0x1000,
		SAVE_GAME_FLAG      = 0x2000,
		FADE_IN_FLAG        = 0x4000,
		FADE_OUT_FLAG       = 0x8000,
		NEXT_FRAME_FLAG     = 0x10000
	};

	qdGameDispatcher();
	~qdGameDispatcher();

	int named_object_type() const {
		return QD_NAMED_OBJECT_DISPATCHER;
	}

	qdGameObjectMouse *mouse_object() {
		return _mouse_obj;
	}
	qdGameObjectMouse const *mouse_object() const {
		return _mouse_obj;
	}
	bool drop_mouse_object();

	int CD_count() const;

	int resource_compression() const {
		return _resource_compression;
	}
	void set_resource_compression(int compression) {
		_resource_compression = compression;
	}

	void request_file_package(const qdFileOwner &file_owner) const;
	Common::Path find_file(const Common::Path file_name, const qdFileOwner &file_owner) const;
	void startup_check() const;

	qdLoadingProgressFnc set_scene_loading_progress_callback(qdLoadingProgressFnc p, void *dp = 0) {
		qdLoadingProgressFnc old_fnc = _scene_loading_progress_fnc;
		_scene_loading_progress_fnc = p;
		_scene_loading_progress_data = dp;

		return old_fnc;
	}

	qdLoadingProgressFnc get_scene_loading_progress_callback() {
		return _scene_loading_progress_fnc;
	}

	void *get_scene_loading_progress_data() {
		return _scene_loading_progress_data;
	}

	void set_time(int tm) {
		_timer = tm;
	}
	int get_time() const {
		return _timer;
	}

	bool start_intro_videos();

	void quant();
	void quant(float dt);
	void pre_redraw();
	void redraw();
	void post_redraw();

	void update_time();

	bool mouse_handler(int x, int y, mouseDispatcher::mouseEvent ev);
	bool keyboard_handler(Common::KeyCode vkey, bool event);

	bool add_game_end(qdGameEnd *p);
	bool rename_game_end(qdGameEnd *p, const char *name);
	bool remove_game_end(qdGameEnd *p);
	qdGameEnd *get_game_end(const char *name);
	bool is_game_end_in_list(const char *name);
	bool is_game_end_in_list(qdGameEnd *p);

	bool add_counter(qdCounter *p);
	bool rename_counter(qdCounter *p, const char *name);
	bool remove_counter(qdCounter *p);
	qdCounter *get_counter(const char *name);
	bool is_counter_in_list(const char *name);
	bool is_counter_in_list(qdCounter *p);

	bool add_minigame(qdMiniGame *p);
	bool rename_minigame(qdMiniGame *p, const char *name);
	bool remove_minigame(const char *name);
	bool remove_minigame(qdMiniGame *p);
	qdMiniGame *get_minigame(const char *name);
	bool is_minigame_in_list(const char *name);
	bool is_minigame_in_list(qdMiniGame *p);

	void set_mouse_click_state(const qdGameObjectState *p) {
		_mouse_click_state = p;
	}

	bool add_inventory(qdInventory *p) {
		if (_inventories.add_object(p)) {
			p->set_owner(this);
			return 1;
		}
		return 0;
	}
	bool remove_inventory(const char *name) {
		return _inventories.remove_object(name);
	}
	bool remove_inventory(qdInventory *p) {
		return _inventories.remove_object(p);
	}
	qdInventory *get_inventory(const char *name) {
		return _inventories.get_object(name);
	}
	bool is_inventory_in_list(const char *name) {
		return _inventories.is_in_list(name);
	}
	bool is_inventory_in_list(qdInventory *p) {
		return _inventories.is_in_list(p);
	}
	bool rename_inventory(qdInventory *p, const char *name);

	const qdInventoryCellType *add_inventory_cell_type(const qdInventoryCellType &tp) {
		//проверяем уникальность идентификатора, вставляемого типа
		assert(find_inventory_cell_type(tp.type()) == _inventory_cell_types.end());
		_inventory_cell_types.push_back(tp);

		return &_inventory_cell_types.back();
	}
	bool remove_inventory_cell_type(int type) {
		typedef qdInventoryCellTypeVector::iterator i_t;
		i_t res = find_inventory_cell_type(type);
		if (res != _inventory_cell_types.end()) {
			_inventory_cell_types.erase(res);
			return true;
		}
		return false;
	}
	const qdInventoryCellType *get_inventory_cell_type(int type) const {
		typedef qdInventoryCellTypeVector::const_iterator ci_t;
		ci_t res = find_inventory_cell_type(type);
		if (res != _inventory_cell_types.end())
			return &*res;
		return NULL;
	}
	int get_unique_inventory_cell_type() const {
		if (_inventory_cell_types.empty()) return 0;
		return _inventory_cell_types.back().type() + 1;
	}
	bool set_inventory_cell_type(const qdInventoryCellType &tp) {
		typedef qdInventoryCellTypeVector::iterator i_t;
		i_t res = find_inventory_cell_type(tp.type());
		if (res != _inventory_cell_types.end()) {
			*res = tp;
			return true;
		}
		return false;
	}
	const qdInventoryCellTypeVector &inventory_cell_types() const {
		return _inventory_cell_types;
	}

	qdInventoryCellTypeVector &not_const_inventory_cell_types() {
		return _inventory_cell_types;
	}

	//! Операции со шрифтами
	/**
	Для создания типов всех добавляемых шрифтов нужно
	использовать get_unique_font_info_type().
	Самостоятельное задание типов шрифтов крайне не рекомендуется -
	возможны проблемы с уникальностью типов шрифтов и извлечением шрифта по типу.
	*/
	bool add_font_info(qdFontInfo *fi);
	bool remove_font_info(qdFontInfo *fi);
	bool rename_font_info(qdFontInfo *fi, char const *name);

	const qdFontInfo *get_font_info(int type) const;
	int get_unique_font_info_type() const;
	bool set_font_info(const qdFontInfo &fi);
	const qdFontInfoList &fonts_list() const {
		return _fonts.get_list();
	}

	int default_font() const {
		return _default_font;
	}
	void set_default_font(int font) {
		_default_font = font;
	}

	bool toggle_inventory(bool state);
	bool toggle_inventory() {
		if (!_cur_inventory) return toggle_inventory(true);
		else return toggle_inventory(false);
	}
	bool put_to_inventory(qdGameObjectAnimated *p);
	bool remove_from_inventory(qdGameObjectAnimated *p);
	bool is_in_inventory(const qdGameObjectAnimated *p) const;
	bool is_on_mouse(const qdGameObjectAnimated *p) const;

	const qdInventory *cur_inventory() const {
		return _cur_inventory;
	}

	bool add_video(qdVideo *p, qdVideo const *before = NULL);
	bool remove_video(const char *name);
	bool remove_video(qdVideo *p);
	qdVideo *get_video(const char *name);
	bool is_video_in_list(const char *name);
	bool is_video_in_list(qdVideo *p);
	bool rename_video(qdVideo *p, const char *name);

	bool add_trigger_chain(qdTriggerChain *p);
	bool remove_trigger_chain(const char *name);
	bool remove_trigger_chain(qdTriggerChain *p);
	qdTriggerChain *get_trigger_chain(const char *name);
	bool is_trigger_chain_in_list(const char *name);
	bool is_trigger_chain_in_list(qdTriggerChain *p);
	bool rename_trigger_chain(qdTriggerChain *p, const char *name);

	bool add_scene(qdGameScene *p);
	bool rename_scene(qdGameScene *p, const char *name);
	bool remove_scene(qdGameScene *p);
	qdGameScene *get_scene(const char *name);
	bool is_scene_in_list(const char *name);
	bool is_scene_in_list(const qdGameScene *p);

	bool add_global_object(qdGameObject *p);
	bool rename_global_object(qdGameObject *p, const char *name);
	bool remove_global_object(const char *name);
	bool remove_global_object(qdGameObject *p);
	qdGameObject *get_global_object(const char *name);
	bool is_global_object_in_list(const char *name);
	bool is_global_object_in_list(qdGameObject *p);

	bool merge_global_objects(qdGameObject *obj = NULL);
	bool split_global_objects(qdGameObject *obj = NULL);
	bool update_walk_state(const char *object_name, qdGameObjectState *p);
	qdGameObjectState *get_walk_state(const char *object_name);

	// Управление видеовставками
	bool play_video(const char *vid_name);
	bool play_video(qdVideo *p);
	bool pause_video();
	bool stop_video();
	bool close_video();
	bool is_video_finished();
	bool is_video_playing() {
		if (!_cur_video) return false;
		return true;
	}

	void continueVideo();
	bool is_video_playing(qdVideo *p) {
		return (_cur_video == p);
	}

	bool play_music_track(const qdMusicTrack *p, bool interface_mode = false);
	const qdMusicTrack *current_music() const {
		return _cur_music_track;
	}
	bool stop_music();

	bool select_scene(const char *s_name);
	bool select_scene(qdGameScene *sp, bool resources_flag = true);

	//! Делает активными все линки, идущие от объекта в триггерах.
	bool activate_trigger_links(const qdNamedObject *p);
	//! Делает неактивными все триггера сцены.
	bool deactivate_scene_triggers(const qdGameScene *p);

	void set_next_scene(qdGameScene *p) {
		_next_scene = p;
	}

	int load_resources();
	void free_resources();
	int get_resources_size();

	void load_script(const char *fname);
	void load_script(const xml::tag *p);
	bool save_script(Common::SeekableWriteStream &fh) const;
	bool save_script(const char *fname) const;

	//! Загрузка данных из сэйва.
	bool load_save(Common::SeekableReadStream *fh);
	//! Запись данных в сэйв.
	bool save_save(Common::WriteStream *stream) const;

	bool save_game(int slot_id) const;

	//! Инициализация данных, вызывается один раз сразу после загрузки скрипта.
	bool init();

	bool init_triggers();
	bool reset_triggers();

	const qdVideoList &video_list() const {
		return _videos.get_list();
	}
	const qdTriggerChainList &trigger_chain_list() const {
		return _trigger_chains.get_list();
	}
	const qdGameObjectList &global_object_list() const {
		return _global_objects.get_list();
	}
	const qdInventoryList &inventory_list() const {
		return _inventories.get_list();
	}
	const qdMiniGameList &minigame_list() const {
		return _minigames.get_list();
	}
	const qdGameEndList &game_end_list() const {
		return _game_ends.get_list();
	}
	const qdGameSceneList &scene_list() const {
		return _scenes.get_list();
	}
	const qdCounterList &counter_list() const {
		return _counters.get_list();
	}

	qdGameScene *get_active_scene() const {
		return _cur_scene;
	}

	qdSound *get_sound(const char *name);
	qdAnimation *get_animation(const char *name);
	qdAnimationSet *get_animation_set(const char *name);
	qdGameObject *get_object(const char *name);
	qdGameObjectMoving *get_active_personage();
	qdNamedObject *get_named_object(const qdNamedObjectReference *ref);

	qdScaleInfo *get_scale_info(const char *p);

	bool check_condition(qdCondition *cnd);

	void pause();
	void resume();
	bool is_paused() {
		return _is_paused;
	}

	bool is_gameplay_paused() {
		return _is_gameplay_paused;
	}

	void pause_gameplay(bool pause) { _is_gameplay_paused = pause; }

	bool restart();

	qdScreenTextDispatcher &screen_texts_dispatcher() {
		return _screen_texts;
	}

	bool toggle_main_menu() {
		return toggle_main_menu(!_interface_dispatcher.is_active());
	}
	bool toggle_main_menu(bool state, const char *screen_name = NULL);
	bool has_main_menu() const {
		return _interface_dispatcher.has_main_menu();
	}
	bool is_main_menu_exit_enabled() const;

	void set_game_end(const qdGameEnd *p) {
		_game_end = p;
	}
	bool end_game(const qdGameEnd *p);

	bool add_redraw_region(const grScreenRegion &reg);

	//! Ставит флаг, что надо выйти из игры.
	void toggle_exit() {
		set_flag(EXIT_FLAG);
	}
	//! Возвращает true, если надо выйти из игры.
	bool need_exit() const {
		return check_flag(EXIT_FLAG);
	}

	//! Ставит флаг, что надо перезапустить игру.
	void toggle_restart() {
		set_flag(RESTART_FLAG);
	}
	//! Возвращает true, если надо перезапустить игру.
	bool need_restart() const {
		return check_flag(RESTART_FLAG);
	}

	void toggle_full_redraw() {
		set_flag(FULLSCREEN_REDRAW_FLAG);
	}
	bool need_full_redraw() const {
		return check_flag(FULLSCREEN_REDRAW_FLAG);
	}

	static void set_dispatcher(qdGameDispatcher *p);
	static qdGameDispatcher *get_dispatcher() {
		return _dispatcher;
	}

	//! Возвращает имя стартовой сцены игры.
	const char *startup_scene() const {
		return _startup_scene.c_str();
	}
	//! Устанавливает имя стартовой сцены игры.
	/**
	Передавать NULL, чтобы скинуть установку.
	*/
	void set_startup_scene(const char *name) {
		if (name)
			_startup_scene = name;
		else
			_startup_scene.clear();
	}
	//! Возвращает true, если задана стартовая сцена игры.
	bool has_startup_scene() const {
		return !_startup_scene.empty();
	}

	bool game_screenshot(Graphics::Surface &thumb) const;

	void set_game_title(const char *p) {
		_game_title = p;
	}
	const char *game_title() const {
		return _game_title.c_str();
	}

	void set_texts_database(const Common::Path file_name) {
		_texts_database = file_name;
	}
	const Common::Path texts_database() const {
		return _texts_database;
	}

	void set_cd_key(const char *key) {
		_cd_key = key;
	}
	const char *cd_key() const {
		return _cd_key.c_str();
	}

	bool add_dialog_state(qdGameObjectState *p);

	const Vect2f &mouse_cursor_pos() const {
		return _mouse_cursor_pos;
	}

	bool is_autosave_slot(int save_slot) {
		return save_slot == _autosave_slot;
	}

	void set_auto_save(int save_slot) {
		set_flag(SAVE_GAME_FLAG);
		_autosave_slot = save_slot;
	}
	void set_auto_load(int save_slot) {
		set_flag(LOAD_GAME_FLAG);
		_autosave_slot = save_slot;
	}

	static grFont *create_font(int font_idx);
	static void free_font(grFont *fnt);

	//! Поиск шрифтов
	qdFontInfo *find_font_info(int type);
	const qdFontInfo *find_font_info(int type) const;
	const grFont *find_font(int type) const;

	bool set_fade(bool fade_in, float duration);

	bool write_resource_stats(const char *file_name) const;

	int hall_of_fame_size() const {
		return _hall_of_fame_size;
	}
	void set_hall_of_fame_size(int size) {
		_hall_of_fame_size = size;
	}

	const char *hall_of_fame_player_name(int place) const;
	void set_hall_of_fame_player_name(int place, const char *name);

	int hall_of_fame_player_score(int place) const;

	bool is_hall_of_fame_updated(int place) const;

	bool has_hall_of_fame() const {
		return _hall_of_fame_size != 0;
	}
	bool load_hall_of_fame();
	bool save_hall_of_fame() const;
	bool add_hall_of_fame_entry(int score);

private:

	int _timer;

	bool _is_paused;
	bool _is_gameplay_paused = false;

	bool _enable_file_packages;
	/// компрессия ресурсов в архивах, 0 - отключена, 9 - максимальная
	int _resource_compression;

	/// таблица рекордов, если нету - размер нулевой
	int _hall_of_fame_size;
	struct HallOfFameEntry {
		Common::String _player_name;
		int _score;

		bool _updated;

		HallOfFameEntry() {
			_score = 0;
			_updated = false;
		}
	};

	typedef Std::vector<HallOfFameEntry> HallOfFame;
	HallOfFame _hall_of_fame;

	qdInterfaceDispatcher _interface_dispatcher;

	winVideo _video_player;
	qdVideo *_cur_video;
	qdObjectListContainer<qdVideo> _videos;

	qdObjectListContainer<qdGameObject> _global_objects;
	qdObjectListContainer<qdTriggerChain> _trigger_chains;
	qdObjectListContainer<qdInventory> _inventories;
	qdObjectListContainer<qdGameEnd> _game_ends;
	qdObjectListContainer<qdGameScene> _scenes;
	qdObjectListContainer<qdCounter> _counters;

	qdGameScene *_cur_scene;
	bool _scene_saved;
	int _autosave_slot;

	//! Если ненулевой - игра заканчивается с переходом на него.
	const qdGameEnd *_game_end;

	qdObjectListContainer<qdMiniGame> _minigames;

	qdInventory *_cur_inventory;
	qdInventoryCellTypeVector _inventory_cell_types;
	//! Шрифты
	qdObjectListContainer<qdFontInfo> _fonts;

	//! Шрифт, используемый для отрисовки текстов, в формате который шрифт не задан.
	int _default_font;

	qdGameObjectMouse *_mouse_obj;
	qdGameObjectAnimated *_mouse_click_obj;
	const qdGameObjectState *_mouse_click_state;
	qdAnimation *_mouse_animation;
	Vect2f _mouse_cursor_pos;

	typedef Std::vector<qdGameObjectState *> dialog_states_container_t;
	dialog_states_container_t _dialog_states;
	dialog_states_container_t _dialog_states_last;

	qdScreenTextDispatcher _screen_texts;

	Common::String _startup_scene;

	//! Файл с субтитрами.
	Common::Path _texts_database;

	//! Название игры.
	Common::String _game_title;

	Common::String _cd_key;

	void *_scene_loading_progress_data;
	qdLoadingProgressFnc _scene_loading_progress_fnc;

	qdGameScene *_next_scene;

	bool _interface_music_mode;
	const qdMusicTrack *_cur_music_track;
	const qdMusicTrack *_cur_interface_music_track;

	float _fade_timer;
	float _fade_duration;

	qdCameraMode _default_camera_mode;

	static qdGameDispatcher *_dispatcher;

	bool init_inventories();

	qdInventoryCellTypeVector::iterator find_inventory_cell_type(int type) {
		return Common::find(_inventory_cell_types.begin(),
		                 _inventory_cell_types.end(), type);
	}

	qdInventoryCellTypeVector::const_iterator find_inventory_cell_type(int type) const {
		return Common::find(_inventory_cell_types.begin(), _inventory_cell_types.end(), type);
	}

	void redraw(const grScreenRegion &reg);
	void redraw_scene(bool draw_interface = true);

	/// включает нужный экран внутриигрового интерфейса
	bool update_ingame_interface();

	/// вытаскивает из интерфейса имена игроков в таблице рекордов
	bool update_hall_of_fame_names();
};

qdGameDispatcher *qd_get_game_dispatcher();

} // namespace QDEngine

#endif // QDENGINE_QDCORE_QD_GAME_DISPATCHER_H