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/* 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_INIT_H
#define GAME_INIT_H
#include "hpl1/engine/engine.h"
using namespace hpl;
class cMapHandler;
class cButtonHandler;
class cPlayer;
class cGameScripts;
class cGameMessageHandler;
class cInventory;
class cFadeHandler;
class cSaveHandler;
class cTriggerHandler;
class cAttackHandler;
class cNotebook;
class cNumericalPanel;
class cDeathMenu;
class cGraphicsHelper;
class cEffectHandler;
class cPlayerHands;
class cGameMusicHandler;
class cRadioHandler;
class cMapLoadText;
class cPreMenu;
class cCredits;
class cDemoEndText;
class cIntroStory;
class cMainMenu;
#include "hpl1/penumbra-overture/GameTypes.h"
//--------------------------------------------------------
//#define DEMO_VERSION
//--------------------------------------------------------
class cInit : public iUpdateable {
public:
cInit();
~cInit();
bool Init(tString saveToLoad);
void Run();
void Exit();
void OnStart();
void Update(float afTimeStep);
void Reset();
void ResetGame(bool abRunInitScript);
void RunScriptCommand(const tString &asCommand);
void CreateHardCodedPS(iParticleEmitterData *apPE);
void PreloadSoundEntityData(const tString &asFile);
void PreloadParticleSystem(const tString &asFile);
// Main objects
cConfigFile *mpConfig;
cConfigFile *mpGameConfig;
cGame *mpGame;
iScript *mpGlobalScript;
FontData *mpDefaultFont;
// Main properties
cVector2l mvScreenSize;
bool mbFullScreen;
bool mbVsync;
tString msGlobalScriptFile;
tString msLanguageFile;
bool mbLogResources;
bool mbShowPreMenu;
bool mbShowMenu;
bool mbShowIntro;
int mlFSAA;
eGameDifficulty mDifficulty;
// indicates if the game was already started
bool _firstStart;
int mlMaxSoundChannels;
int mlStreamUpdateFreq;
bool mbUseSoundHardware;
bool mbUseSoundThreading;
int mlMaxMonoChannelsHint;
int mlMaxStereoChannelsHint;
tString msDeviceName;
ePhysicsAccuracy mPhysicsAccuracy;
float mfPhysicsUpdatesPerSec;
tString msStartMap;
tString msStartLink;
bool mbSubtitles;
bool mbSimpleWeaponSwing;
bool mbDisablePersonalNotes;
bool mbAllowQuickSave;
bool _allowInputUnlock;
bool mbFlashItems;
bool mbSimpleSwingInOptions;
bool mbShowCrossHair;
tWString msErrorMessage;
bool mbDebugInteraction;
float mfMaxPhysicsTimeStep;
bool mbDestroyGraphics; // If graphics should be destroyed by the entities. Set to false at map change.
bool mbResetCache;
bool mbPostEffects;
int mlMaxSoundDataNum;
int mlMaxPSDataNum;
bool mbWeaponAttacking; // To see if it is a weapon that is dealing the damage.
// Game objects
cMapHandler *mpMapHandler;
cButtonHandler *mpButtonHandler;
cPlayer *mpPlayer;
// cGameScripts *mpGameScripts;
cGameMessageHandler *mpGameMessageHandler;
cInventory *mpInventory;
cFadeHandler *mpFadeHandler;
cSaveHandler *mpSaveHandler;
cTriggerHandler *mpTriggerHandler;
cAttackHandler *mpAttackHandler;
cNotebook *mpNotebook;
cNumericalPanel *mpNumericalPanel;
cDeathMenu *mpDeathMenu;
cGraphicsHelper *mpGraphicsHelper;
cEffectHandler *mpEffectHandler;
cPlayerHands *mpPlayerHands;
cGameMusicHandler *mpMusicHandler;
cRadioHandler *mpRadioHandler;
cMapLoadText *mpMapLoadText;
cPreMenu *mpPreMenu;
cCredits *mpCredits;
cDemoEndText *mpDemoEndText;
cMainMenu *mpMainMenu;
cIntroStory *mpIntroStory;
};
#endif // GAME_INIT_H
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