File: Init.h

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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