ScummVM API documentation
Init.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of Penumbra Overture.
26  */
27 
28 #ifndef GAME_INIT_H
29 #define GAME_INIT_H
30 
31 #include "hpl1/engine/engine.h"
32 
33 using namespace hpl;
34 
35 class cMapHandler;
36 class cButtonHandler;
37 class cPlayer;
38 class cGameScripts;
40 class cInventory;
41 class cFadeHandler;
42 class cSaveHandler;
43 class cTriggerHandler;
44 class cAttackHandler;
45 class cNotebook;
46 class cNumericalPanel;
47 class cDeathMenu;
48 class cGraphicsHelper;
49 class cEffectHandler;
50 class cPlayerHands;
51 class cGameMusicHandler;
52 class cRadioHandler;
53 class cMapLoadText;
54 class cPreMenu;
55 class cCredits;
56 class cDemoEndText;
57 
58 class cIntroStory;
59 
60 class cMainMenu;
61 
62 #include "hpl1/penumbra-overture/GameTypes.h"
63 
64 //--------------------------------------------------------
65 
66 //#define DEMO_VERSION
67 
68 //--------------------------------------------------------
69 
70 class cInit : public iUpdateable {
71 public:
72  cInit();
73  ~cInit();
74 
75  bool Init(tString saveToLoad);
76  void Run();
77  void Exit();
78 
79  void OnStart();
80  void Update(float afTimeStep);
81  void Reset();
82 
83  void ResetGame(bool abRunInitScript);
84 
85  void RunScriptCommand(const tString &asCommand);
86 
87  void CreateHardCodedPS(iParticleEmitterData *apPE);
88 
89  void PreloadSoundEntityData(const tString &asFile);
90  void PreloadParticleSystem(const tString &asFile);
91 
92  // Main objects
93  cConfigFile *mpConfig;
94  cConfigFile *mpGameConfig;
95  cGame *mpGame;
96  iScript *mpGlobalScript;
97 
98  FontData *mpDefaultFont;
99 
100  // Main properties
101  cVector2l mvScreenSize;
102  bool mbFullScreen;
103  bool mbVsync;
104  tString msGlobalScriptFile;
105  tString msLanguageFile;
106  bool mbLogResources;
107  bool mbShowPreMenu;
108  bool mbShowMenu;
109  bool mbShowIntro;
110  int mlFSAA;
111  eGameDifficulty mDifficulty;
112  // indicates if the game was already started
113  bool _firstStart;
114 
115  int mlMaxSoundChannels;
116  int mlStreamUpdateFreq;
117  bool mbUseSoundHardware;
118  bool mbUseSoundThreading;
119  int mlMaxMonoChannelsHint;
120  int mlMaxStereoChannelsHint;
121  tString msDeviceName;
122 
123  ePhysicsAccuracy mPhysicsAccuracy;
124  float mfPhysicsUpdatesPerSec;
125 
126  tString msStartMap;
127  tString msStartLink;
128 
129  bool mbSubtitles;
130  bool mbSimpleWeaponSwing;
131  bool mbDisablePersonalNotes;
132  bool mbAllowQuickSave;
133  bool _allowInputUnlock;
134  bool mbFlashItems;
135  bool mbSimpleSwingInOptions;
136  bool mbShowCrossHair;
137 
138  tWString msErrorMessage;
139 
140  bool mbDebugInteraction;
141  float mfMaxPhysicsTimeStep;
142  bool mbDestroyGraphics; // If graphics should be destroyed by the entities. Set to false at map change.
143  bool mbResetCache;
144  bool mbPostEffects;
145  int mlMaxSoundDataNum;
146  int mlMaxPSDataNum;
147 
148  bool mbWeaponAttacking; // To see if it is a weapon that is dealing the damage.
149 
150  // Game objects
151  cMapHandler *mpMapHandler;
152  cButtonHandler *mpButtonHandler;
153  cPlayer *mpPlayer;
154  // cGameScripts *mpGameScripts;
155  cGameMessageHandler *mpGameMessageHandler;
156  cInventory *mpInventory;
157  cFadeHandler *mpFadeHandler;
158  cSaveHandler *mpSaveHandler;
159  cTriggerHandler *mpTriggerHandler;
160  cAttackHandler *mpAttackHandler;
161  cNotebook *mpNotebook;
162  cNumericalPanel *mpNumericalPanel;
163  cDeathMenu *mpDeathMenu;
164  cGraphicsHelper *mpGraphicsHelper;
165  cEffectHandler *mpEffectHandler;
166  cPlayerHands *mpPlayerHands;
167  cGameMusicHandler *mpMusicHandler;
168  cRadioHandler *mpRadioHandler;
169  cMapLoadText *mpMapLoadText;
170  cPreMenu *mpPreMenu;
171  cCredits *mpCredits;
172  cDemoEndText *mpDemoEndText;
173 
174  cMainMenu *mpMainMenu;
175 
176  cIntroStory *mpIntroStory;
177 };
178 
179 #endif // GAME_INIT_H
Definition: AI.h:36
Definition: Script.h:223
Definition: Game.h:91
Definition: str.h:59
Definition: ParticleEmitter.h:203
Definition: SaveHandler.h:323
Definition: RadioHandler.h:56
Definition: GameMusicHandler.h:64
Definition: font_data.h:67
Definition: ConfigFile.h:38
Definition: NumericalPanel.h:79
Definition: Player.h:145
Definition: EffectHandler.h:267
Definition: TriggerHandler.h:74
Definition: GameScripts.h:38
Definition: ustr.h:57
Definition: IntroStory.h:91
Definition: ButtonHandler.h:40
Definition: GameMessageHandler.h:61
Definition: GraphicsHelper.h:40
Definition: Updateable.h:35
Definition: DeathMenu.h:100
Definition: FadeHandler.h:37
Definition: AttackHandler.h:85
Definition: PreMenu.h:51
Definition: DemoEndText.h:40
Definition: Credits.h:41
Definition: MainMenu.h:351
Definition: PlayerHands.h:159
Definition: MapHandler.h:155
Definition: Init.h:70
Definition: MapLoadText.h:41
Definition: Inventory.h:290
Definition: Notebook.h:263