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engines/crab/game.h
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150
engines/crab/game.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_GAME_H
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#define CRAB_GAME_H
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#include "crab/GameClock.h"
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#include "crab/gamestate_container.h"
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#include "crab/event/GameEventInfo.h"
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#include "crab/event/gameeventmanager.h"
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#include "crab/ui/DevConsole.h"
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#include "crab/ui/hud.h"
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#include "crab/ui/map.h"
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namespace Crab {
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class Game : public GameState {
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private:
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enum State {
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STATE_GAME,
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STATE_MAP,
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STATE_PAUSE,
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STATE_CHARACTER,
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STATE_JOURNAL,
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STATE_INVENTORY,
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STATE_HELP,
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STATE_LOSE_MENU,
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STATE_LOSE_LOAD
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} _state;
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enum SaveGameType {
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SAVEGAME_NORMAL, // Save the game normally when user uses the save menu
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SAVEGAME_EVENT, // Auto-save the game at certain points using events
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SAVEGAME_EXIT, // Auto-save the game on exit
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SAVEGAME_QUICK // You can use quick-save and quick-load keys
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};
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// These things don't need to be saved
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bool _isInited;
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pyrodactyl::ui::HUD _hud;
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Common::Array<pyrodactyl::event::EventResult> _eventRes;
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pyrodactyl::ui::ParagraphData _popDefault;
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pyrodactyl::ui::DebugConsole _debugConsole;
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// These things need to be saved
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pyrodactyl::ui::Map _map;
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pyrodactyl::event::Manager _gem;
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pyrodactyl::event::Info _info;
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pyrodactyl::level::Level _level;
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pyrodactyl::event::TriggerSet _gameOver;
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// Keeps track of the time player has spent in the game
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GameClock _clock;
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// The name of the auto save and quick save files
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struct SaveFile {
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bool _autoSlot;
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Common::String _auto1, _auto2, _autoQuit, _quick, _ironman;
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SaveFile() : _auto1("autoSave 1"), _auto2("autoSave 2"), _autoQuit("autoSave"), _quick("Quick Save") { _autoSlot = false; }
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void load(rapidxml::xml_node<char> *node) {
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loadStr(_auto1, "auto_1", node);
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loadStr(_auto2, "auto_2", node);
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loadStr(_autoQuit, "quit", node);
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loadStr(_quick, "quick", node);
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}
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} _savefile;
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static void quit(bool &shouldChangeState, GameStateID &newStateId, const GameStateID &newStateVal);
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bool applyResult();
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void applyResult(LevelResult result);
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// Load a level
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bool loadLevel(const Common::String &id, int playerX = -1, int playerY = -1);
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void toggleState(const State &s);
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// A nice simple function for saving games
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void createSaveGame(const SaveGameType &savetype);
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Common::String fullPath(const Common::String &filename) {
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Common::String res = "CRAB_" + filename;
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res += g_engine->_filePath->_saveExt;
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return res;
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}
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// Load the current player image
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void playerImg() {
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_hud.playerImg(g_engine->_eventStore->_img[_info.playerImg()]);
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}
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public:
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Game() : _isInited(false), _state(STATE_GAME) {}
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void init(const Common::Path &filename);
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void startNewGame();
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void loadGame();
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void handleEvents(Common::Event &event, bool &shouldChangeState, GameStateID &newStateId);
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#if 0
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void handleEvents(SDL_Event &Event, bool &ShouldChangeState, GameStateID &NewStateID);
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#endif
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void internalEvents(bool &shouldChangeState, GameStateID &newStateId);
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void draw();
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bool loadState(Common::SeekableReadStream *stream);
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// Raw function to save game to file - generally, using the CreateSaveGame function is recommended
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void saveState(Common::SeekableWriteStream *stream);
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void autoSave() {
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createSaveGame(SAVEGAME_EXIT);
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}
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void setUI();
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};
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} // End of namespace Crab
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#endif // CRAB_GAME_H
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