/* 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 . * */ /* * 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