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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef TEENAGENT_ENGINE_H
#define TEENAGENT_ENGINE_H
#include "engines/engine.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "common/random.h"
#include "common/rect.h"
#include "common/array.h"
#include "gui/debugger.h"
#include "teenagent/console.h"
#include "teenagent/dialog.h"
struct ADGameDescription;
/**
* This is the namespace of the TeenAgent engine.
*
* Status of this engine: Complete
*
* Games using this engine:
* - Teen Agent
*/
namespace TeenAgent {
struct Object;
struct UseHotspot;
class Scene;
class MusicPlayer;
class Dialog;
class Resources;
class Inventory;
// Engine Debug Flags
enum {
kDebugActor = (1 << 0),
kDebugAnimation = (1 << 1),
kDebugCallbacks = (1 << 2),
kDebugDialog = (1 << 3),
kDebugFont = (1 << 4),
kDebugInventory = (1 << 5),
kDebugMusic = (1 << 6),
kDebugObject = (1 << 7),
kDebugPack = (1 << 8),
kDebugScene = (1 << 9),
kDebugSurface = (1 << 10)
};
const uint16 kScreenWidth = 320;
const uint16 kScreenHeight = 200;
class TeenAgentEngine : public Engine {
public:
TeenAgentEngine(OSystem *system, const ADGameDescription *gd);
~TeenAgentEngine();
virtual Common::Error run();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const Common::String &desc);
virtual bool canLoadGameStateCurrently() { return true; }
virtual bool canSaveGameStateCurrently() { return !_sceneBusy; }
virtual bool hasFeature(EngineFeature f) const;
GUI::Debugger *getDebugger() { return console; }
void init();
enum Action { kActionNone, kActionExamine, kActionUse };
void examine(const Common::Point &point, Object *object);
void use(Object *object);
inline void cancel() { _action = kActionNone; }
bool processCallback(uint16 addr);
inline Scene *getScene() { return scene; }
bool showLogo();
bool showCDLogo();
bool showMetropolis();
int skipEvents() const;
Common::String parseMessage(uint16 addr);
//event driven:
void displayMessage(uint16 addr, byte color = textColorMark, uint16 x = 0, uint16 y = 0);
void displayMessage(const Common::String &str, byte color = textColorMark, uint16 x = 0, uint16 y = 0);
void displayAsyncMessage(uint16 addr, uint16 x, uint16 y, uint16 firstFrame, uint16 lastFrame, byte color = textColorMark);
void displayAsyncMessageInSlot(uint16 addr, byte slot, uint16 firstFrame, uint16 lastFrame, byte color = textColorMark);
void displayCredits(uint16 addr, uint16 timer = 0);
void displayCutsceneMessage(uint16 addr, uint16 x, uint16 y);
void moveTo(const Common::Point &dst, byte o, bool warp = false);
void moveTo(uint16 x, uint16 y, byte o, bool warp = false);
void moveTo(Object *obj);
void moveRel(int16 x, int16 y, byte o, bool warp = false);
void playActorAnimation(uint16 id, bool async = false, bool ignore = false);
void playAnimation(uint16 id, byte slot, bool async = false, bool ignore = false, bool loop = false);
void loadScene(byte id, const Common::Point &pos, byte o = 0);
void loadScene(byte id, uint16 x, uint16 y, byte o = 0);
void enableOn(bool enable = true);
void setOns(byte id, byte value, byte sceneId = 0);
void setLan(byte id, byte value, byte sceneId = 0);
void setFlag(uint16 addr, byte value);
byte getFlag(uint16 addr);
void reloadLan();
void rejectMessage();
void playMusic(byte id); //schedules play
void playSound(byte id, byte skipFrames);
void playSoundNow(byte id);
void enableObject(byte id, byte sceneId = 0);
void disableObject(byte id, byte sceneId = 0);
void hideActor();
void showActor();
void waitAnimation();
void waitLanAnimationFrame(byte slot, uint16 frame);
void setTimerCallback(uint16 addr, uint16 frames);
void shakeScreen();
void displayCredits();
void fadeIn();
void fadeOut();
void wait(uint16 frames);
Common::RandomSource _rnd;
Resources *res;
Scene *scene;
Inventory *inventory;
MusicPlayer *music;
Dialog *dialog;
Console *console;
void setMusic(byte id);
private:
void processObject();
bool trySelectedObject();
bool _sceneBusy;
Action _action;
Object *_dstObject;
Audio::AudioStream *_musicStream;
Audio::SoundHandle _musicHandle, _soundHandle;
const ADGameDescription *_gameDescription;
uint _markDelay, _gameDelay;
Common::Array<Common::Array<UseHotspot> > _useHotspots;
void fnIntro();
void fnPoleClimbFail();
void fnGotAnchor();
void fnGetOutOfLake();
void fnGuardDrinking();
void fnEgoDefaultPosition();
void fnEnterCave();
void fnEgoScaredBySpider();
void fnMoveToLadderAndLeaveCellar();
void fnLeaveCellar();
void fnPutRockInHole();
void fnEgoBottomRightTurn();
bool fnCheckingDrawers();
void fnDrawerOpenMessage();
bool fnRobotSafeAlreadyUnlockedCheck();
void fnRobotSafeUnlockCheck();
bool fnMansionIntrusionAttempt();
void fnSecondMansionIntrusion();
void fnThirdMansionIntrusion();
void fnFourthMansionIntrusion();
void fnFifthMansionIntrusion();
void fnSixthMansionIntrusion();
void fnTooDark();
bool fnIsCookGone();
void fnEgoSuspiciousPosition();
void fnGivingFlowerToOldLady();
void fnGiveAnotherFlowerToOldLady();
void fnGivingFlowerToAnne();
void fnGiveAnotherFlowerToAnne();
};
} // End of namespace TeenAgent
#endif
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