1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
|
/* 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 "teenagent/pack.h"
#include "teenagent/resources.h"
#include "teenagent/inventory.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "common/random.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;
class Scene;
class MusicPlayer;
class Console;
class TeenAgentEngine : public Engine {
public:
enum Action { kActionNone, kActionExamine, kActionUse };
TeenAgentEngine(OSystem *system, const ADGameDescription *gd);
~TeenAgentEngine();
virtual Common::Error run();
virtual Common::Error loadGameState(int slot);
virtual Common::Error saveGameState(int slot, const char *desc);
virtual bool canLoadGameStateCurrently() { return true; }
virtual bool canSaveGameStateCurrently() { return !scene_busy; }
virtual bool hasFeature(EngineFeature f) const;
void init();
void deinit();
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;
static Common::String parseMessage(uint16 addr);
//event driven:
void displayMessage(uint16 addr, byte color = 0xd1, uint16 position = 0);
void displayMessage(const Common::String &str, byte color = 0xd1, uint16 position = 0);
void displayAsyncMessage(uint16 addr, uint16 position, uint16 first_frame, uint16 last_frame, byte color = 0xd1);
void displayAsyncMessageInSlot(uint16 addr, byte slot, uint16 first_frame, uint16 last_frame, byte color = 0xd1);
void displayCredits(uint16 addr, uint16 timer = 0);
void displayCutsceneMessage(uint16 addr, uint16 position);
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 scene_id = 0);
void setLan(byte id, byte value, byte scene_id = 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 skip_frames);
void playSoundNow(byte id);
void enableObject(byte id, byte scene_id = 0);
void disableObject(byte id, byte scene_id = 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;
Scene *scene;
Inventory *inventory;
MusicPlayer *music;
Console * console;
void setMusic(byte id);
private:
void processObject();
bool trySelectedObject();
bool scene_busy;
Action action;
Object *dst_object;
Audio::AudioStream *_musicStream;
Audio::SoundHandle _musicHandle, _soundHandle;
const ADGameDescription *_gameDescription;
uint _mark_delay, _game_delay;
Common::Array<Common::Array<UseHotspot> > use_hotspots;
};
} // End of namespace TeenAgent
#endif
|