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