mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
d78dba3bca
svn-id: r48279
149 lines
4.5 KiB
C++
149 lines
4.5 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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* $URL$
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* $Id$
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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 "teenagent/pack.h"
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#include "teenagent/resources.h"
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#include "teenagent/inventory.h"
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#include "sound/audiostream.h"
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#include "sound/mixer.h"
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#include "common/random.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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* Supported games:
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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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class Scene;
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class MusicPlayer;
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class Console;
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class TeenAgentEngine: public Engine {
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public:
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enum Action { kActionNone, kActionExamine, kActionUse };
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TeenAgentEngine(OSystem *system, const ADGameDescription *gd);
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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 char *desc);
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virtual bool canLoadGameStateCurrently() { return true; }
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virtual bool canSaveGameStateCurrently() { return !scene_busy; }
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virtual bool hasFeature(EngineFeature f) const;
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void init();
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void deinit();
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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 showMetropolis();
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int skipEvents() const;
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static Common::String parseMessage(uint16 addr);
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//event driven:
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void displayMessage(uint16 addr, byte color = 0xd1, uint16 position = 0);
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void displayMessage(const Common::String &str, byte color = 0xd1, uint16 position = 0);
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void displayAsyncMessage(uint16 addr, uint16 position, uint16 first_frame, uint16 last_frame, byte color = 0xd1);
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void displayAsyncMessageInSlot(uint16 addr, byte slot, uint16 first_frame, uint16 last_frame, byte color = 0xd1);
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void displayCredits(uint16 addr, uint16 timer = 0);
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void displayCutsceneMessage(uint16 addr, uint16 position);
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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 setOns(byte id, byte value, byte scene_id = 0);
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void setLan(byte id, byte value, byte scene_id = 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 skip_frames);
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void playSoundNow(byte id);
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void enableObject(byte id, byte scene_id = 0);
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void disableObject(byte id, byte scene_id = 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 random;
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Scene *scene;
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Inventory *inventory;
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MusicPlayer *music;
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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 scene_busy;
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Action action;
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Object *dst_object;
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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 _mark_delay, _game_delay;
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Common::Array<Common::Array<UseHotspot> > use_hotspots;
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};
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} // End of namespace TeenAgent
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#endif
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