scummvm/engines/teenagent/teenagent.h
2010-03-18 15:07:11 +00:00

149 lines
4.5 KiB
C++

/* 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.
*
* $URL$
* $Id$
*/
#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 "sound/audiostream.h"
#include "sound/mixer.h"
#include "common/random.h"
struct ADGameDescription;
/**
* This is the namespace of the TeenAgent engine.
*
* Status of this engine: Complete
*
* Supported games:
* - 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);
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 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 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 random;
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