50 #include "engines/engine.h" 51 #include "audio/mixer.h" 52 #include "common/debug.h" 53 #include "common/endian.h" 54 #include "common/rect.h" 56 #include "common/random.h" 57 #include "common/timer.h" 58 #include "common/text-to-speech.h" 60 #include "wage/debugger.h" 88 #define STORAGESCENE "STORAGE@" 110 kWageDebugExample = 1 << 0,
111 kWageDebugExample2 = 1 << 1
123 const char *prependGenderSpecificPronoun(
int gender);
124 const char *getGenderSpecificPronoun(
int gender,
bool capitalize);
140 const char *getGameFile()
const;
144 const char *getTargetName() {
return _targetName.c_str(); }
149 void performInitialSetup();
150 void wearObjs(
Chr *chr);
152 void performCombatAction(
Chr *npc,
Chr *player);
153 int getValidMoveDirections(
Chr *npc);
154 void performAttack(
Chr *attacker,
Chr *victim,
Obj *weapon);
155 void performMagic(
Chr *attacker,
Chr *victim,
Obj *magicalObject);
156 void performMove(
Chr *chr,
int validMoves);
157 void performOffer(
Chr *attacker,
Chr *victim);
158 void performTake(
Chr *npc,
Obj *obj);
159 void decrementUses(
Obj *obj);
160 bool attackHit(
Chr *attacker,
Chr *victim,
Obj *weapon,
int targetIndex);
161 void performHealingMagic(
Chr *chr,
Obj *magicalObject);
166 void takeObj(
Obj *obj);
168 bool handleMoveCommand(Directions dir,
const char *dirName);
169 bool handleLookCommand();
172 bool handleInventoryCommand();
173 bool handleStatusCommand();
174 bool handleRestCommand();
175 bool handleAcceptCommand();
177 bool handleTakeCommand(
const char *target);
178 bool handleDropCommand(
const char *target);
179 bool handleAimCommand(
const char *target);
180 bool handleWearCommand(
const char *target);
181 bool handleOfferCommand(
const char *target);
183 void wearObj(
Obj *o,
int pos);
186 bool handleAttack(
Obj *weapon);
188 void printPlayerCondition(
Chr *player);
189 const char *getPercentMessage(
double percent);
205 bool _temporarilyHidden;
207 bool _commandWasQuick;
208 bool _restartRequested =
false;
211 int _defaultSaveSlot = -1;
220 void updateSoundTimerForScene(
Scene *scene,
bool firstTime);
222 void appendText(
const char *str);
223 void sayText(
const Common::U32String &str, Common::TextToSpeechManager::Action action = Common::TextToSpeechManager::INTERRUPT_NO_REPEAT)
const;
224 void sayText(
const Common::String &str, Common::TextToSpeechManager::Action action = Common::TextToSpeechManager::INTERRUPT_NO_REPEAT)
const;
230 void processEvents();
233 void encounter(
Chr *player,
Chr *chr);
237 uint32 getFeatures();
241 bool scummVMSaveLoadDialog(
bool isSave);
244 int getSceneIndex(
Scene *scene)
const;
245 Obj *getObjByOffset(
int offset,
int objBaseOffset)
const;
246 Chr *getChrById(
int resId)
const;
247 Chr *getChrByOffset(
int offset,
int chrBaseOffset)
const;
248 Scene *getSceneById(
int id)
const;
249 Scene *getSceneByOffset(
int offset)
const;
251 int loadGame(
int slotId);
Definition: macresman.h:126
EngineFeature
Definition: engine.h:260
Definition: advancedDetector.h:164
Definition: entities.h:231
Definition: algorithm.h:29
Definition: formatinfo.h:28
Definition: entities.h:300
Definition: debugger.h:28
Definition: entities.h:130
Definition: entities.h:111