ScummVM API documentation
TwinE::GameState Class Reference

Public Member Functions

 GameState (TwinEEngine *engine)
 
void setChapter (int16 chapter)
 
int16 getChapter () const
 
bool inventoryDisabled () const
 
bool hasOpenedFunfrocksSafe () const
 
bool hasArrivedHamalayi () const
 
bool hasItem (InventoryItems item) const
 
void giveItem (InventoryItems item)
 
void removeItem (InventoryItems item)
 
void clearGameFlags ()
 
uint8 hasGameFlag (uint8 index) const
 
void setGameFlag (uint8 index, uint8 value)
 
int16 setKeys (int16 value)
 
int16 setGas (int16 value)
 
int16 setLeafs (int16 value)
 
int16 setKashes (int16 value)
 
int16 setMagicPoints (int16 val)
 
int16 setMaxMagicPoints ()
 
int16 setLeafBoxes (int16 val)
 
void handleLateGameItems ()
 
void addGas (int16 value)
 
void addKeys (int16 val)
 
void addKashes (int16 val)
 
void addMagicPoints (int16 val)
 
void addLeafs (int16 val)
 
void addLeafBoxes (int16 val)
 
void initEngineVars ()
 
void init3DGame ()
 
void doFoundObj (InventoryItems item)
 
void giveUp ()
 
bool loadGame (Common::SeekableReadStream *file)
 
bool saveGame (Common::WriteStream *file)
 
void processGameChoices (TextId choiceIdx)
 
void processGameoverAnimation ()
 

Public Attributes

int16 _magicBall = 0
 
int16 _magicBallType = 0
 
int16 _magicBallCount = 0
 
int16 _magicLevelIdx = 0
 
int16 _inventoryNumKeys = 0
 
int16 _goldPieces = 0
 
int16 _zlitosPieces = 0
 
int16 _inventoryNumLeafsBox = 0
 
int16 _inventoryNumLeafs = 0
 
int16 _magicPoint = 0
 
int16 _inventoryNumGas = 0
 
bool _usingSabre = false
 
bool _endGameItems = false
 
uint8 _inventoryFlags [NUM_INVENTORY_ITEMS]
 
uint8 _holomapFlags [NUM_LOCATIONS]
 
char _sceneName [30] {}
 
TextId _gameChoices [10]
 
int32 _numChoices = 0
 
TextId _choiceAnswer = TextId::kNone
 

Member Function Documentation

◆ setChapter()

void TwinE::GameState::setChapter ( int16  chapter)

LBA engine chapter 0: Imprisoned 1: Escape from the citadel 2: Zoe got captured 3: - looking for a young girl 4: - looking for a "friend" 5: The legend of Sendell 6: The book of Bu 7: Pirate LeBorne 8: - "good day" 9: - "good day" 10: - ?? nothing 11: - ?? nothing 12: - ?? nothing 13: - looking for plans 14: - still looking for plans 15: The final showdown - "good day"

◆ initEngineVars()

void TwinE::GameState::initEngineVars ( )

Initialize all engine variables

◆ init3DGame()

void TwinE::GameState::init3DGame ( )

Initialize engine 3D projections

Member Data Documentation

◆ _magicBall

int16 TwinE::GameState::_magicBall = 0

Magic ball type index

◆ _magicBallType

int16 TwinE::GameState::_magicBallType = 0

Magic ball num bounce

◆ _magicBallCount

int16 TwinE::GameState::_magicBallCount = 0

Magic ball auxiliar bounce number

◆ _magicLevelIdx

int16 TwinE::GameState::_magicLevelIdx = 0

Magic level index

◆ _inventoryNumKeys

int16 TwinE::GameState::_inventoryNumKeys = 0

Store the number of inventory keys

◆ _goldPieces

int16 TwinE::GameState::_goldPieces = 0

Store the number of inventory kashes

◆ _inventoryNumLeafsBox

int16 TwinE::GameState::_inventoryNumLeafsBox = 0

Store the number of inventory clover leafs boxes

◆ _inventoryNumLeafs

int16 TwinE::GameState::_inventoryNumLeafs = 0

Store the number of inventory clover leafs

◆ _magicPoint

int16 TwinE::GameState::_magicPoint = 0

Store the number of inventory magic points

◆ _inventoryNumGas

int16 TwinE::GameState::_inventoryNumGas = 0

Store the number of gas

◆ _usingSabre

bool TwinE::GameState::_usingSabre = false

Its using FunFrock Sabre

◆ _inventoryFlags

uint8 TwinE::GameState::_inventoryFlags[NUM_INVENTORY_ITEMS]

Inventory used flags 0 means never used, 1 means already used and automatic re-use


The documentation for this class was generated from the following file: