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/* 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.
*
*/
#ifndef MADS_DRAGON_SCENES1_H
#define MADS_DRAGON_SCENES1_H
#include "common/scummsys.h"
#include "common/serializer.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/dragonsphere/dragonsphere_scenes.h"
namespace MADS {
namespace Dragonsphere {
class Scene1xx : public DragonsphereScene {
protected:
/**
* Plays an appropriate sound when entering a scene
*/
void sceneEntrySound();
/**
*Sets the AA file to use for the scene
*/
void setAAName();
/**
* Updates the prefix used for getting player sprites for the scene
*/
void setPlayerSpritesPrefix();
public:
Scene1xx(MADSEngine *vm) : DragonsphereScene(vm) {}
};
class Scene101 : public Scene1xx {
public:
Scene101(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene102 : public Scene1xx {
private:
int _diaryHotspotIdx1;
int _diaryHotspotIdx2;
int _diaryFrame;
int _animRunning;
public:
Scene102(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene103 : public Scene1xx {
public:
Scene103(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene104 : public Scene1xx {
private:
bool _anim0ActvFl;
bool _anim1ActvFl;
bool _anim2ActvFl;
bool _anim3ActvFl;
bool _anim4ActvFl;
bool _anim5ActvFl;
bool _anim6ActvFl;
bool _activateTimerFl;
bool _wasBearFl;
bool _amuletWorksFl;
bool _pidDrawnSword;
int _animationRunning;
int _deathTimer;
int _deathFrame;
int _doorwayHotspotId;
int _kingStatus;
int _kingFrame;
int _kingCount;
int _queenStatus;
int _queenFrame;
int _queenCount;
int _pidStatus;
int _pidFrame;
int _pidCount;
int _macStatus;
int _macFrame;
int _macCount;
int _twinklesStatus;
int _twinklesFrame;
int _twinklesCount;
int _tapestryFrame;
int32 _clock;
void handleFinalConversation();
void handleKingAnimation();
void handleMacAnimation1();
void handleMacAnimation2();
void handleQueenAnimation();
void handleTwinklesAnimation();
void handleDeathAnimation();
void handlePidAnimation();
public:
Scene104(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene105 : public Scene1xx {
private:
bool _maidTalkingFl;
bool _sitUpFl;
bool _goodNumberFl;
int _maidFrame;
int _maidHotspotId1;
int _maidHotspotId2;
int _newStatus;
int _previousStatus;
int _bucketHotspotId;
int _boneHotspotId;
int _gobletHotspotId;
void setRandomStatus();
void setRandomWipebrow();
void handleConversation();
public:
Scene105(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
} // End of namespace Dragonsphere
} // End of namespace MADS
#endif /* MADS_DRAGON_SCENES1_H */
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