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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_NEBULAR_SCENES2_H
#define MADS_NEBULAR_SCENES2_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
namespace Nebular {
class Scene2xx : public NebularScene {
protected:
/**
* Plays an appropriate sound when entering a scene
*/
void setAAName();
/**
* Updates the prefix used for getting player sprites for the scene
*/
void setPlayerSpritesPrefix();
void sceneEntrySound();
public:
Scene2xx(MADSEngine *vm) : NebularScene(vm) {}
};
class Scene201 : public Scene2xx {
private:
bool _pterodactylFlag;
public:
Scene201(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene202 : public Scene2xx {
private:
bool _activeMsgFl, _ladderTopFl, _waitingMeteoFl, _toStationFl, _toTeleportFl;
int _ladderHotspotId, _lastRoute, _stationCounter, _meteoFrame;
uint32 _meteoClock1, _meteoClock2, _startTime;
bool _meteorologistSpecial;
int subStep1(int randVal);
int subStep2(int randVal);
int subStep3(int randVal);
int subStep4(int randVal);
public:
Scene202(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
void setRandomKernelMessage();
};
class Scene203 : public Scene2xx {
private:
bool _rhotundaEat2Fl, _rhotundaEatFl;
public:
Scene203(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene205 : public Scene2xx {
private:
uint32 _lastFishTime, _chickenTime;
bool _beingKicked;
int _kernelMessage;
Conversation _dialog1;
void handleWomanSpeech(int quoteId);
public:
Scene205(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene207 : public Scene2xx {
private:
bool _vultureFl, _spiderFl, _eyeFl;
int _spiderHotspotId, _vultureHotspotId;
int32 _spiderTime, _vultureTime;
void moveVulture();
void moveSpider();
public:
Scene207(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene208 : public Scene2xx {
private:
bool _rhotundaTurnFl, _boundingFl;
int32 _rhotundaTime;
void updateTrap();
void subAction(int mode);
public:
Scene208(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene209 : public Scene2xx {
private:
bool _dodgeFl, _forceDodgeFl, _shouldDodgeFl;
bool _pitchFl;
bool _fallFl, _forceFallFl, _shouldFallFl;
bool _playingAnimFl, _playingDialogFl;
int _pauseMode, _pauseCounterThreshold, _pauseCounter;
bool _removeMonkeyFl;
int _monkeyPosition;
bool _shootReadyFl, _startShootingInTimerFl, _shootMissedLastFl;
bool _binocularsDroppedFl;
int _dialogAbortVal;
int _counter;
void handlePause();
void initPauseCounterThreshold();
void handlePeek();
void handleVerticalMove();
void handleLookStay();
void handleLookRight();
void handleBlink();
void handleGetBinoculars();
void handleStandFromPeek();
void handleDodge();
void handleBinocularBlink();
void handleBinocularScan();
void handleJumpInTree();
void handleTongue();
void handleMonkeyFall();
void handleJumpAndHide();
void handleMonkeyEating();
void handleMonkey1();
void handleStandBlink();
void handleMonkey2();
public:
Scene209(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene210 : public Scene2xx {
private:
int _curDialogNode;
int _nextHandsPlace;
int _twinkleAnimationType;
int _twinklesCurrentFrame;
bool _shouldTalk, _shouldFaceRex, _shouldMoveHead;
bool _stopWalking;
bool _twinklesTalking;
bool _twinklesTalk2;
int _doorway;
Common::String _subQuote2;
Conversation _conv1, _conv2, _conv3;
Conversation _conv5, _conv6, _conv7, _conv8;
void handleConversations();
void handleConversation1();
void handleConversation2();
void handleConversation3();
void handleConversation5();
void handleConversation6();
void handleConversation7();
void handleConversation8();
void setDialogNode(int node);
void handleTwinklesSpeech(int quoteId, int shiftX, uint32 delay);
void newNode(int node);
void restoreDialogNode(int node, int msgId, int posY);
public:
Scene210(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene211 : public Scene2xx {
private:
bool _ambushFl, _wakeFl;
int _monkeyFrame, _scrollY;
uint32 _monkeyTime;
public:
Scene211(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene212 : public Scene2xx {
public:
Scene212(MADSEngine *vm) : Scene2xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene213 : public SceneTeleporter {
public:
Scene213(MADSEngine *vm) : SceneTeleporter(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene214 : public Scene2xx {
private:
uint32 _devilTime;
bool _devilRunningFl;
public:
Scene214(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene215 : public Scene2xx {
public:
Scene215(MADSEngine *vm) : Scene2xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene216 : public Scene2xx {
public:
Scene216(MADSEngine *vm) : Scene2xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions() {};
};
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_NEBULAR_SCENES2_H */
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