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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_SCENES3_H
#define MADS_NEBULAR_SCENES3_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
namespace Nebular {
typedef struct {
bool _flag;
int _vertical;
int _horizontal;
int _seqId[40];
uint32 _timer;
void init() {
_flag = false;
_vertical = _horizontal = -1;
_timer = 0;
for (int i = 0; i < 40; ++i)
_seqId[i] = -1;
}
void synchronize(Common::Serializer &s) {
s.syncAsByte(_flag);
s.syncAsSint32LE(_vertical);
s.syncAsSint32LE(_horizontal);
for (int i = 0; i < 40; ++i)
s.syncAsSint32LE(_seqId[i]);
s.syncAsUint32LE(_timer);
};
} ForceField;
class Scene3xx : 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();
void initForceField(ForceField *force, bool flag);
void handleForceField(ForceField *force, int *sprites);
int computeScale(int low, int high, int id);
public:
Scene3xx(MADSEngine *vm) : NebularScene(vm) {}
virtual void actions() {}
};
class Scene300s : public Scene3xx {
public:
Scene300s(MADSEngine *vm) : Scene3xx(vm) {}
virtual void preActions();
};
class Scene301 : public Scene3xx {
public:
Scene301(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene302 : public Scene3xx {
private:
int _oldFrame;
public:
Scene302(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene303 : public Scene3xx {
public:
Scene303(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene304 : public Scene3xx {
private:
int _explosionSpriteId;
public:
Scene304(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene307 : public Scene3xx {
private:
ForceField _forceField;
bool _afterPeeingFl;
bool _duringPeeingFl;
bool _grateOpenedFl;
bool _activePrisonerFl;
int _animationMode;
int _prisonerMessageId;
int _fieldCollisionCounter;
uint32 _lastFrameTime;
uint32 _guardTime;
uint32 _prisonerTimer;
Common::String _subQuote2;
Conversation _dialog1, _dialog2;
void handleDialog();
void handleRexDialog(int quote);
void handlePrisonerDialog();
void handlePrisonerEncounter();
void setDialogNode(int node);
void handlePrisonerSpeech(int firstQuoteId, int number, uint32 timeout);
public:
Scene307(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene308 : public Scene3xx {
private:
ForceField _forceField;
public:
Scene308(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene309 : public Scene3xx {
private:
ForceField _forceField;
int _characterSpriteIndexes[3];
int _messagesIndexes[3];
int _lastFrame;
public:
Scene309(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene310 : public Scene3xx {
private:
ForceField _forceField;
public:
Scene310(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene311 : public Scene3xx {
private:
bool _checkGuardFl;
public:
Scene311(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene313 : public Scene3xx {
public:
Scene313(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene316 : public Scene3xx {
private:
void handleRexInGrate();
void handleRoxInGrate();
public:
Scene316(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene318 : public Scene3xx {
private:
uint32 _dropTimer;
int _lastFrame;
int _animMode;
int _internCounter;
int _counter;
bool _dialogFl;
bool _internTalkingFl;
bool _internWalkingFl;
bool _internVisibleFl;
bool _explosionFl;
uint32 _lastFrameCounter;
Common::String _subQuote2;
Conversation _dialog1;
void handleDialog();
void handleRexDialogs(int quote);
void handleInternDialog(int quoteId, int quoteNum, uint32 timeout);
public:
Scene318(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene319 : public Scene3xx {
private:
Conversation _dialog1, _dialog2, _dialog3;
int _animMode, _animFrame;
int _nextAction1, _nextAction2;
int _slacheMode;
int _slacheTopic;
int _slachePosY;
bool _slacheTalkingFl;
bool _slacheReady;
bool _slacheInitFl;
Common::String _subQuote2;
void handleRexDialogues(int quote);
void handleSlacheDialogs(int quoteId, int counter, uint32 timer);
public:
Scene319(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene320 : public Scene300s {
private:
void setRightView(int view);
void setLeftView(int view);
void handleButtons();
bool _blinkFl;
bool _flippedFl;
int _buttonId;
int _lastFrame;
int _leftItemId;
int _posX;
int _rightItemId;
public:
Scene320(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene321 : public Scene3xx {
public:
Scene321(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
};
class Scene322 : public SceneTeleporter {
public:
Scene322(MADSEngine *vm) : SceneTeleporter(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene351 : public Scene3xx {
public:
Scene351(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene352 : public Scene3xx {
private:
bool _vaultOpenFl;
bool _mustPutArmDownFl;
bool _leaveRoomFl;
int _tapePlayerHotspotIdx;
int _hotspot1Idx;
int _hotspot2Idx;
int _lampHostpotIdx;
int _commonSequenceIdx;
int _commonSpriteIndex;
void putArmDown(bool corridorExit, bool doorwayExit);
public:
Scene352(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene353 : public Scene3xx {
public:
Scene353(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene354 : public Scene3xx {
public:
Scene354(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene357 : public Scene3xx {
public:
Scene357(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene358 : public Scene3xx {
public:
Scene358(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene359 : public Scene3xx {
private:
int _cardHotspotId;
public:
Scene359(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene360 : public Scene3xx {
public:
Scene360(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene361 : public Scene3xx {
private:
void handleRexAction();
void handleRoxAction();
public:
Scene361(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene366 : public Scene300s {
public:
Scene366(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene387 : public Scene300s {
public:
Scene387(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene388 : public Scene300s {
public:
Scene388(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene389 : public Scene300s {
private:
uint32 _monsterTime;
int _circularQuoteId;
public:
Scene389(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
};
class Scene390 : public Scene300s {
public:
Scene390(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene391 : public Scene300s {
public:
Scene391(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
class Scene399 : public Scene300s {
public:
Scene399(MADSEngine *vm) : Scene300s(vm) {}
virtual void setup();
virtual void enter();
virtual void actions();
};
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_NEBULAR_SCENES3_H */
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