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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 ZVISION_RESULT_ACTION_H
+#define ZVISION_RESULT_ACTION_H
+
+#include "common/scummsys.h"
+
+#include "common/str.h"
+
+namespace ZVision {
+
+// Forward declaration of ZVision. This file is included before ZVision is declared
+class ZVision;
+
+class ResultAction {
+public:
+ virtual ~ResultAction() {}
+ virtual bool execute(ZVision *zVision) = 0;
+};
+
+
+// The different types of actions
+// CROSSFADE,
+// DEBUG,
+// DELAY_RENDER,
+// DISABLE_CONTROL,
+// DISABLE_VENUS,
+// DISPLAY_MESSAGE,
+// DISSOLVE,
+// DISTORT,
+// ENABLE_CONTROL,
+// FLUSH_MOUSE_EVENTS,
+// INVENTORY,
+// KILL,
+// MENU_BAR_ENABLE,
+// MUSIC,
+// PAN_TRACK,
+// PLAY_PRELOAD,
+// PREFERENCES,
+// QUIT,
+// RANDOM,
+// REGION,
+// RESTORE_GAME,
+// ROTATE_TO,
+// SAVE_GAME,
+// SET_PARTIAL_SCREEN,
+// SET_SCREEN,
+// SET_VENUS,
+// STOP,
+// STREAM_VIDEO,
+// SYNC_SOUND,
+// TTY_TEXT,
+// UNIVERSE_MUSIC,
+
+class ActionAdd : public ResultAction {
+public:
+ ActionAdd(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ byte _value;
+};
+
+class ActionAssign : public ResultAction {
+public:
+ ActionAssign(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ byte _value;
+};
+
+class ActionAttenuate : public ResultAction {
+public:
+ ActionAttenuate(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ int16 _attenuation;
+};
+
+class ActionChangeLocation : public ResultAction {
+public:
+ ActionChangeLocation(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ char _world;
+ char _room;
+ char _nodeview[2];
+ int16 _x;
+};
+
+class ActionCrossfade : public ResultAction {
+public:
+ ActionCrossfade(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _keyOne;
+ uint32 _keyTwo;
+ byte _oneStartVolume;
+ byte _twoStartVolume;
+ byte _oneEndVolume;
+ byte _twoEndVolume;
+ uint16 _timeInMillis;
+};
+
+class ActionPlayAnimation : public ResultAction {
+public:
+ ActionPlayAnimation(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ Common::String _fileName;
+ uint32 _x;
+ uint32 _y;
+ uint32 _width;
+ uint32 _height;
+ uint32 _start;
+ uint32 _end;
+ uint32 _mask;
+ byte _framerate;
+ bool _loop;
+};
+
+class ActionPreloadAnimation : public ResultAction {
+public:
+ ActionPreloadAnimation(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ Common::String _fileName;
+ uint32 _mask;
+ byte _framerate;
+};
+
+// TODO: See if this exists in ZGI. It doesn't in ZNem
+//class ActionUnloadAnimation : public ResultAction {
+//public:
+// ActionUnloadAnimation(Common::String line);
+// bool execute(ZVision *zVision);
+//};
+
+class ActionRandom : public ResultAction {
+public:
+ ActionRandom(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ uint32 _max;
+};
+
+class ActionTimer : public ResultAction {
+public:
+ ActionTimer(Common::String line);
+ bool execute(ZVision *zVision);
+
+private:
+ uint32 _key;
+ uint32 _time;
+};
+
+} // End of namespace ZVision
+
+#endif