/* 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. * * $URL$ * $Id$ * * The MADS game logic is all hard-coded into the games, although for Rex at least * it seems to use only a fairly basic set of instructions and function calls, so it should be * possible */ #ifndef M4_MADS_LOGIC_H #define M4_MADS_LOGIC_H namespace M4 { class MadsSceneLogic { private: // Library interface methods uint16 loadSpriteSet(uint16 suffixNum, uint16 sepChar); uint16 startSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int fld24, int timeoutTicks, int extraTicks); uint16 startCycledSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int fld24, int timeoutTicks, int extraTicks); uint16 startSpriteSequence3(uint16 srcSpriteIdx, int v0, int numTicks, int fld24, int timeoutTicks, int extraTicks); void activateHotspot(int idx, bool active); void lowRoomsEntrySound(); private: int _sceneNumber; int16 _spriteIndexes[50]; // Support functions const char *formAnimName(char sepChar, int16 suffixNum); void getSceneSpriteSet(); void getAnimName(); public: void selectScene(int sceneNum); void setupScene(); void enterScene(); void doAction(); }; } #endif