/* 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 */