/* 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_SCENES1_H #define MADS_NEBULAR_SCENES1_H #include "common/scummsys.h" #include "common/serializer.h" #include "mads/game.h" #include "mads/scene.h" #include "mads/nebular/nebular_scenes.h" namespace MADS { namespace Nebular { class Scene1xx : public NebularScene { 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) : NebularScene(vm) {} }; class Scene101: public Scene1xx { private: bool _sittingFl; bool _panelOpened; int _messageNum; int _posY; int _shieldSpriteIdx; int _chairHotspotId; int _oldSpecial; void sayDang(); public: Scene101(MADSEngine *vm) : Scene1xx(vm), _sittingFl(false), _panelOpened(false), _messageNum(0), _posY(0), _shieldSpriteIdx(0), _chairHotspotId(0), _oldSpecial(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void synchronize(Common::Serializer &s); }; class Scene102 : public Scene1xx { private: bool _fridgeOpenedFl; bool _fridgeOpenedDescr; bool _fridgeFirstOpenFl; bool _chairDescrFl; bool _drawerDescrFl; bool _activeMsgFl; int _fridgeCommentCount; void addRandomMessage(); public: Scene102(MADSEngine *vm) : Scene1xx(vm), _fridgeOpenedFl(false), _fridgeOpenedDescr(false), _fridgeFirstOpenFl(false), _chairDescrFl(false), _drawerDescrFl(false), _activeMsgFl(false), _fridgeCommentCount(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions(); virtual void synchronize(Common::Serializer &s); }; class Scene103 : public Scene1xx { private: bool _sayHiToBinky; uint32 _updateClock; public: Scene103(MADSEngine *vm) : Scene1xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void actions(); virtual void postActions(); virtual void synchronize(Common::Serializer &s); }; class Scene104 : public Scene1xx { private: bool _kargShootingFl; bool _loseFl; public: Scene104(MADSEngine *vm) : Scene1xx(vm), _kargShootingFl(false), _loseFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void synchronize(Common::Serializer &s); }; class Scene105 : public Scene1xx { private: bool _explosionFl; public: Scene105(MADSEngine *vm) : Scene1xx(vm), _explosionFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene106 : public Scene1xx { private: bool _backToShipFl; bool _shadowFl; bool _firstEmergingFl; int _msgPosY; public: Scene106(MADSEngine *vm) : Scene1xx(vm), _backToShipFl(false), _shadowFl(false), _firstEmergingFl(false), _msgPosY(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene107 : public Scene1xx { private: bool _shootingFl; public: Scene107(MADSEngine *vm) : Scene1xx(vm), _shootingFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene108 : public Scene1xx { public: Scene108(MADSEngine *vm) : Scene1xx(vm) {} virtual void setup(); virtual void enter(); virtual void step() {}; virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene109 : public Scene1xx { private: bool _rexThrowingObject; bool _hoovicDifficultFl; bool _beforeEatingRex; bool _eatingRex; bool _hungryFl; bool _eatingFirstFish; int _throwingObjectId; int _hoovicTrigger; public: Scene109(MADSEngine *vm); virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene110 : public Scene1xx { private: bool _crabsFl; public: Scene110(MADSEngine *vm) : Scene1xx(vm), _crabsFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene111 : public Scene1xx { private: bool _stampedFl; bool _launch1Fl; bool _launched2Fl; bool _rexDivingFl; public: Scene111(MADSEngine *vm) : Scene1xx(vm), _stampedFl(false), _launch1Fl(false), _launched2Fl(false), _rexDivingFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene112 : public Scene1xx { public: Scene112(MADSEngine *vm) : Scene1xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions() {}; virtual void postActions() {}; }; } // End of namespace Nebular } // End of namespace MADS #endif /* MADS_NEBULAR_SCENES1_H */