/* 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_SCENES2_H #define MADS_NEBULAR_SCENES2_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/scene.h" #include "mads/nebular/nebular_scenes.h" namespace MADS { namespace Nebular { class Scene2xx : 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(); public: Scene2xx(MADSEngine *vm) : NebularScene(vm) {} }; class Scene201: public Scene2xx { private: bool _pterodactylFlag; public: Scene201(MADSEngine *vm) : Scene2xx(vm), _pterodactylFlag(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions(); virtual void postActions() {}; }; class Scene202: public Scene2xx { private: bool _activeMsgFl, _ladderTopFl, _waitingMeteoFl, _toStationFl, _toTeleportFl; int _ladderHotspotId, _lastRoute, _stationCounter, _meteoFrame; uint32 _meteoClock1, _meteoClock2, _startTime; int _meteorologistSpecial; int subStep1(int randVal); int subStep2(int randVal); int subStep3(int randVal); int subStep4(int randVal); public: Scene202(MADSEngine *vm) : Scene2xx(vm), _activeMsgFl(false), _ladderTopFl(false), _waitingMeteoFl(false), _ladderHotspotId(-1), _meteoClock1(0), _meteoClock2(0), _toStationFl(false), _toTeleportFl(false), _lastRoute(0), _stationCounter(0), _meteoFrame(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; void setRandomKernelMessage(); }; class Scene203: public Scene2xx { private: bool _rhotundaEat2Fl, _rhotundaEatFl; public: Scene203(MADSEngine *vm) : Scene2xx(vm), _rhotundaEat2Fl(false), _rhotundaEatFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene205: public Scene2xx { private: uint32 _lastFishTime, _chickenTime; bool _beingKicked; public: Scene205(MADSEngine *vm) : Scene2xx(vm), _lastFishTime(0), _chickenTime(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions(); virtual void postActions() {}; }; class Scene207: public Scene2xx { private: bool _vultureFl, _spiderFl, _eyeFl; int _spiderHotspotId, _vultureHotspotId; int32 _spiderTime, _vultureTime; void moveVulture(); void moveSpider(); public: Scene207(MADSEngine *vm) : Scene2xx(vm), _vultureFl(false), _spiderFl(false), _spiderHotspotId(-1), _vultureHotspotId(-1), _spiderTime(0), _vultureTime(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene208: public Scene2xx { private: bool _rhotundaTurnFl, _boundingFl; int32 _rhotundaTime; void updateTrap(); void subAction(int mode); public: Scene208(MADSEngine *vm) : Scene2xx(vm), _rhotundaTurnFl(false), _boundingFl(false), _rhotundaTime(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene209: public Scene2xx { private: bool _dodgeFl, _forceDodgeFl, _shouldDodgeFl; bool _pitchFl; bool _fallFl, _forceFallFl, _shouldFallFl; bool _playingAnimFl, _playingDialogFl; int _pauseMode, _pauseCounterThreshold, _pauseCounter; bool _removeMonkeyFl; int _monkeyPosition; bool _shootReadyFl, _startShootingInTimerFl, _shootMissedLastFl; bool _binocularsDroppedFl; int _dialogAbortVal; int _counter; void handlePause(); void initPauseCounterThreshold(); void handlePeek(); void handleVerticalMove(); void handleLookStay(); void handleLookRight(); void handleBlink(); void handleGetBinoculars(); void handleStandFromPeek(); void handleDodge(); void handleBinocularBlink(); void handleBinocularScan(); void handleJumpInTree(); void handleTongue(); void handleMonkeyFall(); void handleJumpAndHide(); void handleMonkeyEating(); void handleMonkey1(); void handleStandBlink(); void handleMonkey2(); public: Scene209(MADSEngine *vm) : Scene2xx(vm), _dodgeFl(false), _forceDodgeFl(false), _pitchFl(false), _fallFl(false), _forceFallFl(false), _playingAnimFl(false), _shouldFallFl(false), _shouldDodgeFl(false), _monkeyPosition(0), _counter(0), _pauseMode(0), _binocularsDroppedFl(false), _startShootingInTimerFl(false), _dialogAbortVal(0), _playingDialogFl(false),_shootMissedLastFl(false), _removeMonkeyFl(false), _shootReadyFl(false), _pauseCounterThreshold(0), _pauseCounter(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene210: public Scene2xx { private: int _curDialogNode; int _nextHandsPlace; int _twinkleAnimationType; int _twinklesCurrentFrame; bool _shouldTalk, _shouldFaceRex, _shouldMoveHead; bool _stopWalking; bool _twinklesTalking; bool _twinklesTalk2; int _doorway; Common::String _subQuote2; Conversation _conv1, _conv2, _conv3; Conversation _conv5, _conv6, _conv7, _conv8; void handleConversations(); void handleConversation1(); void handleConversation2(); void handleConversation3(); void handleConversation5(); void handleConversation6(); void handleConversation7(); void handleConversation8(); void setDialogNode(int node); void handleTwinklesSpeech(int quoteId, int shiftX, uint32 delay); void newNode(int node); void restoreDialogNode(int node, int msgId, int posY); public: Scene210(MADSEngine *vm) : Scene2xx(vm), _curDialogNode(-1), _nextHandsPlace(0), _twinkleAnimationType(0), _twinklesCurrentFrame(0), _shouldTalk(false), _shouldFaceRex(false), _shouldMoveHead(false), _stopWalking(false), _twinklesTalking(false), _twinklesTalk2(false), _doorway(0), _subQuote2("") {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene211: public Scene2xx { private: bool _ambushFl, _wakeFl; int _monkeyFrame, _scrollY; uint32 _monkeyTime; public: Scene211(MADSEngine *vm) : Scene2xx(vm), _ambushFl(false), _wakeFl(false), _monkeyFrame(0), _scrollY(0), _monkeyTime(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene212: public Scene2xx { public: Scene212(MADSEngine *vm) : Scene2xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene214: public Scene2xx { private: uint32 _devilTime; bool _devilRunningFl; public: Scene214(MADSEngine *vm) : Scene2xx(vm), _devilTime(0), _devilRunningFl(false) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions(); virtual void postActions() {}; }; class Scene215: public Scene2xx { public: Scene215(MADSEngine *vm) : Scene2xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions(); virtual void postActions() {}; }; class Scene216: public Scene2xx { public: Scene216(MADSEngine *vm) : Scene2xx(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_SCENES2_H */