/* 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 { 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 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 { public: Scene203(MADSEngine *vm) : Scene2xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene205: public Scene2xx { uint32 _lastFishTime, _chickenTime; 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 { public: Scene207(MADSEngine *vm) : Scene2xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene208: public Scene2xx { public: Scene208(MADSEngine *vm) : Scene2xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions(); virtual void actions(); virtual void postActions() {}; }; class Scene209: public Scene2xx { public: Scene209(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 */