/* 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_SCENES3_H #define MADS_NEBULAR_SCENES3_H #include "common/scummsys.h" #include "mads/game.h" #include "mads/scene.h" #include "mads/nebular/nebular_scenes.h" namespace MADS { namespace Nebular { typedef struct { bool _flag; int _vertical; int _horizontal; int _seqId[40]; uint32 _timer; } ForceField; class Scene3xx : 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(); void initForceField(ForceField *force, bool flag); void handleForceField(ForceField *force, int *sprites); int computeScale(int low, int high, int id); public: Scene3xx(MADSEngine *vm) : NebularScene(vm) {} }; class Scene301: public Scene3xx { public: Scene301(MADSEngine *vm) : Scene3xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions() {}; virtual void postActions() {}; }; class Scene302: public Scene3xx { private: int _oldFrame; public: Scene302(MADSEngine *vm) : Scene3xx(vm), _oldFrame(0) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions() {}; virtual void postActions() {}; }; class Scene303: public Scene3xx { public: Scene303(MADSEngine *vm) : Scene3xx(vm) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions() {}; virtual void postActions() {}; }; class Scene304: public Scene3xx { private: int _explosionSpriteId; public: Scene304(MADSEngine *vm) : Scene3xx(vm), _explosionSpriteId(-1) {} virtual void setup(); virtual void enter(); virtual void step(); virtual void preActions() {}; virtual void actions() {}; virtual void postActions() {}; }; class Scene307: public Scene3xx { private: ForceField _forceField; bool _afterPeeingFl; bool _duringPeeingFl; bool _grateOpenedFl; bool _activePrisonerFl; int _animationMode; int _prisonerMessageId; int _fieldCollisionCounter; uint32 _lastFrameTime; uint32 _guardTime; uint32 _prisonerTimer; Common::String _subQuote2; // dialog1, dialog2; void handleDialog(); void handleRexDialog(int quote); void handlePrisonerDialog(); void handlePrisonerEncounter(); void setDialogNode(int node); void handlePrisonerSpeech(int firstQuoteId, int number, long time); public: Scene307(MADSEngine *vm) : Scene3xx(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_SCENES3_H */