/* 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. * * $URL: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scene_logic.h $ * $Id: scene_logic.h 232 2011-02-12 11:56:38Z dreammaster $ * */ #ifndef TSAGE_RINGWORLD_LOGIC_H #define TSAGE_RINGWORLD_LOGIC_H #include "common/scummsys.h" #include "tsage/events.h" #include "tsage/core.h" #include "tsage/scenes.h" #include "tsage/globals.h" namespace tSage { #define ADD_PLAYER_MOVER(X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ _globals->_player.addMover(mover, &pt, this); } #define ADD_PLAYER_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ OBJ.addMover(mover, &pt, NULL); } #define ADD_PLAYER_MOVER_THIS(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ OBJ.addMover(mover, &pt, this); } #define ADD_MOVER(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \ OBJ.addMover(mover, &pt, this); } #define ADD_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \ OBJ.addMover(mover, &pt, NULL); } class SceneFactory { public: static Scene *createScene(int sceneNumber); }; class DisplayHotspot: public SceneObject { private: Common::Array _actions; bool performAction(int action); public: DisplayHotspot(int regionId, ...); virtual void doAction(int action) { if (!performAction(action)) SceneHotspot::doAction(action); } }; class DisplayObject: public SceneObject { private: Common::Array _actions; bool performAction(int action); public: DisplayObject(int firstAction, ...); virtual void doAction(int action) { if (!performAction(action)) SceneHotspot::doAction(action); } }; class SceneArea: public SavedObject { public: GfxSurface _surface; GfxSurface *_savedArea; Common::Point _pt; int _resNum; int _rlbNum; int _subNum; int _actionId; Rect _bounds; public: SceneArea(); ~SceneArea(); void setup(int resNum, int rlbNum, int subNum, int actionId); void draw2(); void display(); void restore(); virtual void synchronise(Serialiser &s); virtual void draw(bool flag); virtual void wait(); }; /*--------------------------------------------------------------------------*/ // Ringworld specific game speakers class SpeakerGText: public Speaker { public: SceneObject _sceneObject; public: SpeakerGText(); virtual Common::String getClassName() { return "SpeakerGText"; } virtual void setText(const Common::String &msg); virtual void removeText(); }; class SpeakerOText: public SpeakerGText { public: SpeakerOText(); virtual Common::String getClassName() { return "SpeakerOText"; } }; class SpeakerSText: public ScreenSpeaker { public: SpeakerSText(); virtual Common::String getClassName() { return "SpeakerSText"; } }; class SpeakerQText: public ScreenSpeaker { public: SpeakerQText(); virtual Common::String getClassName() { return "SpeakerQText"; } }; class SpeakerMText: public ScreenSpeaker { public: SpeakerMText(); virtual Common::String getClassName() { return "SpeakerMText"; } }; class SpeakerCText: public ScreenSpeaker { public: SpeakerCText(); virtual Common::String getClassName() { return "SpeakerCText"; } }; class SpeakerHText: public ScreenSpeaker { public: SpeakerHText(); virtual Common::String getClassName() { return "SpeakerHText"; } }; class SpeakerPText: public ScreenSpeaker { public: SpeakerPText(); virtual Common::String getClassName() { return "SpeakerPText"; } }; class SpeakerCHFText: public ScreenSpeaker { public: SpeakerCHFText(); virtual Common::String getClassName() { return "SpeakerCHFText"; } }; class SpeakerCDRText: public ScreenSpeaker { public: SpeakerCDRText(); virtual Common::String getClassName() { return "SpeakerCDRText"; } }; class SpeakerFLText: public ScreenSpeaker { public: SpeakerFLText(); virtual Common::String getClassName() { return "SpeakerFLText"; } }; class SpeakerBatText: public ScreenSpeaker { public: SpeakerBatText(); virtual Common::String getClassName() { return "SpeakerFLText"; } }; class SpeakerQL: public AnimatedSpeaker { public: SpeakerQL(); virtual Common::String getClassName() { return "SpeakerQL"; } virtual void setText(const Common::String &msg); }; class SpeakerSR: public AnimatedSpeaker { public: SceneObject _object3; public: SpeakerSR(); virtual Common::String getClassName() { return "SpeakerSR"; } void setText(const Common::String &msg); }; class SpeakerSL: public AnimatedSpeaker { public: SpeakerSL(); virtual Common::String getClassName() { return "SpeakerSL"; } virtual void setText(const Common::String &msg); }; class SpeakerQR: public AnimatedSpeaker { public: SpeakerQR(); virtual Common::String getClassName() { return "SpeakerQR"; } virtual void setText(const Common::String &msg); }; class SpeakerCR: public AnimatedSpeaker { public: SpeakerCR(); virtual Common::String getClassName() { return "SpeakerCR"; } virtual void setText(const Common::String &msg); }; class SpeakerMR: public AnimatedSpeaker { public: SpeakerMR(); virtual Common::String getClassName() { return "SpeakerMR"; } virtual void setText(const Common::String &msg); }; class SpeakerSAL: public AnimatedSpeaker { public: SpeakerSAL(); virtual Common::String getClassName() { return "SpeakerSAL"; } virtual void setText(const Common::String &msg); }; class SpeakerML: public AnimatedSpeaker { public: SpeakerML(); virtual Common::String getClassName() { return "SpeakerML"; } virtual void setText(const Common::String &msg); }; class SpeakerCHFL: public AnimatedSpeaker { public: SpeakerCHFL(); virtual Common::String getClassName() { return "SpeakerCHFL"; } virtual void setText(const Common::String &msg); }; class SpeakerCHFR: public AnimatedSpeaker { public: SpeakerCHFR(); virtual Common::String getClassName() { return "SpeakerCHFR"; } virtual void setText(const Common::String &msg); }; class SpeakerPL: public AnimatedSpeaker { public: SceneObject _object3; SpeakerAction _speakerAction2; SpeakerPL(); virtual Common::String getClassName() { return "SpeakerPL"; } virtual void setText(const Common::String &msg); virtual void removeText(); }; class SpeakerPR: public AnimatedSpeaker { public: SceneObject _object3; SpeakerAction _speakerAction2; SpeakerPR(); virtual Common::String getClassName() { return "SpeakerPR"; } virtual void setText(const Common::String &msg); virtual void removeText(); }; class SpeakerCDR: public AnimatedSpeaker { public: SpeakerCDR(); virtual Common::String getClassName() { return "SpeakerCDR"; } virtual void setText(const Common::String &msg); }; class SpeakerCDL: public AnimatedSpeaker { public: SpeakerCDL(); virtual Common::String getClassName() { return "SpeakerCDL"; } virtual void setText(const Common::String &msg); }; class SpeakerFLL: public AnimatedSpeaker { public: SpeakerFLL(); virtual Common::String getClassName() { return "SpeakerFLL"; } virtual void setText(const Common::String &msg); }; } // End of namespace tSage #endif