/* 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 ZVISION_ACTIONS_H #define ZVISION_ACTIONS_H #include "common/scummsys.h" #include "audio/mixer.h" namespace Common { class String; } namespace ZVision { // Forward declaration of ZVision. This file is included before ZVision is declared class ZVision; /** * The base class that represents any action that a Puzzle can take. * This class is purely virtual. */ class ResultAction { public: virtual ~ResultAction() {} /** * This is called by the script system whenever a Puzzle's criteria are found to be true. * It should execute any necessary actions and return a value indicating whether the script * system should continue to test puzzles. In 99% of cases this will be 'true'. * * @param engine A pointer to the base engine so the ResultAction can access all the necessary methods * @return Should the script system continue to test any remaining puzzles (true) or immediately break and go on to the next frame (false) */ virtual bool execute(ZVision *engine) = 0; }; // The different types of actions // DEBUG, // DISABLE_CONTROL, // DISABLE_VENUS, // DISPLAY_MESSAGE, // DISSOLVE, // DISTORT, // ENABLE_CONTROL, // FLUSH_MOUSE_EVENTS, // INVENTORY, // KILL, // MENU_BAR_ENABLE, // MUSIC, // PAN_TRACK, // PLAY_PRELOAD, // PREFERENCES, // QUIT, // RANDOM, // REGION, // RESTORE_GAME, // ROTATE_TO, // SAVE_GAME, // SET_PARTIAL_SCREEN, // SET_SCREEN, // SET_VENUS, // STOP, // STREAM_VIDEO, // SYNC_SOUND, // TTY_TEXT, // UNIVERSE_MUSIC, class ActionAdd : public ResultAction { public: ActionAdd(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; uint _value; }; class ActionAssign : public ResultAction { public: ActionAssign(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; uint _value; }; class ActionAttenuate : public ResultAction { public: ActionAttenuate(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; int _attenuation; }; class ActionChangeLocation : public ResultAction { public: ActionChangeLocation(const Common::String &line); bool execute(ZVision *engine); private: char _world; char _room; char _node; char _view; uint32 _offset; }; class ActionCrossfade : public ResultAction { public: ActionCrossfade(const Common::String &line); bool execute(ZVision *engine); private: uint32 _keyOne; uint32 _keyTwo; uint _oneStartVolume; uint _twoStartVolume; uint _oneEndVolume; uint _twoEndVolume; uint _timeInMillis; }; class ActionDebug : public ResultAction { public: ActionDebug(const Common::String &line); bool execute(ZVision *engine); private: }; class ActionDelayRender : public ResultAction { public: ActionDelayRender(const Common::String &line); bool execute(ZVision *engine); private: // TODO: Check if this should actually be frames or if it should be milliseconds/seconds uint32 framesToDelay; }; class ActionDisableControl : public ResultAction { public: ActionDisableControl(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; }; class ActionDisableVenus : public ResultAction { public: ActionDisableVenus(const Common::String &line); bool execute(ZVision *engine); private: }; class ActionDisplayMessage : public ResultAction { public: ActionDisplayMessage(const Common::String &line); bool execute(ZVision *engine); private: }; class ActionDissolve : public ResultAction { public: ActionDissolve(); bool execute(ZVision *engine); }; class ActionDistort : public ResultAction { public: ActionDistort(const Common::String &line); bool execute(ZVision *engine); private: }; class ActionEnableControl : public ResultAction { public: ActionEnableControl(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; }; class ActionMusic : public ResultAction { public: ActionMusic(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; Audio::Mixer::SoundType _soundType; Common::String _fileName; bool _loop; byte _volume; }; class ActionPlayAnimation : public ResultAction { public: ActionPlayAnimation(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; Common::String _fileName; uint32 _x; uint32 _y; uint32 _width; uint32 _height; uint32 _start; uint32 _end; uint _mask; uint _framerate; bool _loop; }; class ActionPreloadAnimation : public ResultAction { public: ActionPreloadAnimation(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; Common::String _fileName; uint _mask; uint _framerate; }; class ActionQuit : public ResultAction { public: ActionQuit() {} bool execute(ZVision *engine); }; // TODO: See if this exists in ZGI. It doesn't in ZNem class ActionUnloadAnimation : public ResultAction { public: ActionUnloadAnimation(const Common::String &line); bool execute(ZVision *engine); }; class ActionRandom : public ResultAction { public: ActionRandom(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; uint _max; }; class ActionSetPartialScreen : public ResultAction { public: ActionSetPartialScreen(const Common::String &line); bool execute(ZVision *engine); private: uint _x; uint _y; Common::String _fileName; uint16 _backgroundColor; }; class ActionSetScreen : public ResultAction { public: ActionSetScreen(const Common::String &line); bool execute(ZVision *engine); private: Common::String _fileName; }; class ActionStreamVideo : public ResultAction { public: ActionStreamVideo(const Common::String &line); bool execute(ZVision *engine); private: Common::String _fileName; uint _x1; uint _y1; uint _x2; uint _y2; uint _flags; bool _skippable; }; class ActionTimer : public ResultAction { public: ActionTimer(const Common::String &line); bool execute(ZVision *engine); private: uint32 _key; uint _time; }; } // End of namespace ZVision #endif