/* 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/str.h" #include "common/rect.h" #include "audio/mixer.h" namespace ZVision { // Forward declaration of ZVision. This file is included before ZVision is declared class ZVision; class ScriptManager; class ValueSlot; /** * The base class that represents any action that a Puzzle can take. * This class is purely virtual. */ class ResultAction { public: ResultAction(ZVision *engine, int32 slotkey); 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() = 0; protected: ZVision *_engine; ScriptManager *_scriptManager; int32 _slotKey; }; class ActionAdd : public ResultAction { public: ActionAdd(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; int _value; }; class ActionAssign : public ResultAction { public: ActionAssign(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionAssign(); bool execute(); private: uint32 _key; ValueSlot *_value; }; class ActionAttenuate : public ResultAction { public: ActionAttenuate(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; int32 _attenuation; }; class ActionChangeLocation : public ResultAction { public: ActionChangeLocation(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: char _world; char _room; char _node; char _view; uint32 _offset; }; class ActionCrossfade : public ResultAction { public: ActionCrossfade(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _keyOne; uint32 _keyTwo; int32 _oneStartVolume; int32 _twoStartVolume; int32 _oneEndVolume; int32 _twoEndVolume; int32 _timeInMillis; }; class ActionCursor : public ResultAction { public: ActionCursor(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint8 _action; }; class ActionDelayRender : public ResultAction { public: ActionDelayRender(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _framesToDelay; }; class ActionDisableControl : public ResultAction { public: ActionDisableControl(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; }; class ActionDisplayMessage : public ResultAction { public: ActionDisplayMessage(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: int16 _control; int16 _msgid; }; class ActionDissolve : public ResultAction { public: ActionDissolve(ZVision *engine); bool execute(); }; class ActionDistort : public ResultAction { public: ActionDistort(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionDistort(); bool execute(); private: int16 _distSlot; int16 _speed; float _startAngle; float _endAngle; float _startLineScale; float _endLineScale; }; class ActionEnableControl : public ResultAction { public: ActionEnableControl(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; }; class ActionFlushMouseEvents : public ResultAction { public: ActionFlushMouseEvents(ZVision *engine, int32 slotkey); bool execute(); }; class ActionInventory : public ResultAction { public: ActionInventory(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: int8 _type; int32 _key; }; class ActionKill : public ResultAction { public: ActionKill(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; uint32 _type; }; class ActionMenuBarEnable : public ResultAction { public: ActionMenuBarEnable(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint16 _menus; }; class ActionMusic : public ResultAction { public: ActionMusic(ZVision *engine, int32 slotkey, const Common::String &line, bool global); ~ActionMusic(); bool execute(); private: Common::String _fileName; bool _loop; ValueSlot *_volume; bool _universe; bool _midi; int8 _note; int8 _prog; }; class ActionPanTrack : public ResultAction { public: ActionPanTrack(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionPanTrack(); bool execute(); private: int32 _pos; uint32 _musicSlot; }; class ActionPlayAnimation : public ResultAction { public: ActionPlayAnimation(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionPlayAnimation(); bool execute(); private: Common::String _fileName; uint32 _x; uint32 _y; uint32 _x2; uint32 _y2; uint32 _start; uint32 _end; int32 _mask; int32 _framerate; int32 _loopCount; }; class ActionPlayPreloadAnimation : public ResultAction { public: ActionPlayPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _animationKey; uint32 _controlKey; uint32 _x1; uint32 _y1; uint32 _x2; uint32 _y2; uint _startFrame; uint _endFrame; uint _loopCount; }; class ActionPreloadAnimation : public ResultAction { public: ActionPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionPreloadAnimation(); bool execute(); private: Common::String _fileName; int32 _mask; int32 _framerate; }; class ActionPreferences : public ResultAction { public: ActionPreferences(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: bool _save; }; class ActionQuit : public ResultAction { public: ActionQuit(ZVision *engine, int32 slotkey) : ResultAction(engine, slotkey) {} bool execute(); }; class ActionRegion : public ResultAction { public: ActionRegion(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionRegion(); bool execute(); private: Common::String _art; Common::String _custom; Common::Rect _rect; uint16 _delay; uint16 _type; uint16 _unk1; uint16 _unk2; }; // Only used by ZGI (locations cd6e, cd6k, dg2f, dg4e, dv1j) class ActionUnloadAnimation : public ResultAction { public: ActionUnloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; }; class ActionRandom : public ResultAction { public: ActionRandom(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionRandom(); bool execute(); private: ValueSlot *_max; }; class ActionRestoreGame : public ResultAction { public: ActionRestoreGame(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: Common::String _fileName; }; class ActionRotateTo : public ResultAction { public: ActionRotateTo(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: int32 _toPos; int32 _time; }; class ActionSetPartialScreen : public ResultAction { public: ActionSetPartialScreen(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint _x; uint _y; Common::String _fileName; int32 _backgroundColor; }; class ActionSetScreen : public ResultAction { public: ActionSetScreen(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: Common::String _fileName; }; class ActionStop : public ResultAction { public: ActionStop(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: uint32 _key; }; class ActionStreamVideo : public ResultAction { public: ActionStreamVideo(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: enum { DIFFERENT_DIMENSIONS = 0x1 // 0x1 flags that the destRect dimensions are different from the original video dimensions }; Common::String _fileName; uint _x1; uint _y1; uint _x2; uint _y2; uint _flags; bool _skippable; }; class ActionSyncSound : public ResultAction { public: ActionSyncSound(ZVision *engine, int32 slotkey, const Common::String &line); bool execute(); private: int _syncto; Common::String _fileName; }; class ActionTimer : public ResultAction { public: ActionTimer(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionTimer(); bool execute(); private: ValueSlot *_time; }; class ActionTtyText : public ResultAction { public: ActionTtyText(ZVision *engine, int32 slotkey, const Common::String &line); ~ActionTtyText(); bool execute(); private: Common::String _filename; uint32 _delay; Common::Rect _r; }; } // End of namespace ZVision #endif