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/* 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.
 *
 * $URL$
 * $Id$
 *
 * The MADS game logic is all hard-coded into the games, although for Rex at least
 * it seems to use only a fairly basic set of instructions and function calls, so it should be 
 * possible 
 */

#ifndef M4_MADS_LOGIC_H
#define M4_MADS_LOGIC_H

#include "m4/mads_views.h"

namespace M4 {

class MadsSceneLogic {
private:
	// Library interface methods
	uint16 loadSpriteSet(uint16 suffixNum, uint16 sepChar);
	uint16 startReversibleSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
	uint16 startCycledSpriteSequence(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
	uint16 startSpriteSequence3(uint16 srcSpriteIdx, int v0, int numTicks, int triggerCountdown, int timeoutTicks, int extraTicks);
	void activateHotspot(int idx, bool active);
	void lowRoomsEntrySound();
private:
	int _sceneNumber;
	int16 _spriteIndexes[50];

	// Support functions
	const char *formAnimName(char sepChar, int16 suffixNum);
	void getSceneSpriteSet();
	void getAnimName();
public:
	void selectScene(int sceneNum);

	void setupScene();
	void enterScene();
	void doAction();
	void sceneStep();
};

}

#endif