1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
|
/* 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
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
|