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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.
*
*/
#ifndef MADS_NEBULAR_SCENES_H
#define MADS_NEBULAR_SCENES_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/game_nebular.h"
#include "mads/nebular/globals_nebular.h"
namespace MADS {
namespace Nebular {
enum {
SEX_MALE = 0, SEX_UNKNOWN = 1, SEX_FEMALE = 2
};
enum Noun {
NOUN_BIG_LEAVES = 0x23,
NOUN_BLOWGUN = 0x29,
NOUN_BOMB = 0x2A,
NOUN_BOMBS = 0x2B,
NOUN_BONE = 0x2C,
NOUN_BURGER = 0x35,
NOUN_CHAIR = 0x47,
NOUN_CHICKEN = 0x49,
NOUN_CHICKEN_BOMB = 0x4A,
NOUN_DEAD_FISH = 0x65,
NOUN_DOOR = 0x6E,
NOUN_EAT = 0x75,
NOUN_EXAMINE = 0x7D,
NOUN_FRONT_WINDOW = 0x8E,
NOUN_FUZZY_DICE = 0x91,
NOUN_HOSE_DOWN = 0x0A6,
NOUN_HOTPANTS = 0x0A7,
NOUN_HULL = 0x0A8,
NOUN_HURL = 0x0A9,
NOUN_IGNITE = 0x0B4,
NOUN_INFLATE = 0x0B5,
NOUN_INSERT = 0x0B6,
NOUN_INSPECT = 0x0B7,
NOUN_JUNGLE = 0x0B8,
NOUN_LADDER = 0x0C7,
NOUN_LIFE_SUPPORT_SECTION = 0x0CC,
NOUN_LOG = 0x0D0,
NOUN_LOOK_AT = 0x0D1,
NOUN_LOOK_IN = 0x0D2,
NOUN_LOOK_THROUGH = 0x0D3,
NOUN_MONKEY = 0x0E3,
NOUN_OUTER_HULL = 0x0F8,
NOUN_OUTSIDE = 0x0F9,
NOUN_PEER_THROUGH = 0x103,
NOUN_PIRANHA = 0x10D,
NOUN_PLANT_STALK = 0x10F,
NOUN_READ = 0x11F,
NOUN_REFRIDGERATOR = 0x122,
NOUN_ROBO_KITCHEN = 0x127,
NOUN_SHIELD_ACCESS_PANEL = 0x135,
NOUN_SHIELD_MODULATOR = 0x137,
NOUN_SHOOT = 0x13A,
NOUN_SIT_IN = 0x13F,
NOUN_SKULL = 0x140,
NOUN_BROKEN_LADDER = 0x1C9,
NOUN_SMELL = 0x147,
NOUN_STUFFED_FISH = 0x157,
NOUN_15F = 0x15F,
NOUN_TIMEBOMB = 0x171,
NOUN_TWINKIFRUIT = 0x17A,
NOUN_VIEW_SCREEN = 0x180,
NOUN_WALK_THROUGH = 0x18B,
NOUN_DEEP_PIT = 0x19E,
NOUN_HUGE_LEGS = 0x1A8,
NOUN_LEAF_COVERED_PIT = 0x1A9,
NOUN_PILE_OF_LEAVES = 0x1AA,
NOUN_CAPTIVE_CREATURE = 0x1C3,
NOUN_NATIVE_WOMAN = 0x1DC,
NOUN_ALCOHOL = 0x310,
NOUN_DOLLOP = 0x3AC,
NOUN_DROP = 0x3AD,
NOUN_DASH = 0x3AE,
NOUN_SPLASH = 0x3AF,
NOUN_BIRDS = 0x487
};
class SceneFactory {
public:
static SceneLogic *createScene(MADSEngine *vm);
};
/**
* Specialized base class for Rex Nebular game scenes
*/
class NebularScene : public SceneLogic {
protected:
NebularGlobals &_globals;
GameNebular &_game;
MADSAction &_action;
/**
* Forms an animation resource name
*/
Common::String formAnimName(char sepChar, int suffixNum);
/**
* Plays appropriate sound for entering various rooms
*/
void lowRoomsEntrySound();
public:
/**
* Constructor
*/
NebularScene(MADSEngine *vm);
void sub7178C();
};
class SceneInfoNebular : public SceneInfo {
friend class SceneInfo;
protected:
virtual void loadCodes(MSurface &depthSurface, int variant);
virtual void loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream);
/**
* Constructor
*/
SceneInfoNebular(MADSEngine *vm) : SceneInfo(vm) {}
};
class SceneTeleporter : public NebularScene {
protected:
int _buttonTyped;
int _curCode;
int _digitCount;
int _curMessageId;
int _handSpriteId;
int _handSequenceId;
int _finishedCodeCounter;
int _meteorologistNextPlace;
int _meteorologistCurPlace;
int _teleporterSceneId;
Common::String _msgText;
int teleporterAddress(int code, bool working);
void teleporterHandleKey();
Common::Point teleporterComputeLocation();
void teleporterEnter();
bool teleporterActions();
void teleporterStep();
protected:
/**
* Constructor
*/
SceneTeleporter(MADSEngine *vm) : NebularScene(vm) {}
};
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_NEBULAR_SCENES_H */
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