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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_SCENES3_H
#define MADS_NEBULAR_SCENES3_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
namespace Nebular {
typedef struct {
bool _flag;
int _vertical;
int _horizontal;
int _seqId[40];
uint32 _timer;
} ForceField;
class Scene3xx : public NebularScene {
protected:
/**
* Plays an appropriate sound when entering a scene
*/
void setAAName();
/**
* Updates the prefix used for getting player sprites for the scene
*/
void setPlayerSpritesPrefix();
void sceneEntrySound();
void initForceField(ForceField *force, bool flag);
void handleForceField(ForceField *force, int *sprites);
int computeScale(int low, int high, int id);
public:
Scene3xx(MADSEngine *vm) : NebularScene(vm) {}
};
class Scene301: public Scene3xx {
public:
Scene301(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions() {};
virtual void postActions() {};
};
class Scene302: public Scene3xx {
private:
int _oldFrame;
public:
Scene302(MADSEngine *vm) : Scene3xx(vm), _oldFrame(0) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions() {};
virtual void postActions() {};
};
class Scene303: public Scene3xx {
public:
Scene303(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions() {};
virtual void postActions() {};
};
class Scene304: public Scene3xx {
private:
int _explosionSpriteId;
public:
Scene304(MADSEngine *vm) : Scene3xx(vm), _explosionSpriteId(-1) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions() {};
virtual void postActions() {};
};
class Scene307: public Scene3xx {
private:
ForceField _forceField;
bool _afterPeeingFl;
bool _duringPeeingFl;
bool _grateOpenedFl;
bool _activePrisonerFl;
int _animationMode;
int _prisonerMessageId;
int _fieldCollisionCounter;
uint32 _lastFrameTime;
uint32 _guardTime;
uint32 _prisonerTimer;
Common::String _subQuote2;
// dialog1, dialog2;
void handleDialog();
void handleRexDialog(int quote);
void handlePrisonerDialog();
void handlePrisonerEncounter();
void setDialogNode(int node);
void handlePrisonerSpeech(int firstQuoteId, int number, long time);
public:
Scene307(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions();
virtual void postActions() {};
};
class Scene308: public Scene3xx {
private:
ForceField _forceField;
public:
Scene308(MADSEngine *vm) : Scene3xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions() {};
virtual void actions() {};
virtual void postActions() {};
};
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_NEBULAR_SCENES3_H */
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