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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_SCENES4_H
#define MADS_NEBULAR_SCENES4_H
#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
namespace Nebular {
class Scene4xx : 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();
public:
Scene4xx(MADSEngine *vm) : NebularScene(vm) {}
};
class Scene401: public Scene4xx {
private:
bool _northFl;
Common::Point _destPos;
uint32 _timer;
public:
Scene401(MADSEngine *vm) : Scene4xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
virtual void postActions() {};
};
class Scene402: public Scene4xx {
private:
bool _lightOn;
bool _blowingSmoke;
bool _leftWomanMoving;
bool _rightWomanMoving;
bool _firstTalkToGirlInChair;
bool _waitingGinnyMove;
bool _ginnyLooking;
bool _bigBeatFl;
bool _roxOnStool;
bool _bartenderSteady;
bool _bartenderHandsHips;
bool _bartenderLooksLeft;
bool _bartenderReady;
bool _bartenderTalking;
bool _bartenderCalled;
bool _conversationFl;
bool _activeTeleporter;
bool _activeArrows;
bool _activeArrow1;
bool _activeArrow2;
bool _activeArrow3;
bool _cutSceneReady;
bool _cutSceneNeeded;
bool _helgaReady;
bool _refuseAlienLiquor;
int _drinkTimer;
int _beatCounter;
int _bartenderMode;
int _bartenderDialogNode;
int _bartenderCurrentQuestion;
int _helgaTalkMode;
int _roxMode;
int _rexMode;
int _talkTimer;
Conversation _dialog1;
Conversation _dialog2;
Conversation _dialog3;
Conversation _dialog4;
void setDialogNode(int node);
void handleConversation1();
void handleConversation2();
void handleConversation3();
void handleConversation4();
void handleDialogs();
public:
Scene402(MADSEngine *vm) : Scene4xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
virtual void postActions() {};
};
class Scene405: public Scene4xx {
public:
Scene405(MADSEngine *vm) : Scene4xx(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_SCENES4_H */
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