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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_SCENES6_H
#define MADS_NEBULAR_SCENES6_H

#include "common/scummsys.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"

namespace MADS {

namespace Nebular {

class Scene6xx : 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:
	Scene6xx(MADSEngine *vm) : NebularScene(vm) {}
};

class Scene601: public Scene6xx{
public:
	Scene601(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step();
	virtual void preActions() {};
	virtual void actions();
	virtual void postActions() {};
};

class Scene602: public Scene6xx{
private:
	int _lastSpriteIdx;
	int _lastSequenceIdx;
	int _cycleIndex;
	int _safeMode;

	void handleSafeActions();

public:
	Scene602(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step() {};
	virtual void preActions() {};
	virtual void actions();
	virtual void postActions() {};
};

class Scene603: public Scene6xx{
private:
	int _compactCaseHotspotId;
	int _noteHotspotId;

public:
	Scene603(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step() {};
	virtual void preActions() {};
	virtual void actions();
	virtual void postActions() {};
};

class Scene604: public Scene6xx{
private:
	int _timebombHotspotId;
	int _bombMode;
	int _monsterFrame;

	uint32 _monsterTimer;

	bool _monsterActive;
	bool _animationActiveFl;

	void handleBombActions();

public:
	Scene604(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step();
	virtual void preActions() {};
	virtual void actions();
	virtual void postActions() {};
};

class Scene605: public Scene6xx{
public:
	Scene605(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step();
	virtual void preActions() {};
	virtual void actions();
	virtual void postActions() {};
};

class Scene607: public Scene6xx{
private:
	uint32 _dogTimer;
	uint32 _lastFrameTime;

	bool _dogLoop;
	bool _dogEatsRex;
	bool _dogBarking;
	bool _shopAvailable;

	int _animationMode;
	int _animationActive;
	int _counter;

	void handleThrowingBone();

public:
	Scene607(MADSEngine *vm) : Scene6xx(vm) {}

	virtual void setup();
	virtual void enter();
	virtual void step();
	virtual void preActions();
	virtual void actions();
	virtual void postActions() {};
};

class Scene620: public Scene6xx{
public:
	Scene620(MADSEngine *vm) : Scene6xx(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_SCENES6_H */