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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_PHANTOM_SCENES1_H
#define MADS_PHANTOM_SCENES1_H
#include "common/scummsys.h"
#include "common/serializer.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/phantom/phantom_scenes.h"
namespace MADS {
namespace Phantom {
class Scene1xx : public PhantomScene {
protected:
/**
* Plays an appropriate sound when entering a scene
*/
void sceneEntrySound();
/**
*Sets the AA file to use for the scene
*/
void setAAName();
/**
* Updates the prefix used for getting player sprites for the scene
*/
void setPlayerSpritesPrefix();
public:
Scene1xx(MADSEngine *vm) : PhantomScene(vm) {}
};
class Scene101 : public Scene1xx {
private:
int _chanStatus;
int _wipeStatus;
int _callingStatus;
int _chandelierStatus;
int _callingFrame;
int _chandelierFrame;
int _talkCounter;
int _convCounter;
int _brieAnimId;
bool _startWalkingFl;
bool _startWalking0Fl;
bool _anim0Running;
bool _anim1Running;
bool _startSittingFl;
public:
Scene101(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
void handleConversation0();
void handleConversation1();
void handleAnimation0();
void handleAnimation1();
};
class Scene102 : public Scene1xx {
private:
bool _anim0Running;
public:
Scene102(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene103 : public Scene1xx {
private:
int _jacquesAction;
int _lastRandom;
int _standPosition;
int _hotspotPrompt1;
int _hotspotPrompt2;
int _hotspotPrompt3;
int _hotspotPrompt4;
int _hotspotPrompt5;
int _hotspotRightFloor1;
int _hotspotRightFloor2;
int _hotspotLeftFloor1;
int _hotspotLeftFloor2;
int _hotspotGentleman;
int _convCount;
int _lastStairFrame;
int _lastJacquesFrame;
int _talkCount;
bool _anim0ActvFl;
bool _anim1ActvFl;
bool _anim2ActvFl;
bool _anim3ActvFl;
bool _anim4ActvFl;
bool _anim5ActvFl;
bool _anim6ActvFl;
bool _climbThroughTrapFl;
bool _guardFrameFl;
bool _sitFl;
void adjustRails(int variant);
void handleJacquesAnim();
void climbRightStairs();
void climbLeftStairs();
void descendRightStairs();
void descendLeftStairs();
void process_conv_jacques();
public:
Scene103(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene104 : public Scene1xx {
private:
bool _anim0ActvFl;
bool _anim1ActvFl;
bool _anim2ActvFl;
bool _needToGetUp;
bool _needToStandUp;
bool _needToTalk;
bool _sittingUp;
bool _beforeSheLeaves;
bool _beforeHeLeaves;
int _walkStatus;
int _walkFrame;
int _coupleStatus;
int _coupleFrame;
int _richStatus;
int _richFrame;
int _manTalkCount;
int _womanTalkCount;
int _lookCount;
int _richTalkCount;
int _lastPlayerFrame;
void cleanInventory();
void processConversations();
void handleWalkAnimation();
void handleCoupleAnimations();
void handleRichAnimations();
void handlePlayerWalk();
public:
Scene104(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene105 : public Scene1xx {
public:
Scene105(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene106 : public Scene1xx {
private:
int _sandbagHostpotId;
public:
Scene106(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene107 : public Scene1xx {
public:
Scene107(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene108 : public Scene1xx {
private:
bool _anim0ActvFl;
bool _handRaisedFl;
int _shutUpCount;
int _maxTalkCount;
int _charAction;
int _charFrame;
int _charTalkCount;
int _charHotspotId;
int _conversationCount;
int _prevShutUpFrame;
void handleCharAnimation();
void handleCharlesConversation();
public:
Scene108(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene109 : public Scene1xx {
private:
bool _anim0ActvFl;
bool _anim1ActvFl;
bool _anim2ActvFl;
bool _anim3ActvFl;
int _currentFloor;
public:
Scene109(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
} // End of namespace Phantom
} // End of namespace MADS
#endif /* MADS_PHANTOM_SCENES1_H */
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