1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
|
/* 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 ZVISION_ACTIONS_H
#define ZVISION_ACTIONS_H
#include "common/scummsys.h"
#include "audio/mixer.h"
namespace Common {
class String;
}
namespace ZVision {
// Forward declaration of ZVision. This file is included before ZVision is declared
class ZVision;
/**
* The base class that represents any action that a Puzzle can take.
* This class is purely virtual.
*/
class ResultAction {
public:
virtual ~ResultAction() {}
/**
* This is called by the script system whenever a Puzzle's criteria are found to be true.
* It should execute any necessary actions and return a value indicating whether the script
* system should continue to test puzzles. In 99% of cases this will be 'true'.
*
* @param engine A pointer to the base engine so the ResultAction can access all the necessary methods
* @return Should the script system continue to test any remaining puzzles (true) or immediately break and go on to the next frame (false)
*/
virtual bool execute(ZVision *engine) = 0;
};
// The different types of actions
// DEBUG,
// DISABLE_CONTROL,
// DISABLE_VENUS,
// DISPLAY_MESSAGE,
// DISSOLVE,
// DISTORT,
// ENABLE_CONTROL,
// FLUSH_MOUSE_EVENTS,
// INVENTORY,
// KILL,
// MENU_BAR_ENABLE,
// MUSIC,
// PAN_TRACK,
// PLAY_PRELOAD,
// PREFERENCES,
// QUIT,
// RANDOM,
// REGION,
// RESTORE_GAME,
// ROTATE_TO,
// SAVE_GAME,
// SET_PARTIAL_SCREEN,
// SET_SCREEN,
// SET_VENUS,
// STOP,
// STREAM_VIDEO,
// SYNC_SOUND,
// TTY_TEXT,
// UNIVERSE_MUSIC,
class ActionAdd : public ResultAction {
public:
ActionAdd(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _value;
};
class ActionAssign : public ResultAction {
public:
ActionAssign(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _value;
};
class ActionAttenuate : public ResultAction {
public:
ActionAttenuate(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
int _attenuation;
};
class ActionChangeLocation : public ResultAction {
public:
ActionChangeLocation(const Common::String &line);
bool execute(ZVision *engine);
private:
char _world;
char _room;
char _node;
char _view;
uint32 _offset;
};
class ActionCrossfade : public ResultAction {
public:
ActionCrossfade(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _keyOne;
uint32 _keyTwo;
uint _oneStartVolume;
uint _twoStartVolume;
uint _oneEndVolume;
uint _twoEndVolume;
uint _timeInMillis;
};
class ActionDebug : public ResultAction {
public:
ActionDebug(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDelayRender : public ResultAction {
public:
ActionDelayRender(const Common::String &line);
bool execute(ZVision *engine);
private:
// TODO: Check if this should actually be frames or if it should be milliseconds/seconds
uint32 framesToDelay;
};
class ActionDisableControl : public ResultAction {
public:
ActionDisableControl(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
};
class ActionDisableVenus : public ResultAction {
public:
ActionDisableVenus(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDisplayMessage : public ResultAction {
public:
ActionDisplayMessage(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDissolve : public ResultAction {
public:
ActionDissolve();
bool execute(ZVision *engine);
};
class ActionDistort : public ResultAction {
public:
ActionDistort(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionEnableControl : public ResultAction {
public:
ActionEnableControl(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
};
class ActionMusic : public ResultAction {
public:
ActionMusic(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Audio::Mixer::SoundType _soundType;
Common::String _fileName;
bool _loop;
byte _volume;
};
class ActionPlayAnimation : public ResultAction {
public:
ActionPlayAnimation(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Common::String _fileName;
uint32 _x;
uint32 _y;
uint32 _width;
uint32 _height;
uint32 _start;
uint32 _end;
uint _mask;
uint _framerate;
uint _loopCount;
};
class ActionPlayPreloadAnimation : public ResultAction {
public:
ActionPlayPreloadAnimation(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _animationKey;
uint32 _controlKey;
uint32 _x1;
uint32 _y1;
uint32 _x2;
uint32 _y2;
uint _startFrame;
uint _endFrame;
uint _loopCount;
};
class ActionPreloadAnimation : public ResultAction {
public:
ActionPreloadAnimation(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Common::String _fileName;
uint _mask;
uint _framerate;
};
class ActionQuit : public ResultAction {
public:
ActionQuit() {}
bool execute(ZVision *engine);
};
// TODO: See if this exists in ZGI. It doesn't in ZNem
class ActionUnloadAnimation : public ResultAction {
public:
ActionUnloadAnimation(const Common::String &line);
bool execute(ZVision *engine);
};
class ActionRandom : public ResultAction {
public:
ActionRandom(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _max;
};
class ActionSetPartialScreen : public ResultAction {
public:
ActionSetPartialScreen(const Common::String &line);
bool execute(ZVision *engine);
private:
uint _x;
uint _y;
Common::String _fileName;
uint16 _backgroundColor;
};
class ActionSetScreen : public ResultAction {
public:
ActionSetScreen(const Common::String &line);
bool execute(ZVision *engine);
private:
Common::String _fileName;
};
class ActionStreamVideo : public ResultAction {
public:
ActionStreamVideo(const Common::String &line);
bool execute(ZVision *engine);
private:
Common::String _fileName;
uint _x1;
uint _y1;
uint _x2;
uint _y2;
uint _flags;
bool _skippable;
};
class ActionTimer : public ResultAction {
public:
ActionTimer(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _time;
};
} // End of namespace ZVision
#endif
|