aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/scripting/actions.h
blob: bde1baa2919657c348a5093b5be66c53b7296f4b (plain)
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
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
/* 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/str.h"
#include "common/rect.h"

#include "audio/mixer.h"

namespace ZVision {

// Forward declaration of ZVision. This file is included before ZVision is declared
class ZVision;
class ScriptManager;
class ValueSlot;

/**
  * The base class that represents any action that a Puzzle can take.
  * This class is purely virtual.
  */
class ResultAction {
public:
	ResultAction(ZVision *engine, int32 slotkey);
	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() = 0;
protected:
	ZVision *_engine;
	ScriptManager *_scriptManager;
	int32 _slotKey;
};

class ActionAdd : public ResultAction {
public:
	ActionAdd(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
	int _value;
};

class ActionAssign : public ResultAction {
public:
	ActionAssign(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionAssign();
	bool execute();

private:
	uint32 _key;
	ValueSlot *_value;
};

class ActionAttenuate : public ResultAction {
public:
	ActionAttenuate(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
	int32 _attenuation;
};

class ActionChangeLocation : public ResultAction {
public:
	ActionChangeLocation(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	char _world;
	char _room;
	char _node;
	char _view;
	uint32 _offset;
};

class ActionCrossfade : public ResultAction {
public:
	ActionCrossfade(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _keyOne;
	uint32 _keyTwo;
	int32 _oneStartVolume;
	int32 _twoStartVolume;
	int32 _oneEndVolume;
	int32 _twoEndVolume;
	int32 _timeInMillis;
};

class ActionCursor : public ResultAction {
public:
	ActionCursor(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint8 _action;
};

class ActionDelayRender : public ResultAction {
public:
	ActionDelayRender(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _framesToDelay;
};

class ActionDisableControl : public ResultAction {
public:
	ActionDisableControl(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
};

class ActionDisplayMessage : public ResultAction {
public:
	ActionDisplayMessage(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	int16 _control;
	int16 _msgid;
};

class ActionDissolve : public ResultAction {
public:
	ActionDissolve(ZVision *engine);
	bool execute();
};

class ActionDistort : public ResultAction {
public:
	ActionDistort(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionDistort();
	bool execute();

private:
	int16 _distSlot;
	int16 _speed;
	float _startAngle;
	float _endAngle;
	float _startLineScale;
	float _endLineScale;
};

class ActionEnableControl : public ResultAction {
public:
	ActionEnableControl(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
};

class ActionFlushMouseEvents : public ResultAction {
public:
	ActionFlushMouseEvents(ZVision *engine, int32 slotkey);
	bool execute();
};

class ActionInventory : public ResultAction {
public:
	ActionInventory(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();
private:
	int8 _type;
	int32 _key;
};

class ActionKill : public ResultAction {
public:
	ActionKill(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
	uint32 _type;
};

class ActionMenuBarEnable : public ResultAction {
public:
	ActionMenuBarEnable(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();
private:
	uint16 _menus;
};

class ActionMusic : public ResultAction {
public:
	ActionMusic(ZVision *engine, int32 slotkey, const Common::String &line, bool global);
	~ActionMusic();
	bool execute();

private:
	Common::String _fileName;
	bool _loop;
	ValueSlot *_volume;
	bool _universe;
	bool _midi;
	int8 _note;
	int8 _prog;
};

class ActionPanTrack : public ResultAction {
public:
	ActionPanTrack(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionPanTrack();
	bool execute();

private:
	int32 _pos;
	uint32 _musicSlot;
};

class ActionPlayAnimation : public ResultAction {
public:
	ActionPlayAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionPlayAnimation();
	bool execute();

private:
	Common::String _fileName;
	uint32 _x;
	uint32 _y;
	uint32 _x2;
	uint32 _y2;
	uint32 _start;
	uint32 _end;
	int32 _mask;
	int32 _framerate;
	int32 _loopCount;
};

class ActionPlayPreloadAnimation : public ResultAction {
public:
	ActionPlayPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _controlKey;
	uint32 _x1;
	uint32 _y1;
	uint32 _x2;
	uint32 _y2;
	uint _startFrame;
	uint _endFrame;
	uint _loopCount;
};

class ActionPreloadAnimation : public ResultAction {
public:
	ActionPreloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionPreloadAnimation();
	bool execute();

private:
	Common::String _fileName;
	int32 _mask;
	int32 _framerate;
};

class ActionPreferences : public ResultAction {
public:
	ActionPreferences(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	bool _save;
};

class ActionQuit : public ResultAction {
public:
	ActionQuit(ZVision *engine, int32 slotkey) : ResultAction(engine, slotkey) {}
	bool execute();
};

class ActionRegion : public ResultAction {
public:
	ActionRegion(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionRegion();
	bool execute();

private:
	Common::String _art;
	Common::String _custom;
	Common::Rect _rect;
	uint16 _delay;
	uint16 _type;
	uint16 _unk1;
	uint16 _unk2;
};

// Only used by ZGI (locations cd6e, cd6k, dg2f, dg4e, dv1j)
class ActionUnloadAnimation : public ResultAction {
public:
	ActionUnloadAnimation(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();
private:
	uint32 _key;
};

class ActionRandom : public ResultAction {
public:
	ActionRandom(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionRandom();
	bool execute();

private:
	ValueSlot *_max;
};

class ActionRestoreGame : public ResultAction {
public:
	ActionRestoreGame(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	Common::String _fileName;
};

class ActionRotateTo : public ResultAction {
public:
	ActionRotateTo(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	int32 _toPos;
	int32 _time;
};

class ActionSetPartialScreen : public ResultAction {
public:
	ActionSetPartialScreen(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint _x;
	uint _y;
	Common::String _fileName;
	int32 _backgroundColor;
};

class ActionSetScreen : public ResultAction {
public:
	ActionSetScreen(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	Common::String _fileName;
};

class ActionStop : public ResultAction {
public:
	ActionStop(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	uint32 _key;
};

class ActionStreamVideo : public ResultAction {
public:
	ActionStreamVideo(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	enum {
		DIFFERENT_DIMENSIONS = 0x1 // 0x1 flags that the destRect dimensions are different from the original video dimensions
	};

	Common::String _fileName;
	uint _x1;
	uint _y1;
	uint _x2;
	uint _y2;
	uint _flags;
	bool _skippable;
};

class ActionSyncSound : public ResultAction {
public:
	ActionSyncSound(ZVision *engine, int32 slotkey, const Common::String &line);
	bool execute();

private:
	int _syncto;
	Common::String _fileName;
};

class ActionTimer : public ResultAction {
public:
	ActionTimer(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionTimer();
	bool execute();
private:
	ValueSlot *_time;
};

class ActionTtyText : public ResultAction {
public:
	ActionTtyText(ZVision *engine, int32 slotkey, const Common::String &line);
	~ActionTtyText();
	bool execute();

private:
	Common::String _filename;
	uint32 _delay;
	Common::Rect _r;
};
} // End of namespace ZVision

#endif