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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 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 _animationKey;
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
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