scummvm/engines/tsage/ringworld/ringworld_logic.h

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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 TSAGE_RINGWORLD_LOGIC_H
#define TSAGE_RINGWORLD_LOGIC_H
#include "common/scummsys.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
namespace TsAGE {
namespace Ringworld {
using namespace TsAGE;
class SceneFactory {
public:
static Scene *createScene(int sceneNumber);
};
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class DisplayHotspot : public SceneObject {
private:
Common::Array<int> _actions;
bool performAction(int action);
public:
DisplayHotspot(int regionId, ...);
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virtual void doAction(int action) {
if (!performAction(action))
SceneHotspot::doAction(action);
}
};
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class DisplayObject : public SceneObject {
private:
Common::Array<int> _actions;
bool performAction(int action);
public:
DisplayObject(int firstAction, ...);
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virtual void doAction(int action) {
if (!performAction(action))
SceneHotspot::doAction(action);
}
};
class SceneObjectExt : public SceneObject {
public:
int _state;
virtual void synchronize(Serializer &s) {
SceneObject::synchronize(s);
s.syncAsSint16LE(_state);
}
virtual Common::String getClassName() { return "SceneObjectExt"; }
};
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class SceneArea : public SavedObject {
public:
GfxSurface _surface;
GfxSurface *_savedArea;
Common::Point _pt;
int _resNum;
int _rlbNum;
int _subNum;
int _actionId;
Rect _bounds;
public:
SceneArea();
~SceneArea();
void setup(int resNum, int rlbNum, int subNum, int actionId);
void draw2();
void display();
void restore();
virtual void synchronize(Serializer &s);
virtual void draw(bool flag);
virtual void wait();
};
/*--------------------------------------------------------------------------*/
class RingworldInvObjectList : public InvObjectList {
public:
InvObject _stunner;
InvObject _scanner;
InvObject _stasisBox;
InvObject _infoDisk;
InvObject _stasisNegator;
InvObject _keyDevice;
InvObject _medkit;
InvObject _ladder;
InvObject _rope;
InvObject _key;
InvObject _translator;
InvObject _ale;
InvObject _paper;
InvObject _waldos;
InvObject _stasisBox2;
InvObject _ring;
InvObject _cloak;
InvObject _tunic;
InvObject _candle;
InvObject _straw;
InvObject _scimitar;
InvObject _sword;
InvObject _helmet;
InvObject _items;
InvObject _concentrator;
InvObject _nullifier;
InvObject _peg;
InvObject _vial;
InvObject _jacket;
InvObject _tunic2;
InvObject _bone;
InvObject _jar;
InvObject _emptyJar;
public:
RingworldInvObjectList();
virtual Common::String getClassName() { return "RingworldInvObjectList"; }
};
#define RING_INVENTORY (*((::TsAGE::Ringworld::RingworldInvObjectList *)g_globals->_inventory))
class RingworldGame: public Game {
public:
virtual void start();
virtual void restart();
virtual void endGame(int resNum, int lineNum);
virtual Scene *createScene(int sceneNumber);
virtual void processEvent(Event &event);
virtual void rightClick();
};
} // End of namespace Ringworld
} // End of namespace TsAGE
#endif