Filippos Karapetis 21e9007d80 Revert "ZVISION: Remove ActionRestoreGame and loading of r.svr (restart slot)"
This reverts commit 9f642074ba8e17aa23b01bcee82b2293fe84f8f1, as it
broke the credits screen in ZGI.

This has been rewritten to use the common save code
2015-01-10 22:03:15 +02:00

444 lines
9.6 KiB
C++

/* 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 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) : _engine(engine), _slotKey(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;
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;
byte _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