2019-02-06 09:42:11 +01:00

523 lines
12 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 SUPERNOVA_ROOMS_H
#define SUPERNOVA_ROOMS_H
#include "common/str.h"
#include "supernova/msn_def.h"
namespace Common {
class ReadStream;
class WriteStream;
}
namespace Supernova {
class GameManager;
class SupernovaEngine;
class Room {
public:
Room();
bool hasSeen();
void setRoomSeen(bool seen);
int getFileNumber() const;
RoomId getId() const;
void setSectionVisible(uint section, bool visible);
bool isSectionVisible(uint index) const;
void removeSentence(int sentence, int number);
void addSentence(int sentence, int number);
void addAllSentences(int number);
bool sentenceRemoved(int sentence, int number);
bool allSentencesRemoved(int maxSentence, int number);
Object *getObject(uint index);
virtual ~Room();
virtual void animation();
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual bool serialize(Common::WriteStream *out);
virtual bool deserialize(Common::ReadStream *in, int version);
protected:
int _fileNumber;
bool _shown[kMaxSection];
byte _sentenceRemoved[kMaxDialog];
Object _objectState[kMaxObject];
RoomId _id;
SupernovaEngine *_vm;
GameManager *_gm;
private:
bool _seen;
};
// Room 0
class Intro : public Room {
public:
Intro(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
private:
bool animate(int section1, int section2, int duration);
bool animate(int section1, int section2, int duration, MessagePosition position,
StringId text);
bool animate(int section1, int section2, int section3, int section4, int duration,
MessagePosition position, StringId text);
void titleScreen();
void titleFadeIn();
void cutscene();
void leaveCutscene();
bool _shouldExit;
Common::String _introText;
};
// Spaceship
class ShipCorridor : public Room {
public:
ShipCorridor(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipHall: public Room {
public:
ShipHall(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipSleepCabin: public Room {
public:
ShipSleepCabin(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void animation();
virtual void onEntrance();
private:
byte _color;
};
class ShipCockpit : public Room {
public:
ShipCockpit(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void animation();
virtual void onEntrance();
private:
byte _color;
};
class ShipCabinL1: public Room {
public:
ShipCabinL1(SupernovaEngine *vm, GameManager *gm);
};
class ShipCabinL2 : public Room {
public:
ShipCabinL2(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipCabinL3 : public Room {
public:
ShipCabinL3(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipCabinR1 : public Room {
public:
ShipCabinR1(SupernovaEngine *vm, GameManager *gm);
};
class ShipCabinR2 : public Room {
public:
ShipCabinR2(SupernovaEngine *vm, GameManager *gm);
};
class ShipCabinR3 : public Room {
public:
ShipCabinR3(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void onEntrance();
};
class ShipCabinBathroom : public Room {
public:
ShipCabinBathroom(SupernovaEngine *vm, GameManager *gm);
};
class ShipAirlock : public Room {
public:
ShipAirlock(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void onEntrance();
};
class ShipHold : public Room {
public:
ShipHold(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void onEntrance();
};
class ShipLandingModule : public Room {
public:
ShipLandingModule(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipGenerator : public Room {
public:
ShipGenerator(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ShipOuterSpace : public Room {
public:
ShipOuterSpace(SupernovaEngine *vm, GameManager *gm);
};
// Arsano
class ArsanoRocks : public Room {
public:
ArsanoRocks(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class ArsanoCave : public Room {
public:
ArsanoCave(SupernovaEngine *vm, GameManager *gm);
};
class ArsanoMeetup : public Room {
public:
ArsanoMeetup(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual void animation();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
byte _sign;
byte _beacon;
};
class ArsanoEntrance : public Room {
public:
ArsanoEntrance(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void animation();
private:
StringId _dialog1[5];
StringId _dialog2[5];
StringId _dialog3[5];
byte _eyewitness;
};
class ArsanoRemaining : public Room {
public:
ArsanoRemaining(SupernovaEngine *vm, GameManager *gm);
virtual void animation();
private:
bool _chewing;
int _i;
};
class ArsanoRoger : public Room {
public:
ArsanoRoger(SupernovaEngine *vm, GameManager *gm);
virtual void animation();
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
StringId _dialog1[4];
byte _eyewitness;
byte _hands;
};
class ArsanoGlider : public Room {
public:
ArsanoGlider(SupernovaEngine *vm, GameManager *gm);
virtual void animation();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
byte _sinus;
};
class ArsanoMeetup2 : public Room {
public:
ArsanoMeetup2(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
void shipStart();
private:
// TODO: change to 6, fix initialization
StringId _dialog1[2];
StringId _dialog2[2];
StringId _dialog3[4];
StringId _dialog4[3];
// FIXME: Remove following unused bool variables?
//bool _found;
//bool _flug;
};
class ArsanoMeetup3 : public Room {
public:
ArsanoMeetup3(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
StringId _dialog2[4];
StringId _dialog3[2];
// TODO: Hack, to be move away and renamed when the other uses are found
StringId _dialogsX[6];
};
// Axacuss
class AxacussCell : public Room {
public:
AxacussCell(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
virtual void animation();
virtual void onEntrance();
};
class AxacussCorridor1 : public Room {
public:
AxacussCorridor1(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
};
class AxacussCorridor2 : public Room {
public:
AxacussCorridor2(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
};
class AxacussCorridor3 : public Room {
public:
AxacussCorridor3(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
};
class AxacussCorridor4 : public Room {
public:
AxacussCorridor4(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual void animation();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussCorridor5 : public Room {
public:
AxacussCorridor5(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
void stopInteract(int sum);
bool handleMoneyDialog();
// TODO: Change to 6, or change struct, and fix initialization
StringId _dialog1[2];
StringId _dialog2[2];
StringId _dialog3[4];
byte _rows[6];
};
class AxacussCorridor6 : public Room {
public:
AxacussCorridor6(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussCorridor7 : public Room {
public:
AxacussCorridor7(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
};
class AxacussCorridor8 : public Room {
public:
AxacussCorridor8(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussCorridor9 : public Room {
public:
AxacussCorridor9(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussBcorridor : public Room {
public:
AxacussBcorridor(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussIntersection : public Room {
public:
AxacussIntersection(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
StringId _dialogsX[6];
};
class AxacussExit : public Room {
public:
AxacussExit(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
private:
StringId _dialogsX[6];
};
class AxacussOffice1 : public Room {
public:
AxacussOffice1(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussOffice2 : public Room {
public:
AxacussOffice2(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussOffice3 : public Room {
public:
AxacussOffice3(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussOffice4 : public Room {
public:
AxacussOffice4(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussOffice5 : public Room {
public:
AxacussOffice5(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussElevator : public Room {
public:
AxacussElevator(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussStation : public Room {
public:
AxacussStation(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class AxacussSign : public Room {
public:
AxacussSign(SupernovaEngine *vm, GameManager *gm);
virtual bool interact(Action verb, Object &obj1, Object &obj2);
};
class Outro : public Room {
public:
Outro(SupernovaEngine *vm, GameManager *gm);
virtual void onEntrance();
virtual void animation();
private:
void animate(int filenumber, int section1, int section2, int duration);
void animate(int filenumber, int section1, int section2, int duration, MessagePosition position,
const char *text);
void animate(int filenumber, int section1, int section2, int section3, int section4, int duration,
MessagePosition position, const char *text);
Common::String _outroText;
};
}
#endif // SUPERNOVA_ROOMS_H