mirror of
https://github.com/libretro/scummvm.git
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523 lines
12 KiB
C++
523 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SUPERNOVA_ROOMS_H
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#define SUPERNOVA_ROOMS_H
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#include "common/str.h"
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#include "supernova/msn_def.h"
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namespace Common {
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class ReadStream;
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class WriteStream;
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}
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namespace Supernova {
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class GameManager;
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class SupernovaEngine;
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class Room {
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public:
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Room();
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bool hasSeen();
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void setRoomSeen(bool seen);
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int getFileNumber() const;
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RoomId getId() const;
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void setSectionVisible(uint section, bool visible);
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bool isSectionVisible(uint index) const;
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void removeSentence(int sentence, int number);
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void addSentence(int sentence, int number);
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void addAllSentences(int number);
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bool sentenceRemoved(int sentence, int number);
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bool allSentencesRemoved(int maxSentence, int number);
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Object *getObject(uint index);
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virtual ~Room();
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virtual void animation();
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual bool serialize(Common::WriteStream *out);
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virtual bool deserialize(Common::ReadStream *in, int version);
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protected:
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int _fileNumber;
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bool _shown[kMaxSection];
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byte _sentenceRemoved[kMaxDialog];
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Object _objectState[kMaxObject];
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RoomId _id;
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SupernovaEngine *_vm;
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GameManager *_gm;
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private:
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bool _seen;
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};
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// Room 0
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class Intro : public Room {
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public:
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Intro(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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private:
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bool animate(int section1, int section2, int duration);
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bool animate(int section1, int section2, int duration, MessagePosition position,
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StringId text);
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bool animate(int section1, int section2, int section3, int section4, int duration,
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MessagePosition position, StringId text);
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void titleScreen();
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void titleFadeIn();
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void cutscene();
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void leaveCutscene();
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bool _shouldExit;
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Common::String _introText;
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};
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// Spaceship
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class ShipCorridor : public Room {
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public:
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ShipCorridor(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipHall: public Room {
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public:
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ShipHall(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipSleepCabin: public Room {
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public:
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ShipSleepCabin(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void animation();
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virtual void onEntrance();
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private:
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byte _color;
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};
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class ShipCockpit : public Room {
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public:
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ShipCockpit(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void animation();
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virtual void onEntrance();
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private:
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byte _color;
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};
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class ShipCabinL1: public Room {
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public:
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ShipCabinL1(SupernovaEngine *vm, GameManager *gm);
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};
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class ShipCabinL2 : public Room {
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public:
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ShipCabinL2(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipCabinL3 : public Room {
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public:
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ShipCabinL3(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipCabinR1 : public Room {
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public:
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ShipCabinR1(SupernovaEngine *vm, GameManager *gm);
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};
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class ShipCabinR2 : public Room {
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public:
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ShipCabinR2(SupernovaEngine *vm, GameManager *gm);
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};
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class ShipCabinR3 : public Room {
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public:
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ShipCabinR3(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void onEntrance();
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};
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class ShipCabinBathroom : public Room {
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public:
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ShipCabinBathroom(SupernovaEngine *vm, GameManager *gm);
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};
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class ShipAirlock : public Room {
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public:
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ShipAirlock(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void onEntrance();
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};
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class ShipHold : public Room {
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public:
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ShipHold(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void onEntrance();
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};
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class ShipLandingModule : public Room {
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public:
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ShipLandingModule(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipGenerator : public Room {
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public:
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ShipGenerator(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ShipOuterSpace : public Room {
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public:
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ShipOuterSpace(SupernovaEngine *vm, GameManager *gm);
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};
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// Arsano
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class ArsanoRocks : public Room {
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public:
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ArsanoRocks(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class ArsanoCave : public Room {
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public:
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ArsanoCave(SupernovaEngine *vm, GameManager *gm);
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};
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class ArsanoMeetup : public Room {
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public:
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ArsanoMeetup(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual void animation();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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byte _sign;
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byte _beacon;
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};
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class ArsanoEntrance : public Room {
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public:
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ArsanoEntrance(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void animation();
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private:
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StringId _dialog1[5];
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StringId _dialog2[5];
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StringId _dialog3[5];
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byte _eyewitness;
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};
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class ArsanoRemaining : public Room {
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public:
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ArsanoRemaining(SupernovaEngine *vm, GameManager *gm);
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virtual void animation();
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private:
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bool _chewing;
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int _i;
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};
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class ArsanoRoger : public Room {
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public:
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ArsanoRoger(SupernovaEngine *vm, GameManager *gm);
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virtual void animation();
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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StringId _dialog1[4];
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byte _eyewitness;
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byte _hands;
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};
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class ArsanoGlider : public Room {
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public:
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ArsanoGlider(SupernovaEngine *vm, GameManager *gm);
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virtual void animation();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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byte _sinus;
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};
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class ArsanoMeetup2 : public Room {
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public:
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ArsanoMeetup2(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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void shipStart();
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private:
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// TODO: change to 6, fix initialization
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StringId _dialog1[2];
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StringId _dialog2[2];
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StringId _dialog3[4];
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StringId _dialog4[3];
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// FIXME: Remove following unused bool variables?
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//bool _found;
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//bool _flug;
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};
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class ArsanoMeetup3 : public Room {
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public:
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ArsanoMeetup3(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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StringId _dialog2[4];
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StringId _dialog3[2];
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// TODO: Hack, to be move away and renamed when the other uses are found
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StringId _dialogsX[6];
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};
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// Axacuss
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class AxacussCell : public Room {
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public:
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AxacussCell(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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virtual void animation();
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virtual void onEntrance();
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};
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class AxacussCorridor1 : public Room {
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public:
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AxacussCorridor1(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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};
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class AxacussCorridor2 : public Room {
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public:
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AxacussCorridor2(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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};
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class AxacussCorridor3 : public Room {
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public:
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AxacussCorridor3(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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};
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class AxacussCorridor4 : public Room {
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public:
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AxacussCorridor4(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual void animation();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussCorridor5 : public Room {
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public:
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AxacussCorridor5(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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void stopInteract(int sum);
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bool handleMoneyDialog();
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// TODO: Change to 6, or change struct, and fix initialization
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StringId _dialog1[2];
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StringId _dialog2[2];
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StringId _dialog3[4];
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byte _rows[6];
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};
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class AxacussCorridor6 : public Room {
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public:
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AxacussCorridor6(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussCorridor7 : public Room {
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public:
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AxacussCorridor7(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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};
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class AxacussCorridor8 : public Room {
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public:
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AxacussCorridor8(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussCorridor9 : public Room {
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public:
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AxacussCorridor9(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussBcorridor : public Room {
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public:
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AxacussBcorridor(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussIntersection : public Room {
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public:
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AxacussIntersection(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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StringId _dialogsX[6];
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};
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class AxacussExit : public Room {
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public:
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AxacussExit(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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private:
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StringId _dialogsX[6];
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};
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class AxacussOffice1 : public Room {
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public:
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AxacussOffice1(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussOffice2 : public Room {
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public:
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AxacussOffice2(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussOffice3 : public Room {
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public:
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AxacussOffice3(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussOffice4 : public Room {
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public:
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AxacussOffice4(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussOffice5 : public Room {
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public:
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AxacussOffice5(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussElevator : public Room {
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public:
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AxacussElevator(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussStation : public Room {
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public:
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AxacussStation(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class AxacussSign : public Room {
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public:
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AxacussSign(SupernovaEngine *vm, GameManager *gm);
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virtual bool interact(Action verb, Object &obj1, Object &obj2);
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};
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class Outro : public Room {
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public:
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Outro(SupernovaEngine *vm, GameManager *gm);
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virtual void onEntrance();
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virtual void animation();
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private:
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void animate(int filenumber, int section1, int section2, int duration);
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void animate(int filenumber, int section1, int section2, int duration, MessagePosition position,
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const char *text);
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void animate(int filenumber, int section1, int section2, int section3, int section4, int duration,
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MessagePosition position, const char *text);
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Common::String _outroText;
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};
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}
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#endif // SUPERNOVA_ROOMS_H
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