mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
462 lines
11 KiB
C++
462 lines
11 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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* 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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* 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 TSAGE_RINGWORLD_LOGIC_H
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#define TSAGE_RINGWORLD_LOGIC_H
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#include "common/scummsys.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/scenes.h"
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#include "tsage/globals.h"
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namespace tSage {
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#define ADD_PLAYER_MOVER(X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
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_globals->_player.addMover(mover, &pt, this); }
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#define ADD_PLAYER_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
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OBJ.addMover(mover, &pt, NULL); }
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#define ADD_PLAYER_MOVER_THIS(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
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OBJ.addMover(mover, &pt, this); }
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#define ADD_MOVER(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \
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OBJ.addMover(mover, &pt, this); }
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#define ADD_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \
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OBJ.addMover(mover, &pt, NULL); }
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class SceneFactory {
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public:
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static Scene *createScene(int sceneNumber);
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};
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class DisplayHotspot : public SceneObject {
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private:
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Common::Array<int> _actions;
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bool performAction(int action);
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public:
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DisplayHotspot(int regionId, ...);
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virtual void doAction(int action) {
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if (!performAction(action))
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SceneHotspot::doAction(action);
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}
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};
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class DisplayObject : public SceneObject {
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private:
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Common::Array<int> _actions;
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bool performAction(int action);
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public:
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DisplayObject(int firstAction, ...);
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virtual void doAction(int action) {
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if (!performAction(action))
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SceneHotspot::doAction(action);
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}
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};
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class SceneArea : public SavedObject {
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public:
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GfxSurface _surface;
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GfxSurface *_savedArea;
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Common::Point _pt;
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int _resNum;
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int _rlbNum;
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int _subNum;
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int _actionId;
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Rect _bounds;
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public:
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SceneArea();
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~SceneArea();
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void setup(int resNum, int rlbNum, int subNum, int actionId);
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void draw2();
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void display();
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void restore();
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virtual void synchronize(Serializer &s);
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virtual void draw(bool flag);
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virtual void wait();
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};
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/*--------------------------------------------------------------------------*/
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// Ringworld specific game speakers
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class SpeakerGText : public Speaker {
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public:
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SceneObject _sceneObject;
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public:
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SpeakerGText();
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virtual Common::String getClassName() { return "SpeakerGText"; }
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virtual void setText(const Common::String &msg);
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virtual void removeText();
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};
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class SpeakerPOR : public AnimatedSpeaker {
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class SpeakerAction1 : public SpeakerAction {
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public:
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virtual void signal();
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};
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public:
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SceneObject _object3;
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SpeakerAction1 _action2;
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public:
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SpeakerPOR();
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virtual Common::String getClassName() { return "SpeakerPOR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerOR : public AnimatedSpeaker {
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public:
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SpeakerOR();
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virtual Common::String getClassName() { return "SpeakerOR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerOText : public SpeakerGText {
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public:
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SpeakerOText();
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virtual Common::String getClassName() { return "SpeakerOText"; }
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};
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class SpeakerPOText : public ScreenSpeaker {
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public:
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SpeakerPOText();
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virtual Common::String getClassName() { return "SpeakerPOText"; }
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};
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class SpeakerSText : public ScreenSpeaker {
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public:
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SpeakerSText();
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virtual Common::String getClassName() { return "SpeakerSText"; }
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};
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class SpeakerQText : public ScreenSpeaker {
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public:
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SpeakerQText();
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virtual Common::String getClassName() { return "SpeakerQText"; }
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};
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class SpeakerMText : public ScreenSpeaker {
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public:
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SpeakerMText();
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virtual Common::String getClassName() { return "SpeakerMText"; }
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};
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class SpeakerCText : public ScreenSpeaker {
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public:
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SpeakerCText();
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virtual Common::String getClassName() { return "SpeakerCText"; }
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};
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class SpeakerEText : public ScreenSpeaker {
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public:
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SpeakerEText();
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virtual Common::String getClassName() { return "SpeakerEText"; }
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};
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class SpeakerGR : public AnimatedSpeaker {
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public:
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SpeakerGR();
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virtual Common::String getClassName() { return "SpeakerGR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerHText : public ScreenSpeaker {
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public:
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SpeakerHText();
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virtual Common::String getClassName() { return "SpeakerHText"; }
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};
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class SpeakerPText : public ScreenSpeaker {
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public:
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SpeakerPText();
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virtual Common::String getClassName() { return "SpeakerPText"; }
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};
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class SpeakerCHFText : public ScreenSpeaker {
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public:
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SpeakerCHFText();
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virtual Common::String getClassName() { return "SpeakerCHFText"; }
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};
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class SpeakerSKText : public ScreenSpeaker {
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public:
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SpeakerSKText();
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virtual Common::String getClassName() { return "SpeakerSKText"; }
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};
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class SpeakerCDRText : public ScreenSpeaker {
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public:
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SpeakerCDRText();
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virtual Common::String getClassName() { return "SpeakerCDRText"; }
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};
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class SpeakerFLText : public ScreenSpeaker {
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public:
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SpeakerFLText();
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virtual Common::String getClassName() { return "SpeakerFLText"; }
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};
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class SpeakerBatText : public ScreenSpeaker {
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public:
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SpeakerBatText();
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virtual Common::String getClassName() { return "SpeakerFLText"; }
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};
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class SpeakerQR : public AnimatedSpeaker {
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public:
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SpeakerQR();
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virtual Common::String getClassName() { return "SpeakerQR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerQU : public AnimatedSpeaker {
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public:
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SpeakerQU();
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virtual Common::String getClassName() { return "SpeakerQU"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerSKL : public AnimatedSpeaker {
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public:
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SpeakerSKL();
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virtual Common::String getClassName() { return "SpeakerQL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerQL : public AnimatedSpeaker {
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public:
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SpeakerQL();
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virtual Common::String getClassName() { return "SpeakerQL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerSR : public AnimatedSpeaker {
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public:
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SceneObject _object3;
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public:
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SpeakerSR();
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virtual Common::String getClassName() { return "SpeakerSR"; }
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void setText(const Common::String &msg);
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};
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class SpeakerSL : public AnimatedSpeaker {
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public:
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SpeakerSL();
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virtual Common::String getClassName() { return "SpeakerSL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerCR : public AnimatedSpeaker {
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public:
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SpeakerCR();
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virtual Common::String getClassName() { return "SpeakerCR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerMR : public AnimatedSpeaker {
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public:
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SpeakerMR();
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virtual Common::String getClassName() { return "SpeakerMR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerSAL : public AnimatedSpeaker {
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public:
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SpeakerSAL();
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virtual Common::String getClassName() { return "SpeakerSAL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerML : public AnimatedSpeaker {
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public:
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SpeakerML();
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virtual Common::String getClassName() { return "SpeakerML"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerCHFL : public AnimatedSpeaker {
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public:
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SpeakerCHFL();
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virtual Common::String getClassName() { return "SpeakerCHFL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerCHFR : public AnimatedSpeaker {
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public:
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SpeakerCHFR();
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virtual Common::String getClassName() { return "SpeakerCHFR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerPL : public AnimatedSpeaker {
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public:
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SceneObject _object3;
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SpeakerAction _speakerAction2;
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SpeakerPL();
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virtual Common::String getClassName() { return "SpeakerPL"; }
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virtual void setText(const Common::String &msg);
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virtual void removeText();
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};
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class SpeakerPR : public AnimatedSpeaker {
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public:
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SceneObject _object3;
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SpeakerAction _speakerAction2;
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SpeakerPR();
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virtual Common::String getClassName() { return "SpeakerPR"; }
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virtual void setText(const Common::String &msg);
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virtual void removeText();
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};
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class SpeakerCDR : public AnimatedSpeaker {
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public:
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SpeakerCDR();
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virtual Common::String getClassName() { return "SpeakerCDR"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerCDL : public AnimatedSpeaker {
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public:
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SpeakerCDL();
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virtual Common::String getClassName() { return "SpeakerCDL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerFLL : public AnimatedSpeaker {
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public:
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SpeakerFLL();
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virtual Common::String getClassName() { return "SpeakerFLL"; }
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virtual void setText(const Common::String &msg);
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};
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class SpeakerBatR : public AnimatedSpeaker {
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public:
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SpeakerBatR();
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virtual Common::String getClassName() { return "SpeakerBatR"; }
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virtual void setText(const Common::String &msg);
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};
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/*--------------------------------------------------------------------------*/
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class RingworldInvObjectList : public InvObjectList {
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public:
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InvObject _stunner;
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InvObject _scanner;
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InvObject _stasisBox;
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InvObject _infoDisk;
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InvObject _stasisNegator;
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InvObject _keyDevice;
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InvObject _medkit;
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InvObject _ladder;
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InvObject _rope;
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InvObject _key;
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InvObject _translator;
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InvObject _ale;
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InvObject _paper;
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InvObject _waldos;
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InvObject _stasisBox2;
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InvObject _ring;
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InvObject _cloak;
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InvObject _tunic;
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InvObject _candle;
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InvObject _straw;
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InvObject _scimitar;
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InvObject _sword;
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InvObject _helmet;
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InvObject _items;
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InvObject _concentrator;
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InvObject _nullifier;
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InvObject _peg;
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InvObject _vial;
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InvObject _jacket;
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InvObject _tunic2;
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InvObject _bone;
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InvObject _jar;
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InvObject _emptyJar;
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public:
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RingworldInvObjectList();
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virtual Common::String getClassName() { return "RingworldInvObjectList"; }
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};
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#define RING_INVENTORY (*((RingworldInvObjectList *)_globals->_inventory))
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class RingworldGame: public Game {
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protected:
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virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
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public:
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virtual void start();
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virtual void restart();
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virtual void restartGame();
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virtual void saveGame();
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virtual void restoreGame();
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virtual void quitGame();
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virtual void endGame(int resNum, int lineNum);
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virtual Scene *createScene(int sceneNumber);
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virtual void processEvent(Event &event);
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};
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} // End of namespace tSage
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#endif
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