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![Kaloyan Chehlarski](/assets/img/avatar_default.png)
Created a new header file for action records that mainly serve to manipulate data. This is done in preparation for the addition of SetValue, SetValueCombo, and ValueTest.
257 lines
7.6 KiB
C++
257 lines
7.6 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef NANCY_ACTION_RECORDTYPES_H
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#define NANCY_ACTION_RECORDTYPES_H
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#include "engines/nancy/action/actionrecord.h"
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namespace Nancy {
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class NancyEngine;
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namespace Action {
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// Changes the palette for the current scene's background. TVD only.
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class PaletteThisScene : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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byte _paletteID;
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byte _unknownEnum; // enum w values 1-3
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uint16 _paletteStart;
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uint16 _paletteSize;
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protected:
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Common::String getRecordTypeName() const override { return "PaletteThisScene"; }
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};
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// Changes the palette for the next scene's background. TVD only.
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class PaletteNextScene : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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byte _paletteID;
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protected:
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Common::String getRecordTypeName() const override { return "PaletteNextScene"; }
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};
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// Turns on (temporary) lightning effect. TVD Only.
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class LightningOn : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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int16 _distance;
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uint16 _pulseTime;
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int16 _rgbPercent;
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protected:
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Common::String getRecordTypeName() const override { return "LightningOn"; }
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};
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// Requests either a fade between two scenes, or a fade to black; fade executes when scene is changed. Nancy2 and up.
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class SpecialEffect : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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byte _type = 1;
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uint16 _fadeToBlackTime = 0;
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uint16 _frameTime = 0;
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uint16 _totalTime = 0;
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Common::Rect _rect;
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protected:
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Common::String getRecordTypeName() const override { return "SpecialEffect"; }
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};
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// Adds a caption to the textbox.
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class TextBoxWrite : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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Common::String _text;
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protected:
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Common::String getRecordTypeName() const override { return "TextBoxWrite"; }
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};
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// Clears the textbox. Used very rarely.
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class TextboxClear : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "TextboxClear"; }
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};
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// Changes the in-game time. Used prior to the introduction of SetPlayerClock.
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class BumpPlayerClock : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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byte _relative;
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uint16 _hours;
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uint16 _minutes;
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protected:
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Common::String getRecordTypeName() const override { return "BumpPlayerClock"; }
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};
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// Creates a Second Chance save.
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class SaveContinueGame : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "SaveContinueGame"; }
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};
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// Stops the screen from rendering. Our rendering system is different from the original engine's,
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// so we have no use for this.
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class TurnOffMainRendering : public Unimplemented {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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protected:
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Common::String getRecordTypeName() const override { return "TurnOffMainRendering"; }
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};
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// Restarts screen rendering. Our rendering system is different from the original engine's,
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// so we have no use for this.
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class TurnOnMainRendering : public Unimplemented {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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protected:
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Common::String getRecordTypeName() const override { return "TurnOnMainRendering"; }
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};
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// Starts the timer. Used in combination with Dependency types that check for
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// how much time has passed since the timer was started.
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class ResetAndStartTimer : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "ResetAndStartTimer"; }
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};
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// Stops the timer.
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class StopTimer : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "StopTimer"; }
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};
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// Returns the player back to the main menu
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class GotoMenu : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "GotoMenu"; }
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};
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// Stops the game and boots the player back to the Menu screen, while also making sure
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// they can't Continue. The devs took care to add Second Chance saves before every one
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// of these, to make sure the player can return to a state just before the dangerous part.
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class LoseGame : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "LoseGame"; }
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};
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// Adds a scene to the "stack" (which is just a single value). Used in combination with PopScene.
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class PushScene : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "PushScene"; }
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};
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// Changes to the scene pushed onto the "stack". Scenes can be pushed via PushScene, or Conversation types.
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class PopScene : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "PopScene"; }
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};
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// Ends the game and boots the player to the Credits screen.
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// TODO: The original engine also sets a config option called PlayerWonTheGame,
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// which in turn is used to trigger whichever event flag marks that the player
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// has beat the game at least once, which in turn allows easter eggs to be shown.
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// We currently support none of this.
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class WinGame : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "WinGame"; }
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};
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// Checks how many hints the player is allowed to get. If they are still allowed hints,
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// it selects an appropriate one and plays its sound/displays its caption in the Textbox.
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// The hint system was _only_ used in nancy1, since it's pretty limited and overly punishing.
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class HintSystem : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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byte _characterID; // 0x00
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SoundDescription _genericSound; // 0x01
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const Hint *selectedHint;
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int16 _hintID;
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void selectHint();
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protected:
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Common::String getRecordTypeName() const override { return "HintSystem"; }
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};
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} // End of namespace Action
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} // End of namespace Nancy
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#endif // NANCY_ACTION_MISCRECORDS_H
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