scummvm/engines/tsage/ringworld2/ringworld2_outpost.h
2014-10-16 08:07:38 +02:00

260 lines
6.3 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 TSAGE_RINGWORLD2_OUTPOST_H
#define TSAGE_RINGWORLD2_OUTPOST_H
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/sound.h"
#include "tsage/ringworld2/ringworld2_logic.h"
namespace TsAGE {
namespace Ringworld2 {
using namespace TsAGE;
class Scene1337 : public SceneExt {
class OptionsDialog: public GfxDialog {
private:
GfxButton _autoplay;
GfxButton _restartGame;
GfxButton _quitGame;
GfxButton _continueGame;
OptionsDialog();
virtual ~OptionsDialog() {}
virtual GfxButton *execute(GfxButton *defaultButton);
public:
static void show();
};
class Card: public SceneHotspot {
public:
SceneObject _card;
int _cardId;
Common::Point _stationPos;
Card();
void synchronize(Serializer &s);
bool isIn(Common::Point pt);
};
class GameBoardSide: public SceneHotspot {
public:
Card _handCard[4];
Card _outpostStation[8];
Card _delayCard;
Card _emptyStationPos;
Common::Point _card1Pos;
Common::Point _card2Pos;
Common::Point _card3Pos;
Common::Point _card4Pos;
int _frameNum;
GameBoardSide();
void synchronize(Serializer &s);
};
class Action1337: public Action {
public:
void waitFrames(int32 frameCount);
};
class Action1: public Action1337 {
public:
void signal();
};
class Action2: public Action1337 {
public:
void signal();
};
class Action3: public Action1337 {
public:
void signal();
};
class Action4: public Action1337 {
public:
void signal();
};
class Action5: public Action1337 {
public:
void signal();
};
class Action6: public Action1337 {
public:
void signal();
};
class Action7: public Action1337 {
public:
void signal();
};
class Action8: public Action1337 {
public:
void signal();
};
class Action9: public Action1337 {
public:
void signal();
};
class Action10: public Action1337 {
public:
void signal();
};
class Action11: public Action1337 {
public:
void signal();
};
class Action12: public Action1337 {
public:
void signal();
};
class Action13: public Action1337 {
public:
void signal();
};
public:
Action1 _action1;
Action2 _action2;
Action3 _action3;
Action4 _action4;
Action5 _action5;
Action6 _action6;
Action7 _action7;
Action8 _action8;
Action9 _action9;
Action10 _action10;
Action11 _action11;
Action12 _action12;
Action13 _action13;
typedef void (Scene1337::*FunctionPtrType)();
FunctionPtrType _delayedFunction;
bool _autoplay;
bool _shuffleEndedFl;
bool _showPlayerTurn;
bool _displayHelpFl;
bool _instructionsDisplayedFl;
// Discarded cards are put in the available cards pile, with an higher index so there no conflict
int _currentDiscardIndex;
int _availableCardsPile[100];
int _cardsAvailableNumb;
int _currentPlayerNumb;
int _actionPlayerIdx;
int _actionVictimIdx;
int _winnerId;
int _instructionsWaitCount;
int _cursorCurRes;
int _cursorCurStrip;
int _cursorCurFrame;
ASound _aSound1;
ASound _aSound2;
GameBoardSide _gameBoardSide[4];
SceneActor _helpIcon;
SceneActor _stockPile;
SceneItem _actionItem;
SceneObject _currentPlayerArrow;
Card *_actionCard1;
Card *_actionCard2;
Card *_actionCard3;
Card _animatedCard;
Card _shuffleAnimation;
Card _discardedPlatformCard;
Card _selectedCard;
Card _discardPile;
Card _stockCard;
SceneObject _upperDisplayCard[8];
SceneObject _lowerDisplayCard[8];
Scene1337();
virtual void synchronize(Serializer &s);
void actionDisplay(int resNum, int lineNum, int x, int y, int keepOnScreen, int width, int textMode, int fontNum, int colFG, int colBGExt, int colFGExt);
void setAnimationInfo(Card *card);
void handleNextTurn();
void handlePlayerTurn();
bool isStationCard(int cardId);
bool isStopConstructionCard(int cardId);
int getStationId(int playerId, int handCardId);
int findPlatformCardInHand(int playerId);
int findMeteorCardInHand(int playerId);
int findThieftCardInHand(int playerId);
int isDelayCard(int cardId);
int getStationCardId(int cardId);
void handlePlayer01Discard(int playerId);
void playThieftCard(int playerId, Card *card, int victimId);
int getPreventionCardId(int cardId);
bool isAttackPossible(int victimId, int cardId);
int getPlayerWithOutpost(int playerId);
bool checkAntiDelayCard(int delayCardId, int cardId);
void playStationCard(Card *station, Card *platform);
void playDelayCard(Card *card, Card *dest);
void playPlatformCard(Card *card, Card *dest);
void playAntiDelayCard(Card *card, Card *dest);
Card *getStationCard(int arg1);
void playCentralOutpostCard(Card *card, int playerId);
int getRandomCardFromHand(int playerId);
void discardCard(Card *card);
void subC4CD2();
void subC4CEC();
void playInterceptorCard(Card *subObj1, Card *subObj2);
void displayDialog(int dialogNumb);
void subPostInit();
void displayInstructions();
void suggestInstructions();
void shuffleCards();
void dealCards();
void showOptionsDialog();
void handleClick(int arg1, Common::Point pt);
void handlePlayer0();
void handlePlayer1();
void handlePlayer2();
void handlePlayer3();
void handleAutoplayPlayer2();
void updateCursorId(int arg1, bool arg2);
void setCursorData(int resNum, int rlbNum, int frameNum);
void subD18F5();
void subD1917();
void subD1940(bool flag);
void subD1975(int arg1, int arg2);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
};
} // End of namespace Ringworld2
} // End of namespace TsAGE
#endif