scummvm/engines/mads/nebular/nebular_scenes1.h
Johannes Schickel db3ca8255f MADS: More formatting fixes.
Add space before : in inheritance.
2014-05-27 00:58:25 +02:00

265 lines
5.3 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 MADS_NEBULAR_SCENES1_H
#define MADS_NEBULAR_SCENES1_H
#include "common/scummsys.h"
#include "common/serializer.h"
#include "mads/game.h"
#include "mads/scene.h"
#include "mads/nebular/nebular_scenes.h"
namespace MADS {
namespace Nebular {
class Scene1xx : public NebularScene {
protected:
/**
* Plays an appropriate sound when entering a scene
*/
void sceneEntrySound();
/**
*Sets the AA file to use for the scene
*/
void setAAName();
/**
* Updates the prefix used for getting player sprites for the scene
*/
void setPlayerSpritesPrefix();
public:
Scene1xx(MADSEngine *vm) : NebularScene(vm) {}
};
class Scene101 : public Scene1xx {
private:
bool _sittingFl;
bool _panelOpened;
int _messageNum;
int _posY;
int _shieldSpriteIdx;
int _chairHotspotId;
int _oldSpecial;
void sayDang();
public:
Scene101(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene102 : public Scene1xx {
private:
bool _fridgeOpenedFl;
bool _fridgeOpenedDescr;
bool _fridgeFirstOpenFl;
bool _chairDescrFl;
bool _drawerDescrFl;
bool _activeMsgFl;
int _fridgeCommentCount;
void addRandomMessage();
public:
Scene102(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
virtual void postActions();
};
class Scene103 : public Scene1xx {
private:
uint32 _updateClock;
public:
Scene103(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions();
virtual void postActions();
};
class Scene104 : public Scene1xx {
private:
bool _kargShootingFl;
bool _loseFl;
public:
Scene104(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene105 : public Scene1xx {
private:
bool _explosionFl;
public:
Scene105(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene106 : public Scene1xx {
private:
bool _backToShipFl;
bool _shadowFl;
bool _firstEmergingFl;
int _positionY;
public:
Scene106(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene107 : public Scene1xx {
private:
bool _shootingFl;
public:
Scene107(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene108 : public Scene1xx {
public:
Scene108(MADSEngine *vm) : Scene1xx(vm) {}
virtual void setup();
virtual void enter();
virtual void preActions();
virtual void actions();
};
class Scene109 : public Scene1xx {
private:
bool _rexThrowingObject;
bool _hoovicDifficultFl;
bool _beforeEatingRex;
bool _eatingRex;
bool _hungryFl;
bool _eatingFirstFish;
int _throwingObjectId;
int _hoovicTrigger;
public:
Scene109(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene110 : public Scene1xx {
private:
bool _crabsFl;
public:
Scene110(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene111 : public Scene1xx {
private:
bool _stampedFl;
bool _launch1Fl;
bool _launched2Fl;
bool _rexDivingFl;
public:
Scene111(MADSEngine *vm);
virtual void synchronize(Common::Serializer &s);
virtual void setup();
virtual void enter();
virtual void step();
virtual void preActions();
virtual void actions();
};
class Scene112 : public Scene1xx {
public:
Scene112(MADSEngine *vm) : Scene1xx(vm) {}
virtual void setup();
virtual void enter();
virtual void step();
virtual void actions() {};
};
} // End of namespace Nebular
} // End of namespace MADS
#endif /* MADS_NEBULAR_SCENES1_H */