scummvm/engines/zvision/actions.h
2013-08-20 11:41:35 -05:00

329 lines
6.7 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 ZVISION_ACTIONS_H
#define ZVISION_ACTIONS_H
#include "common/scummsys.h"
#include "audio/mixer.h"
namespace Common {
class String;
}
namespace ZVision {
// Forward declaration of ZVision. This file is included before ZVision is declared
class ZVision;
/**
* The base class that represents any action that a Puzzle can take.
* This class is purely virtual.
*/
class ResultAction {
public:
virtual ~ResultAction() {}
/**
* This is called by the script system whenever a Puzzle's criteria are found to be true.
* It should execute any necessary actions and return a value indicating whether the script
* system should continue to test puzzles. In 99% of cases this will be 'true'.
*
* @param engine A pointer to the base engine so the ResultAction can access all the necessary methods
* @return Should the script system continue to test any remaining puzzles (true) or immediately break and go on to the next frame (false)
*/
virtual bool execute(ZVision *engine) = 0;
};
// The different types of actions
// DEBUG,
// DISABLE_CONTROL,
// DISABLE_VENUS,
// DISPLAY_MESSAGE,
// DISSOLVE,
// DISTORT,
// ENABLE_CONTROL,
// FLUSH_MOUSE_EVENTS,
// INVENTORY,
// KILL,
// MENU_BAR_ENABLE,
// MUSIC,
// PAN_TRACK,
// PLAY_PRELOAD,
// PREFERENCES,
// QUIT,
// RANDOM,
// REGION,
// RESTORE_GAME,
// ROTATE_TO,
// SAVE_GAME,
// SET_PARTIAL_SCREEN,
// SET_SCREEN,
// SET_VENUS,
// STOP,
// STREAM_VIDEO,
// SYNC_SOUND,
// TTY_TEXT,
// UNIVERSE_MUSIC,
class ActionAdd : public ResultAction {
public:
ActionAdd(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _value;
};
class ActionAssign : public ResultAction {
public:
ActionAssign(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _value;
};
class ActionAttenuate : public ResultAction {
public:
ActionAttenuate(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
int _attenuation;
};
class ActionChangeLocation : public ResultAction {
public:
ActionChangeLocation(const Common::String &line);
bool execute(ZVision *engine);
private:
char _world;
char _room;
char _node;
char _view;
uint32 _offset;
};
class ActionCrossfade : public ResultAction {
public:
ActionCrossfade(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _keyOne;
uint32 _keyTwo;
uint _oneStartVolume;
uint _twoStartVolume;
uint _oneEndVolume;
uint _twoEndVolume;
uint _timeInMillis;
};
class ActionDebug : public ResultAction {
public:
ActionDebug(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDelayRender : public ResultAction {
public:
ActionDelayRender(const Common::String &line);
bool execute(ZVision *engine);
private:
// TODO: Check if this should actually be frames or if it should be milliseconds/seconds
uint32 framesToDelay;
};
class ActionDisableControl : public ResultAction {
public:
ActionDisableControl(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
};
class ActionDisableVenus : public ResultAction {
public:
ActionDisableVenus(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDisplayMessage : public ResultAction {
public:
ActionDisplayMessage(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionDissolve : public ResultAction {
public:
ActionDissolve();
bool execute(ZVision *engine);
};
class ActionDistort : public ResultAction {
public:
ActionDistort(const Common::String &line);
bool execute(ZVision *engine);
private:
};
class ActionEnableControl : public ResultAction {
public:
ActionEnableControl(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
};
class ActionMusic : public ResultAction {
public:
ActionMusic(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Audio::Mixer::SoundType _soundType;
Common::String _fileName;
bool _loop;
byte _volume;
};
class ActionPlayAnimation : public ResultAction {
public:
ActionPlayAnimation(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Common::String _fileName;
uint32 _x;
uint32 _y;
uint32 _width;
uint32 _height;
uint32 _start;
uint32 _end;
uint _mask;
uint _framerate;
bool _loop;
};
class ActionPreloadAnimation : public ResultAction {
public:
ActionPreloadAnimation(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
Common::String _fileName;
uint _mask;
uint _framerate;
};
class ActionQuit : public ResultAction {
public:
ActionQuit() {}
bool execute(ZVision *engine);
};
// TODO: See if this exists in ZGI. It doesn't in ZNem
class ActionUnloadAnimation : public ResultAction {
public:
ActionUnloadAnimation(const Common::String &line);
bool execute(ZVision *engine);
};
class ActionRandom : public ResultAction {
public:
ActionRandom(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _max;
};
class ActionSetPartialScreen : public ResultAction {
public:
ActionSetPartialScreen(const Common::String &line);
bool execute(ZVision *engine);
private:
uint _x;
uint _y;
Common::String _fileName;
uint16 _backgroundColor;
};
class ActionSetScreen : public ResultAction {
public:
ActionSetScreen(const Common::String &line);
bool execute(ZVision *engine);
private:
Common::String _fileName;
};
class ActionStreamVideo : public ResultAction {
public:
ActionStreamVideo(const Common::String &line);
bool execute(ZVision *engine);
private:
Common::String _fileName;
uint _x1;
uint _y1;
uint _x2;
uint _y2;
uint _flags;
bool _skippable;
};
class ActionTimer : public ResultAction {
public:
ActionTimer(const Common::String &line);
bool execute(ZVision *engine);
private:
uint32 _key;
uint _time;
};
} // End of namespace ZVision
#endif