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