/* 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 3 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, see . * */ #ifdef ENABLE_MADSV2 #ifndef MADS_FOREST_SCENES_H #define MADS_FOREST_SCENES_H #include "mads/scene.h" #include "mads/forest/game_forest.h" #include "mads/forest/globals_forest.h" namespace MADS { namespace Forest { enum Verb { VERB_LOOK = 0x3, VERB_TAKE = 0x4, VERB_PUSH = 0x5, VERB_OPEN = 0x6, VERB_PUT = 0x7, VERB_TALK_TO = 0x8, VERB_GIVE = 0x9, VERB_PULL = 0xa, VERB_CLOSE = 0xb, VERB_THROW = 0xc, VERB_WALK_TO = 0xd, VERB_ATTACK = 0x43, VERB_CARVE_UP = 0x4c, VERB_CLICK_ON = 0x4e, VERB_CLIMB_DOWN = 0x50, VERB_CLIMB_UP = 0x51, VERB_DOWN_PAGE = 0x5a, VERB_EAT = 0x5b, VERB_INVOKE = 0x6c, VERB_LOOK_AT = 0x72, VERB_MAKE_NOISE = 0x73, VERB_POLISH = 0x80, VERB_RUB = 0x88, VERB_THRUST = 0x98, VERB_TIE = 0x99, VERB_UP_PAGE = 0x9c, VERB_USE = 0x9d, VERB_WALK = 0x9f, VERB_WALK_DOWN = 0xa0, VERB_WEAR = 0xa1 }; enum Noun { NOUN_GAME = 0x1, NOUN_QSAVE = 0x2, NOUN_OWL_TREE = 0x40, NOUN_ABI_BUBBLE = 0x41, NOUN_ALL_BUBBLE = 0x42, NOUN_BEDROOM = 0x44, NOUN_BIRD_FIGURINE = 0x45, NOUN_BIRDCALL = 0x46, NOUN_BOOK = 0x47, NOUN_BOOKCASE = 0x48, NOUN_BOOKS = 0x49, NOUN_BOOKSHELF = 0x4a, NOUN_BUSH = 0x4b, NOUN_CHICORY = 0x4d, NOUN_CLIFF = 0x4f, NOUN_COMFREY = 0x52, NOUN_DANDELION = 0x53, NOUN_DOOR = 0x54, NOUN_DOOR_1 = 0x55, NOUN_DOOR_2 = 0x56, NOUN_DOOR_3 = 0x57, NOUN_DOOR_4 = 0x58, NOUN_DOOR_5 = 0x59, NOUN_EDGE_OF_CLIFF = 0x5c, NOUN_ELM_LEAVES = 0x5d, NOUN_EXIT_JOURNAL = 0x5e, NOUN_EYEBRIGHT = 0x5f, NOUN_FEATHER = 0x60, NOUN_FIVE = 0x61, NOUN_FLOOR = 0x62, NOUN_FLOWERS = 0x63, NOUN_FOREST = 0x64, NOUN_FORKED_STICK = 0x65, NOUN_FOUR = 0x66, NOUN_FOXGLOVE = 0x67, NOUN_FROG = 0x68, NOUN_GEARS = 0x69, NOUN_GROUND = 0x6a, NOUN_HOLE = 0x6b, NOUN_IVY_LEAF = 0x6d, NOUN_JOURNAL = 0x6e, NOUN_LABORATORY = 0x6f, NOUN_LEAVES = 0x70, NOUN_LILY_PAD = 0x71, NOUN_MAP = 0x74, NOUN_MARSH = 0x75, NOUN_MINT = 0x76, NOUN_MOSS = 0x77, NOUN_MUSHROOM = 0x78, NOUN_NEEDLE = 0x79, NOUN_NOTHING = 0x7a, NOUN_ONE = 0x7b, NOUN_OVERHANGING_GRASS = 0x7c, NOUN_PEBBLES = 0x7d, NOUN_PICK_UP = 0x7e, NOUN_PLANT = 0x7f, NOUN_POND = 0x81, NOUN_POSTER = 0x82, NOUN_PRIMROSE = 0x83, NOUN_REEDS = 0x84, NOUN_RIVER = 0x85, NOUN_ROCKS = 0x86, NOUN_ROPE = 0x87, NOUN_RUBBER_BAND = 0x89, NOUN_SANCTUARY_WOODS = 0x8a, NOUN_SHIELDSTONE = 0x8b, NOUN_SIGNET_RING = 0x8c, NOUN_SIX = 0x8d, NOUN_SNAPDRAGON = 0x8e, NOUN_SPIDER_SILK = 0x8f, NOUN_STAIRS = 0x90, NOUN_STICKS = 0x91, NOUN_SUNFLOWER = 0x92, NOUN_SWORD = 0x93, NOUN_TABLE = 0x94, NOUN_TELESCOPE = 0x95, NOUN_THISTLE = 0x96, NOUN_THREE = 0x97, NOUN_TWINE = 0x9a, NOUN_TWO = 0x9b, NOUN_VINE_WEED = 0x9e, NOUN_WEASEL = 0xa2, NOUN_WEB = 0xa3, NOUN_WOOD = 0xa4, NOUN_WOODS = 0xa5, NOUN_WRENCH = 0xa6, NOUN_Y_STICK = 0xa7, NOUN_ABIGAIL = 0xa8, NOUN_EDGAR = 0xa9, NOUN_RUSSEL = 0xaa, NOUN_SNAPDRAGON2 = 0xab, NOUN_LUNGWORT = 0xac, NOUN_GRASS = 0xad, NOUN_FWT = 0xae, NOUN_DRAGON1 = 0xaf, NOUN_DRAGON2 = 0xb0, NOUN_NEST = 0xb1, NOUN_PAINT_CAN = 0xb2, NOUN_DAM = 0xb3, NOUN_BROWN = 0xb4, NOUN_TURTLE = 0xb5, NOUN_DRAGONFLY = 0xb6, NOUN_FENWICK = 0xb7, NOUN_BLUE_BIRD = 0xb8, NOUN_BLACK_BIRD = 0xb9, NOUN_LEVER = 0xba, NOUN_ROCK = 0xbb, NOUN_USED_IT = 0xbc, NOUN_TAIL = 0xbd }; class SceneFactory { public: static SceneLogic *createScene(MADSEngine *vm); }; /** * Specialized base class for Forest game scenes */ class ForestScene : public SceneLogic { protected: ForestGlobals &_globals; GameForest &_game; MADSAction &_action; /** * Forms an animation resource name */ Common::Path formAnimName(char sepChar, int suffixNum); /** * Plays appropriate sound for entering varous rooms */ void lowRoomsEntrySound(); public: /** * Constructor */ ForestScene(MADSEngine *vm); }; class SceneInfoForest : public SceneInfo { friend class SceneInfo; protected: void loadCodes(BaseSurface &depthSurface, int variant) override; void loadCodes(BaseSurface &depthSurface, Common::SeekableReadStream *stream) override; /** * Constructor */ SceneInfoForest(MADSEngine *vm) : SceneInfo(vm) {} }; // TODO: Temporary, remove once implemented properly class DummyScene : public ForestScene { public: DummyScene(MADSEngine *vm) : ForestScene(vm) { warning("Unimplemented scene"); } void setup() override {} void enter() override {} void actions() override {} }; } // End of namespace Forest } // End of namespace MADS #endif /* MADS_FOREST_SCENES_H */ #endif