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scummvm-cursorfix/engines/mads/forest/forest_scenes.h
2026-02-02 04:50:13 +01:00

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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