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