/* 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 . * */ #ifndef NANCY_ACTION_RECORDTYPES_H #define NANCY_ACTION_RECORDTYPES_H #include "engines/nancy/action/actionrecord.h" namespace Nancy { class NancyEngine; namespace Action { // Changes the palette for the current scene's background. TVD only. class PaletteThisScene : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; byte _paletteID; byte _unknownEnum; // enum w values 1-3 uint16 _paletteStart; uint16 _paletteSize; protected: Common::String getRecordTypeName() const override { return "PaletteThisScene"; } }; // Changes the palette for the next scene's background. TVD only. class PaletteNextScene : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; byte _paletteID; protected: Common::String getRecordTypeName() const override { return "PaletteNextScene"; } }; // Turns on (temporary) lightning effect. TVD Only. class LightningOn : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; int16 _distance; uint16 _pulseTime; int16 _rgbPercent; protected: Common::String getRecordTypeName() const override { return "LightningOn"; } }; // Requests either a fade between two scenes, or a fade to black; fade executes when scene is changed. Nancy2 and up. class SpecialEffect : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; byte _type = 1; uint16 _fadeToBlackTime = 0; uint16 _frameTime = 0; uint16 _totalTime = 0; Common::Rect _rect; protected: Common::String getRecordTypeName() const override { return "SpecialEffect"; } }; // Adds a caption to the textbox. class TextBoxWrite : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; Common::String _text; protected: Common::String getRecordTypeName() const override { return "TextBoxWrite"; } }; // Clears the textbox. Used very rarely. class TextboxClear : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "TextboxClear"; } }; // Changes the in-game time. Used prior to the introduction of SetPlayerClock. class BumpPlayerClock : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; byte _relative; uint16 _hours; uint16 _minutes; protected: Common::String getRecordTypeName() const override { return "BumpPlayerClock"; } }; // Creates a Second Chance save. class SaveContinueGame : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "SaveContinueGame"; } }; // Stops the screen from rendering. Our rendering system is different from the original engine's, // so we have no use for this. class TurnOffMainRendering : public Unimplemented { public: void readData(Common::SeekableReadStream &stream) override; protected: Common::String getRecordTypeName() const override { return "TurnOffMainRendering"; } }; // Restarts screen rendering. Our rendering system is different from the original engine's, // so we have no use for this. class TurnOnMainRendering : public Unimplemented { public: void readData(Common::SeekableReadStream &stream) override; protected: Common::String getRecordTypeName() const override { return "TurnOnMainRendering"; } }; // Starts the timer. Used in combination with Dependency types that check for // how much time has passed since the timer was started. class ResetAndStartTimer : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "ResetAndStartTimer"; } }; // Stops the timer. class StopTimer : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "StopTimer"; } }; // Returns the player back to the main menu class GotoMenu : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "GotoMenu"; } }; // Stops the game and boots the player back to the Menu screen, while also making sure // they can't Continue. The devs took care to add Second Chance saves before every one // of these, to make sure the player can return to a state just before the dangerous part. class LoseGame : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "LoseGame"; } }; // Adds a scene to the "stack" (which is just a single value). Used in combination with PopScene. class PushScene : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "PushScene"; } }; // Changes to the scene pushed onto the "stack". Scenes can be pushed via PushScene, or Conversation types. class PopScene : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "PopScene"; } }; // Ends the game and boots the player to the Credits screen. // TODO: The original engine also sets a config option called PlayerWonTheGame, // which in turn is used to trigger whichever event flag marks that the player // has beat the game at least once, which in turn allows easter eggs to be shown. // We currently support none of this. class WinGame : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "WinGame"; } }; // Checks how many hints the player is allowed to get. If they are still allowed hints, // it selects an appropriate one and plays its sound/displays its caption in the Textbox. // The hint system was _only_ used in nancy1, since it's pretty limited and overly punishing. class HintSystem : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; byte _characterID; // 0x00 SoundDescription _genericSound; // 0x01 const Hint *selectedHint; int16 _hintID; void selectHint(); protected: Common::String getRecordTypeName() const override { return "HintSystem"; } }; } // End of namespace Action } // End of namespace Nancy #endif // NANCY_ACTION_MISCRECORDS_H