scummvm/saga/scene.h

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
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// Scene management module private header file
#ifndef SAGA_SCENE_H
#define SAGA_SCENE_H
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#include "saga/text.h"
#include "saga/list.h"
#include "saga/actor.h"
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namespace Saga {
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#define SCENE_DOORS_MAX 16
class ObjectMap;
struct EVENT;
enum SceneFlags {
kSceneFlagISO = 1,
kSceneFlagShowCursor = 2
};
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struct SCENE_BGINFO {
int bg_x;
int bg_y;
int bg_w;
int bg_h;
int bg_p;
byte *bg_buf;
size_t bg_buflen;
};
struct SCENE_INFO {
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SCENE_BGINFO bg_info;
TEXTLIST *text_list;
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};
typedef int (SCENE_PROC) (int, SCENE_INFO *, void *);
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enum SCENE_LOAD_FLAGS {
BY_RESOURCE = 0,
BY_SCENE,
BY_DESC
};
enum SCENE_PROC_PARAMS {
SCENE_BEGIN = 0,
SCENE_END
};
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// Resource type numbers
enum SAGAResourceTypes {
SAGA_BG_IMAGE = 2,
SAGA_BG_MASK = 3,
SAGA_STRINGS = 5,
SAGA_OBJECT_MAP = 6,
SAGA_ACTION_MAP = 7,
SAGA_ISO_IMAGES = 8,
SAGA_ISO_MAP = 9,
SAGA_ISO_PLATFORMS = 10,
SAGA_ISO_METATILES = 11,
SAGA_ENTRY = 12,
SAGA_ANIM_1 = 14,
SAGA_ANIM_2,
SAGA_ANIM_3,
SAGA_ANIM_4,
SAGA_ANIM_5,
SAGA_ANIM_6,
SAGA_ANIM_7,
SAGA_ISO_MULTI = 22,
SAGA_PAL_ANIM = 23,
SAGA_FACES = 24
};
#define SAGA_RESLIST_ENTRY_LEN 4
struct SCENE_RESLIST {
uint32 res_number;
int res_type;
byte *res_data;
size_t res_data_len;
};
#define SAGA_SCENE_DESC_LEN 16
struct SceneDescription {
int16 flags;
int16 resListRN;
int16 endSlope;
int16 beginSlope;
uint16 scriptModuleNumber;
uint16 sceneScriptEntrypointNumber;
uint16 startScriptEntrypointNumber;
int16 musicRN;
SCENE_RESLIST *resList;
size_t resListCnt;
};
struct SceneEntry {
Location location;
int facing;
};
struct SceneEntryList {
SceneEntry *entryList;
int entryListCount;
const SceneEntry * getEntry(int index) {
if ((index < 0) || (index >= entryListCount)) {
error("SceneEntryList::getEntry wrong index");
}
return &entryList[index];
}
void freeMem() {
free(entryList);
memset(this, 0, sizeof(*this));
}
SceneEntryList() {
memset(this, 0, sizeof(*this));
}
~SceneEntryList() {
freeMem();
}
};
struct SCENE_IMAGE {
int loaded;
int w;
int h;
int p;
byte *buf;
size_t buf_len;
byte *res_buf;
size_t res_len;
PALENTRY pal[256];
};
struct SCENE_ANIMINFO {
int anim_res_number;
int anim_handle;
};
typedef SortedList<SCENE_ANIMINFO> SceneAnimInfoList;
enum SceneTransitionType {
SCENE_NOFADE = 0,
SCENE_FADE = 1,
SCENE_FADE_NO_INTERFACE = 2
};
struct SCENE_QUEUE {
uint32 scene_n;
SceneDescription* sceneDescription;
int load_flag;
SCENE_PROC *scene_proc;
int scene_skiptarget;
int fadeType;
};
typedef Common::List<SCENE_QUEUE> SceneQueueList;
///// IHNM-specific stuff
#define IHNM_PALFADE_TIME 1000
#define IHNM_INTRO_FRAMETIME 80
#define IHNM_DGLOGO_TIME 8000
#define IHNM_TITLE_TIME_GM 28750
#define IHNM_TITLE_TIME_FM 19500
///// ITE-specific stuff
#define ITE_INTRO_FRAMETIME 90
#define INTRO_CAPTION_Y 170
#define INTRO_DE_CAPTION_Y 160
#define VOICE_PAD 50
#define VOICE_LETTERLEN 90
#define PALETTE_FADE_DURATION 1000
#define DISSOLVE_DURATION 3000
#define LOGO_DISSOLVE_DURATION 1000
#define CREDIT_DURATION1 4000
struct INTRO_DIALOGUE {
uint32 i_voice_rn;
const char *i_str;
};
struct INTRO_CREDIT {
int game;
int type;
const char *string;
};
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class Scene {
public:
Scene(SagaEngine *vm);
~Scene();
// Console functions
void cmdSceneInfo();
void cmdActionMapInfo();
void cmdObjectMapInfo();
void cmdSceneChange(int argc, const char **argv);
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int startScene();
int nextScene();
int skipScene();
int endScene();
int queueScene(SCENE_QUEUE *scene_queue);
int draw(SURFACE *);
int getFlags() const { return _desc.flags; }
int getScriptModuleNumber() const { return _desc.scriptModuleNumber; }
bool isInDemo() { return !_inGame; }
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void getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength);
int isBGMaskPresent() { return _bgMask.loaded; }
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int getBGMaskType(const Point &testPoint);
bool validBGMaskPoint(const Point &testPoint);
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bool canWalk(const Point &testPoint);
bool offscreenPath(Point &testPoint);
void setDoorState(int doorNumber, int doorState);
int getDoorState(int doorNumber);
void initDoorsState();
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int getBGInfo(SCENE_BGINFO *bginfo);
int getBGPal(PALENTRY **pal);
int getInfo(SCENE_INFO *si);
void getSlopes(int &beginSlope, int &endSlope);
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int clearSceneQueue(void);
int changeScene(int sceneNumber, int actorsEntrance, int fadeIn = SCENE_NOFADE);
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bool initialized() { return _initialized; }
int getSceneLUT(int num);
int currentSceneNumber() const { return _sceneNumber; }
int getOutsetSceneNumber() const { return _outsetSceneNumber; }
int currentSceneResourceId() const { return _sceneResourceId; }
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private:
int loadScene(int scene, int load_flag, SCENE_PROC scene_proc, SceneDescription *, int fadeIn, int actorsEntrance);
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int loadSceneDescriptor(uint32 res_number);
int loadSceneResourceList(uint32 res_number);
void loadSceneEntryList(const byte* resourcePointer, size_t resourceLength);
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int processSceneResources();
private:
SagaEngine *_vm;
bool _initialized;
RSCFILE_CONTEXT *_sceneContext;
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int *_sceneLUT;
int _sceneCount;
int _sceneMax;
SceneQueueList _sceneQueue;
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int _firstScene;
bool _sceneLoaded;
int _sceneNumber;
int _outsetSceneNumber;
int _sceneResourceId;
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bool _inGame;
bool _loadDesc;
SceneDescription _desc;
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int _resListEntries;
SCENE_RESLIST *_resList;
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int _animEntries;
SceneAnimInfoList _animList;
SCENE_PROC *_sceneProc;
TEXTLIST *_textList;
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SCENE_IMAGE _bg;
SCENE_IMAGE _bgMask;
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int _sceneDoors[SCENE_DOORS_MAX];
public:
ObjectMap *_actionMap;
ObjectMap *_objectMap;
SceneEntryList _entryList;
StringsTable _sceneStrings;
private:
int IHNMStartProc();
int ITEStartProc();
public:
static int SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon);
private:
int IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info);
int IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info);
int IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info);
int IHNMHateProc(int param, SCENE_INFO *scene_info);
public:
static int SC_ITEIntroAnimProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave1Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave2Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave3Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave4Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroValleyProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroTreeHouseProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroFairePathProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroFaireTentProc(int param, SCENE_INFO *scene_info, void *refCon);
private:
EVENT *ITEQueueDialogue(EVENT *q_event, SCENE_INFO *scene_info, int n_dialogues, const INTRO_DIALOGUE dialogue[]);
EVENT *ITEQueueCredits(SCENE_INFO *scene_info, int delta_time, int duration, int n_credits, const INTRO_CREDIT credits[]);
int ITEIntroAnimProc(int param, SCENE_INFO *scene_info);
int ITEIntroCave1Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave2Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave3Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave4Proc(int param, SCENE_INFO *scene_info);
int ITEIntroValleyProc(int param, SCENE_INFO *scene_info);
int ITEIntroTreeHouseProc(int param, SCENE_INFO *scene_info);
int ITEIntroFairePathProc(int param, SCENE_INFO *scene_info);
int ITEIntroFaireTentProc(int param, SCENE_INFO *scene_info);
};
} // End of namespace Saga
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#endif