scummvm/engines/tsage/scenes.h

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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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef TSAGE_SCENES_H
#define TSAGE_SCENES_H
#include "common/scummsys.h"
#include "tsage/converse.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/saveload.h"
namespace TsAGE {
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class Scene : public StripCallback {
private:
void drawBackgroundObjects();
public:
int _field12;
int _screenNumber;
int _activeScreenNumber;
int _sceneMode;
StripManager _stripManager;
Rect _backgroundBounds;
GfxSurface _backSurface;
Rect _sceneBounds;
Rect _oldSceneBounds;
int _enabledSections[256];
int _zoomPercents[256];
ScenePriorities _priorities;
SceneObjectList _bgSceneObjects;
int _fieldA;
int _fieldE;
public:
Scene();
virtual ~Scene();
virtual Common::String getClassName() { return "Scene"; }
virtual void synchronize(Serializer &s);
virtual void stripCallback(int v) {}
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
virtual void dispatch();
virtual void loadScene(int sceneNum);
virtual void refreshBackground(int xAmount, int yAmount);
void setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent);
void loadBackground(int xAmount, int yAmount);
void loadSceneData(int sceneNum);
};
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class SceneManager : public GameHandler, public SaveListener {
private:
void disposeRegions() {
// No need to do anything, since regions will be freed automatically when the scene is
}
Scene *getNewScene();
public:
Scene *_scene;
bool _hasPalette;
int _loadMode;
int _sceneNumber;
int _previousScene;
int _nextSceneNumber;
FadeMode _fadeMode;
Common::Point _sceneBgOffset;
int _sceneLoadCount;
Rect _scrollerRect;
int _objectCount;
public:
SceneManager();
virtual ~SceneManager();
virtual void listenerSynchronize(Serializer &s);
void setNewScene(int sceneNumber);
void checkScene();
void sceneChange();
void fadeInIfNecessary();
void changeScene(int newSceneNumber);
void setBgOffset(const Common::Point &pt, int loadCount);
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void removeAction(Action *action) {
// Not currently implemented because addAction method doesn't seem to have any callers
}
static void setup();
static void setBackSurface();
static void saveListener(int saveMode);
static void loadNotifier(bool postFlag);
};
class Game {
protected:
SynchronizedList<GameHandler *> _handlers;
static bool notLockedFn(GameHandler *g);
virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
public:
virtual ~Game() {}
void addHandler(GameHandler *entry) { _handlers.push_back(entry); }
void removeHandler(GameHandler *entry) { _handlers.remove(entry); }
void execute();
virtual void start() = 0;
virtual void restart() {}
virtual void restartGame();
virtual void saveGame();
virtual void restoreGame();
virtual void quitGame();
virtual void endGame(int resNum, int lineNum) {}
virtual Scene *createScene(int sceneNumber) = 0;
virtual void processEvent(Event &event) {}
virtual void rightClick() {}
virtual bool canSaveGameStateCurrently() = 0;
virtual bool canLoadGameStateCurrently() = 0;
};
} // End of namespace TsAGE
#endif