scummvm/engines/bladerunner/scene.h
Peter Kohaut 1b40c5bf55 BLADERUNNER: fixed memory leaks & overflows
fixed few memory leaks
fixed overflows
prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
2016-10-28 22:34:04 +02:00

119 lines
3.2 KiB
C++

/* 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 BLADERUNNER_SCENE_H
#define BLADERUNNER_SCENE_H
#include "bladerunner/bladerunner.h"
#include "bladerunner/regions.h"
#include "bladerunner/set.h"
#include "bladerunner/view.h"
#include "bladerunner/vqa_player.h"
namespace BladeRunner {
class BladeRunnerEngine;
class Scene {
BladeRunnerEngine *_vm;
public:
Set *_set;
int _setId;
int _sceneId;
VQAPlayer *_vqaPlayer;
int _defaultLoop;
bool _defaultLoopSet;
int _specialLoopMode;
int _specialLoop;
bool _specialLoopAtEnd;
int _introFinished;
int _nextSetId;
int _nextSceneId;
int _frame;
Vector3 _actorStartPosition;
int _actorStartFacing;
bool _playerWalkedIn;
Regions* _regions;
Regions* _exits;
// _default_loop_id = 0;
// _scene_vqa_frame_number = -1;
public:
Scene(BladeRunnerEngine *vm)
: _vm(vm),
_set(new Set(vm)),
_setId(-1),
_sceneId(-1),
_vqaPlayer(nullptr),
_defaultLoop(0),
_nextSetId(-1),
_nextSceneId(-1),
_playerWalkedIn(false),
_introFinished(false),
_regions(new Regions()),
_exits(new Regions())
{}
~Scene() {
delete _set;
delete _regions;
delete _exits;
delete _vqaPlayer;
}
bool open(int setId, int sceneId, bool isLoadingGame);
bool close(bool isLoadingGame);
int advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer);
void setActorStart(Vector3 position, int facing);
void loopSetDefault(int a);
void loopStartSpecial(int a, int b, int c);
int getSetId() { return _setId; }
int getSceneId() { return _sceneId; }
bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; }
int findObject(const char *objectName);
bool objectSetHotMouse(int objectId);
bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox);
void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded);
void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded);
void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
const char *objectGetName(int objectId);
private:
void loopEnded(int frame, int loopId);
static void loopEndedStatic(void* data, int frame, int loopId);
};
} // End of namespace BladeRunner
#endif