mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-04 16:26:53 +00:00
1b40c5bf55
fixed few memory leaks fixed overflows prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
119 lines
3.2 KiB
C++
119 lines
3.2 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_SCENE_H
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#define BLADERUNNER_SCENE_H
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/regions.h"
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#include "bladerunner/set.h"
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#include "bladerunner/view.h"
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#include "bladerunner/vqa_player.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class Scene {
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BladeRunnerEngine *_vm;
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public:
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Set *_set;
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int _setId;
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int _sceneId;
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VQAPlayer *_vqaPlayer;
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int _defaultLoop;
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bool _defaultLoopSet;
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int _specialLoopMode;
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int _specialLoop;
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bool _specialLoopAtEnd;
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int _introFinished;
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int _nextSetId;
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int _nextSceneId;
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int _frame;
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Vector3 _actorStartPosition;
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int _actorStartFacing;
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bool _playerWalkedIn;
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Regions* _regions;
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Regions* _exits;
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// _default_loop_id = 0;
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// _scene_vqa_frame_number = -1;
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public:
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Scene(BladeRunnerEngine *vm)
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: _vm(vm),
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_set(new Set(vm)),
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_setId(-1),
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_sceneId(-1),
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_vqaPlayer(nullptr),
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_defaultLoop(0),
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_nextSetId(-1),
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_nextSceneId(-1),
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_playerWalkedIn(false),
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_introFinished(false),
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_regions(new Regions()),
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_exits(new Regions())
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{}
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~Scene() {
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delete _set;
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delete _regions;
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delete _exits;
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delete _vqaPlayer;
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}
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bool open(int setId, int sceneId, bool isLoadingGame);
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bool close(bool isLoadingGame);
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int advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer);
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void setActorStart(Vector3 position, int facing);
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void loopSetDefault(int a);
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void loopStartSpecial(int a, int b, int c);
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int getSetId() { return _setId; }
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int getSceneId() { return _sceneId; }
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bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; }
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int findObject(const char *objectName);
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bool objectSetHotMouse(int objectId);
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bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox);
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void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded);
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void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
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void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded);
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void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
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const char *objectGetName(int objectId);
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private:
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void loopEnded(int frame, int loopId);
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static void loopEndedStatic(void* data, int frame, int loopId);
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};
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} // End of namespace BladeRunner
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#endif
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