scummvm/scene.h

98 lines
2.6 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef SCENE_H
#define SCENE_H
#include "vector3d.h"
#include "bitmap.h"
#include "color.h"
#include "debug.h"
#include "walkplane.h"
#include <SDL.h>
#include <SDL_opengl.h>
#include <string>
class CMap;
class TextSplitter;
// The Lua code calls this a "set".
class Scene {
public:
Scene(const char *name, const char *buf, int len);
~Scene();
void drawBackground() const {
if (currSetup_->bkgnd_zbm_ != NULL) // Some screens have no zbuffer mask (eg, Alley)
currSetup_->bkgnd_zbm_->draw();
if (currSetup_->bkgnd_bm_ == NULL) {
error("Null background for setup %s in %s", currSetup_->name_.c_str(), name_.c_str());
return;
}
currSetup_->bkgnd_bm_->draw();
}
void setupCamera() {
currSetup_->setupCamera();
}
const char *name() const { return name_.c_str(); }
void setSetup(int num);
int setup() const { return currSetup_ - setups_; }
// Sector access functions
int getSectorCount() { return numSectors_; }
Sector *getSectorBase(int id) {
if ((numSectors_ >= 0) && (id < numSectors_))
return &sectors_[id];
else
return NULL;
}
private:
struct Setup { // Camera setup data
void load(TextSplitter &ts);
void setupCamera() const;
std::string name_;
ResPtr<Bitmap> bkgnd_bm_, bkgnd_zbm_;
Vector3d pos_, interest_;
float roll_, fov_, nclip_, fclip_;
};
struct Light { // Scene lighting data
void load(TextSplitter &ts);
std::string name_;
std::string type_;
Vector3d pos_, dir_;
Color color_;
float intensity_, umbraangle_, penumbraangle_;
};
std::string name_;
int numCmaps_;
ResPtr<CMap> *cmaps_;
int numSetups_, numLights_, numSectors_;
Sector *sectors_;
Light *lights_;
Setup *setups_;
Setup *currSetup_;
};
#endif