scummvm/engines/access/room.h

202 lines
4.0 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 ACCESS_ROOM_H
#define ACCESS_ROOM_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "access/data.h"
#define TILE_WIDTH 16
#define TILE_HEIGHT 16
namespace Access {
class Plotter {
public:
Common::Array<Common::Rect> _walls;
Common::Array<Common::Rect> _blocks;
int _blockIn;
int _delta;
public:
Plotter();
void load(Common::SeekableReadStream *stream, int wallCount, int blockCount);
};
class JetFrame {
public:
int _wallCode;
int _wallCodeOld;
int _wallCode1;
int _wallCode1Old;
JetFrame() {
_wallCode = _wallCodeOld = 0;
_wallCode1 = _wallCode1Old = 0;
}
};
enum Function { FN_NONE = 0, FN_CLEAR1 = 1, FN_CLEAR2 = 2, FN_RELOAD = 3, FN_BREAK = 4 };
class Room : public Manager {
private:
void roomLoop();
void loadPlayField(int fileNum, int subfile);
void commandOff();
void swapOrg();
int calcLR(int yp);
int calcUD(int xp);
/**
* Cycles forwards or backwards through the list of commands
*/
void cycleCommand(int incr);
bool checkCode(int v1, int v2);
protected:
void loadRoomData(const byte *roomData);
/**
* Free the playfield data
*/
void freePlayField();
/**
* Free tile data
*/
void freeTileData();
int checkBoxes();
int checkBoxes1(const Common::Point &pt);
int checkBoxes2(const Common::Point &pt, int start, int count);
void checkBoxes3();
int validateBox(int boxId);
/**
* Inner handler for switching to a given command mode
*/
void executeCommand(int commandId);
virtual void reloadRoom() = 0;
virtual void reloadRoom1() = 0;
virtual void setupRoom();
virtual void doCommands();
virtual void mainAreaClick() = 0;
virtual void walkCursor();
public:
Plotter _plotter;
Common::Array<JetFrame> _jetFrame;
Function _function;
int _roomFlag;
byte *_playField;
int _matrixSize;
int _playFieldWidth;
int _playFieldHeight;
byte *_tile;
int _selectCommand;
bool _conFlag;
public:
Room(AccessEngine *vm);
virtual ~Room();
void doRoom();
virtual void loadRoom(int roomNumber) = 0;
virtual void roomMenu() = 0;
/**
* Clear all the data used by the room
*/
virtual void clearRoom();
/**
* Builds up a game screen
*/
void buildScreen();
/**
* Draw a column of a game scene
*/
void buildColumn(int playX, int screenX);
/**
* Draw a row of a game scene
*/
void buildRow(int playY, int screenY);
virtual void init4Quads() = 0;
void setWallCodes();
bool codeWalls();
/**
* Switch to a given command mode
*/
void handleCommand(int commandId);
};
class RoomInfo {
public:
struct SoundIdent : FileIdent {
int _priority;
};
public:
int _roomFlag;
int _estIndex;
FileIdent _musicFile;
int _scaleH1;
int _scaleH2;
int _scaleN1;
FileIdent _playFieldFile;
Common::Array<CellIdent> _cells;
FileIdent _scriptFile;
FileIdent _animFile;
int _scaleI;
int _scrollThreshold;
FileIdent _paletteFile;
int _startColor;
int _numColors;
Common::Array<ExtraCell> _extraCells;
Common::Array<SoundIdent> _sounds;
public:
RoomInfo(const byte *data, int gameType, bool isCD, bool isDemo);
};
} // End of namespace Access
#endif /* ACCESS_ROOM_H */