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