Paweł Kołodziejski e350c7f777 renames
2012-01-06 23:29:45 +01:00

160 lines
4.5 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#ifndef GRIM_SET_H
#define GRIM_SET_H
#include "engines/grim/pool.h"
#include "engines/grim/object.h"
#include "engines/grim/color.h"
#include "engines/grim/sector.h"
#include "engines/grim/objectstate.h"
namespace Common {
class SeekableReadStream;
}
namespace Grim {
class SaveGame;
class CMap;
class Light;
class Set : public PoolObject<Set, MKTAG('S', 'E', 'T', ' ')> {
public:
Set(const Common::String &name, Common::SeekableReadStream *data);
Set();
~Set();
void loadText(TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
void saveState(SaveGame *savedState) const;
bool restoreState(SaveGame *savedState);
int _minVolume;
int _maxVolume;
void drawBackground() const;
void drawBitmaps(ObjectState::Position stage);
void setupCamera() {
_currSetup->setupCamera();
}
void setupLights();
void setSoundPosition(const char *soundName, Math::Vector3d pos);
void setSoundPosition(const char *soundName, Math::Vector3d pos, int minVol, int maxVol);
void setSoundParameters(int minVolume, int maxVolume);
void getSoundParameters(int *minVolume, int *maxVolume);
const Common::String &getName() const { return _name; }
void setLightEnableState(bool state) {
_enableLights = state;
_lightsConfigured = false;
}
void setLightsDirty();
void setLightIntensity(const char *light, float intensity);
void setLightIntensity(int light, float intensity);
void setLightPosition(const char *light, const Math::Vector3d &pos);
void setLightPosition(int light, const Math::Vector3d &pos);
void setLightEnabled(const char *light, bool enabled);
void setLightEnabled(int light, bool enabled);
void turnOffLights();
void setSetup(int num);
int getSetup() const { return _currSetup - _setups; }
// Sector access functions
int getSectorCount() { return _numSectors; }
Sector *getSectorBase(int id);
Sector *findPointSector(const Math::Vector3d &p, Sector::SectorType type);
void findClosestSector(const Math::Vector3d &p, Sector **sect, Math::Vector3d *closestPt);
void shrinkBoxes(float radius);
void unshrinkBoxes();
void addObjectState(const ObjectState::Ptr &s);
void deleteObjectState(const ObjectState::Ptr &s) {
_states.remove(s);
}
void moveObjectStateToFront(const ObjectState::Ptr &s);
void moveObjectStateToBack(const ObjectState::Ptr &s);
ObjectState *addObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency);
ObjectState *findState(const Common::String &filename);
struct Setup { // Camera setup data
void load(TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
void setupCamera() const;
Common::String _name;
Bitmap::Ptr _bkgndBm, _bkgndZBm;
Math::Vector3d _pos, _interest;
float _roll, _fov, _nclip, _fclip;
};
CMap *getCMap() {
if (!_cmaps || ! _numCmaps)
return NULL;
return _cmaps[0];
};
Setup *getCurrSetup() { return _currSetup; }
private:
bool _locked;
Common::String _name;
int _numCmaps;
ObjectPtr<CMap> *_cmaps;
int _numSetups, _numLights, _numSectors, _numObjectStates;
bool _enableLights;
Sector **_sectors;
Light *_lights;
Setup *_setups;
bool _lightsConfigured;
Setup *_currSetup;
typedef Common::List<ObjectState::Ptr> StateList;
StateList _states;
friend class GrimEngine;
};
class Light { // Set lighting data
public:
void load(TextSplitter &ts);
void loadBinary(Common::SeekableReadStream *data);
Common::String _name;
Common::String _type;
Math::Vector3d _pos, _dir;
Color _color;
float _intensity, _umbraangle, _penumbraangle;
bool _enabled;
};
} // end of namespace Grim
#endif