scummvm/scene.h
2006-04-02 14:20:45 +00:00

147 lines
3.7 KiB
C++

/* Residual - Virtual machine to run LucasArts' 3D adventure games
* Copyright (C) 2003-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#ifndef SCENE_H
#define SCENE_H
#include "vector3d.h"
#include "bitmap.h"
#include "color.h"
#include "debug.h"
#include "walkplane.h"
#include "objectstate.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();
int _minVolume;
int _maxVolume;
void drawBackground() const {
if (_currSetup->_bkgndZBm != NULL) // Some screens have no zbuffer mask (eg, Alley)
_currSetup->_bkgndZBm->draw();
if (_currSetup->_bkgndBm == NULL) {
// This should fail softly, for some reason jumping to the signpost (sg) will load
// the scene in such a way that the background isn't immediately available
warning("Background hasn't loaded yet for setup %s in %s!", _currSetup->_name.c_str(), _name.c_str());
} else {
_currSetup->_bkgndBm->draw();
}
}
void drawBitmaps(ObjectState::Position stage);
void setupCamera() {
_currSetup->setupCamera();
}
void setupLights();
void setSoundPosition(const char *soundName, Vector3d pos);
void setSoundParameters(int minVolume, int maxVolume);
void getSoundParameters(int *minVolume, int *maxVolume);
const char *name() const { return _name.c_str(); }
void setLightEnableState(bool state) {
_enableLights = state;
}
void setSetup(int num);
int setup() const { return _currSetup - _setups; }
// Sector access functions
int getSectorCount() {
// TODO: Find where this is called before we're initialized
if (this == NULL)
return 0;
return _numSectors;
}
Sector *getSectorBase(int id) {
if ((_numSectors >= 0) && (id < _numSectors))
return &_sectors[id];
else
return NULL;
}
Sector *findPointSector(Vector3d p, int flags);
void findClosestSector(Vector3d p, Sector **sect, Vector3d *closestPt);
void addObjectState(ObjectState *s) {
_states.push_back(s);
}
void deleteObjectState(ObjectState *s) {
_states.remove(s);
}
void moveObjectStateToFirst(ObjectState *s);
void moveObjectStateToLast(ObjectState *s);
ObjectState *findState(const char *filename);
struct Setup { // Camera setup data
void load(TextSplitter &ts);
void setupCamera() const;
std::string _name;
ResPtr<Bitmap> _bkgndBm, _bkgndZBm;
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;
};
bool _locked;
private:
std::string _name;
int _numCmaps;
ResPtr<CMap> *_cmaps;
int _numSetups, _numLights, _numSectors, _numObjectStates;
bool _enableLights;
Sector *_sectors;
Light *_lights;
Setup *_setups;
public:
Setup *_currSetup;
private:
typedef std::list<ObjectState*> StateList;
StateList _states;
};
#endif