mirror of
https://github.com/libretro/scummvm.git
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227 lines
4.9 KiB
C++
227 lines
4.9 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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* 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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* 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 MADS_SCENE_DATA_H
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#define MADS_SCENE_DATA_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/serializer.h"
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#include "common/str.h"
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#include "common/str-array.h"
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#include "common/rect.h"
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#include "mads/action.h"
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#include "mads/assets.h"
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#include "mads/events.h"
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#include "mads/game_data.h"
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#include "mads/hotspots.h"
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#include "mads/messages.h"
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#include "mads/rails.h"
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#include "mads/user_interface.h"
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namespace MADS {
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class MADSEngine;
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class Scene;
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class SpriteSlot;
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#define MADS_INTERFACE_HEIGHT 44
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#define MADS_SCENE_HEIGHT 156
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#define DEPTH_BANDS_SIZE 15
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#define SPRITE_SLOTS_MAX_SIZE 50
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#define TEXT_DISPLAY_MAX_SIZE 40
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#define DIRTY_AREAS_SIZE (SPRITE_SLOTS_MAX_SIZE + TEXT_DISPLAY_MAX_SIZE)
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enum {
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SCENEFLAG_DITHER = 0x01, // Dither to 16 colors
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SCENEFLAG_LOAD_SHADOW = 0x10, // Load hard shadows
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SCENEFLAG_TRANSLATE = 0x10000 // Translate palette of loaded background
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};
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class VerbInit {
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public:
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int _id;
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VerbType _verbType;
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PrepType _prepType;
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VerbInit() {}
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VerbInit(int id, VerbType verbType, PrepType prepType)
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: _id(id), _verbType(verbType), _prepType(prepType) {
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}
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};
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class SceneLogic {
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protected:
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MADSEngine *_vm;
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Scene *_scene;
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public:
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/**
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* Constructor
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*/
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SceneLogic(MADSEngine *vm);
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/**
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* Destructor
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*/
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virtual ~SceneLogic() {}
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/**
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* Called to initially setup a scene
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*/
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virtual void setup() = 0;
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/**
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* Called as the scene is entered (made active)
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*/
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virtual void enter() = 0;
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/**
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* Called one per frame
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*/
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virtual void step() {}
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/**
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* Called before an action is started
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*/
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virtual void preActions() {}
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/**
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* Handles scene actions
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*/
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virtual void actions() = 0;
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/**
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* Post-action handling
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*/
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virtual void postActions() {}
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/**
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* Unhandled action handling
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*/
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virtual void unhandledAction() {}
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/**
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* Synchronize any local data for the scene
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*/
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virtual void synchronize(Common::Serializer &s) {}
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};
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struct ARTHeader {
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int _width;
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int _height;
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Common::Array<RGB6> _palette;
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Common::Array<PaletteCycle> _paletteCycles;
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void load(Common::SeekableReadStream *f, bool isV2);
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};
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/**
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* Handles general data for a given scene
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*/
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class SceneInfo {
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class SpriteInfo {
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public:
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int _spriteSetIndex;
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Common::Point _position;
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int _frameNumber;
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int _depth;
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int _scale;
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void load(Common::SeekableReadStream *f);
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};
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protected:
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MADSEngine *_vm;
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/**
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* Constructor
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*/
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SceneInfo(MADSEngine *vm);
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public:
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int _sceneId;
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int _artFileNum;
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int _depthStyle;
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int _width;
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int _height;
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int _yBandsEnd;
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int _yBandsStart;
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int _maxScale;
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int _minScale;
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int _depthList[DEPTH_BANDS_SIZE];
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int _field4A; // Useless field ?
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int _usageIndex;
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Common::Array<PaletteCycle> _paletteCycles;
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WalkNodeList _nodes;
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public:
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/**
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* Destructor
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*/
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virtual ~SceneInfo() {}
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/**
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* Instantiates the class
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*/
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static SceneInfo *init(MADSEngine *vm);
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/**
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* loads the data
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*/
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void load(int sceneId, int variant, const Common::String &resName, int flags,
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DepthSurface &depthSurface, MSurface &bgSurface);
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/**
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* Loads the palette for a scene
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*/
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void loadPalette(int sceneId, int artFileNum, const Common::String &resName, int flags, MSurface &bgSurface);
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/**
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* Loads a V1 game background
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*/
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void loadMadsV1Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface);
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/**
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* Loads a V2 game background
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*/
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void loadMadsV2Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface);
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/**
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* Loads the given surface with depth information of a given scene
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* @param depthSurface Depth/walk surface
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* @param variant Variant number to load
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*/
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virtual void loadCodes(MSurface &depthSurface, int variant) = 0;
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/**
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* Loads the given surface with depth information of a given scene
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* @param depthSurface Depth/walk surface
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* @param stream Stream to load the data from
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*/
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virtual void loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) = 0;
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};
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} // End of namespace MADS
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#endif /* MADS_SCENE_DATA_H */
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