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144 lines
3.9 KiB
C++
144 lines
3.9 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 TSAGE_SCENES_H
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#define TSAGE_SCENES_H
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#include "common/scummsys.h"
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#include "tsage/converse.h"
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#include "tsage/events.h"
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#include "tsage/core.h"
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#include "tsage/saveload.h"
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namespace TsAGE {
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class Scene : public StripCallback {
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private:
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void drawBackgroundObjects();
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public:
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int _field12;
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int _screenNumber;
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int _activeScreenNumber;
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int _sceneMode;
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StripManager _stripManager;
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Rect _backgroundBounds;
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GfxSurface _backSurface;
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Rect _sceneBounds;
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Rect _oldSceneBounds;
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int _enabledSections[256];
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int _zoomPercents[256];
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ScenePriorities _priorities;
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SceneObjectList _bgSceneObjects;
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int _fieldA;
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int _fieldE;
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public:
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Scene();
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virtual ~Scene();
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virtual Common::String getClassName() { return "Scene"; }
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virtual void synchronize(Serializer &s);
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virtual void stripCallback(int v) {}
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virtual void postInit(SceneObjectList *OwnerList = NULL);
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virtual void process(Event &event);
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virtual void dispatch();
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virtual void loadScene(int sceneNum);
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virtual void refreshBackground(int xAmount, int yAmount);
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void setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent);
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void loadBackground(int xAmount, int yAmount);
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void loadSceneData(int sceneNum);
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};
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class SceneManager : public GameHandler, public SaveListener {
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private:
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void disposeRegions() {
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// No need to do anything, since regions will be freed automatically when the scene is
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}
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Scene *getNewScene();
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public:
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Scene *_scene;
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bool _hasPalette;
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int _loadMode;
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int _sceneNumber;
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int _previousScene;
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int _nextSceneNumber;
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FadeMode _fadeMode;
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Common::Point _sceneBgOffset;
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int _sceneLoadCount;
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Rect _scrollerRect;
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int _objectCount;
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public:
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SceneManager();
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virtual ~SceneManager();
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virtual void listenerSynchronize(Serializer &s);
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void setNewScene(int sceneNumber);
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void checkScene();
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void sceneChange();
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void fadeInIfNecessary();
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void changeScene(int newSceneNumber);
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void setBgOffset(const Common::Point &pt, int loadCount);
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void removeAction(Action *action) {
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// Not currently implemented because addAction method doesn't seem to have any callers
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}
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static void setup();
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static void setBackSurface();
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static void saveListener(int saveMode);
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static void loadNotifier(bool postFlag);
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};
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class Game {
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protected:
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SynchronizedList<GameHandler *> _handlers;
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static bool notLockedFn(GameHandler *g);
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virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
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public:
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virtual ~Game() {}
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void addHandler(GameHandler *entry) { _handlers.push_back(entry); }
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void removeHandler(GameHandler *entry) { _handlers.remove(entry); }
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void execute();
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virtual void start() = 0;
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virtual void restart() {}
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virtual void restartGame();
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virtual void saveGame();
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virtual void restoreGame();
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virtual void quitGame();
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virtual void endGame(int resNum, int lineNum) {}
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virtual Scene *createScene(int sceneNumber) = 0;
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virtual void processEvent(Event &event) {}
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virtual void rightClick() {}
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virtual bool canSaveGameStateCurrently() = 0;
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virtual bool canLoadGameStateCurrently() = 0;
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};
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} // End of namespace TsAGE
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#endif
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