scummvm/saga/scene.h
Eugene Sandulenko dee9b3bd87 o Fix regression with Win32 CD ITE at wyrmkeep logo
o Support for sprites in Mac versions
o Improvements on scene flags
o More code on proper interface modes handling. Just a tiny bit was committed
  as other stuff breaks intro due to incompleteness.

svn-id: r16425
2005-01-04 17:15:53 +00:00

350 lines
7.9 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program 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 General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Scene management module private header file
#ifndef SAGA_SCENE_H
#define SAGA_SCENE_H
#include "saga/text.h"
#include "saga/list.h"
namespace Saga {
#define SCENE_DOORS_MAX 16
class ActionMap;
class ObjectMap;
enum SCENE_MODES {
SCENE_MODE_INVALID,
SCENE_MODE_NORMAL,
SCENE_MODE_ISO
};
struct SCENE_BGINFO {
int bg_x;
int bg_y;
int bg_w;
int bg_h;
int bg_p;
byte *bg_buf;
size_t bg_buflen;
};
struct SCENE_INFO {
SCENE_BGINFO bg_info;
TEXTLIST *text_list;
};
typedef int (SCENE_PROC) (int, SCENE_INFO *, void *);
enum SCENE_LOAD_FLAGS {
BY_RESOURCE = 0,
BY_SCENE,
BY_DESC
};
enum SCENE_PROC_PARAMS {
SCENE_BEGIN = 0,
SCENE_END
};
// Resource type numbers
enum SAGA_RESOURCE_TYPES {
SAGA_BG_IMAGE = 2,
SAGA_BG_MASK = 3,
SAGA_OBJECT_NAME_LIST = 5,
SAGA_OBJECT_MAP = 6,
SAGA_ACTION_MAP = 7,
SAGA_ISO_TILESET = 8,
SAGA_ISO_METAMAP = 9,
SAGA_ISO_METATILESET = 10,
SAGA_ENTRY = 12,
SAGA_ANIM_1 = 14,
SAGA_ANIM_2,
SAGA_ANIM_3,
SAGA_ANIM_4,
SAGA_ANIM_5,
SAGA_ANIM_6,
SAGA_ANIM_7,
SAGA_PAL_ANIM = 23,
SAGA_FACES = 24
};
#define SAGA_RESLIST_ENTRY_LEN 4
struct SCENE_RESLIST {
uint32 res_number;
int res_type;
byte *res_data;
size_t res_data_len;
};
#define SAGA_SCENE_DESC_LEN 16
struct SCENE_DESC {
int16 flags;
int16 resListRN;
int16 endSlope;
int16 beginSlope;
uint16 scriptNum;
uint16 sceneScriptNum;
uint16 startScriptNum;
int16 musicRN;
SCENE_RESLIST *resList;
size_t resListCnt;
};
struct SCENE_IMAGE {
int loaded;
int w;
int h;
int p;
byte *buf;
size_t buf_len;
byte *res_buf;
size_t res_len;
PALENTRY pal[256];
};
struct SCENE_ANIMINFO {
int anim_res_number;
int anim_handle;
};
typedef SortedList<SCENE_ANIMINFO> SceneAnimInfoList;
enum SCENE_FADE_TYPES {
SCENE_NOFADE = 0,
SCENE_FADE = 1,
SCENE_FADE_NO_INTERFACE = 2
};
struct SCENE_QUEUE {
uint32 scene_n;
SCENE_DESC *scene_desc;
int load_flag;
SCENE_PROC *scene_proc;
int scene_skiptarget;
int fadeType;
};
typedef Common::List<SCENE_QUEUE> SceneQueueList;
///// IHNM-specific stuff
#define IHNM_PALFADE_TIME 1000
#define IHNM_INTRO_FRAMETIME 80
#define IHNM_DGLOGO_TIME 8000
#define IHNM_TITLE_TIME_GM 28750
#define IHNM_TITLE_TIME_FM 19500
///// ITE-specific stuff
#define INTRO_STRMAX 256
#define ITE_INTRO_FRAMETIME 90
#define INTRO_CAPTION_Y 170
#define VOICE_PAD 50
#define VOICE_LETTERLEN 90
#define PALETTE_FADE_DURATION 1000
#define DISSOLVE_DURATION 3000
#define LOGO_DISSOLVE_DURATION 1000
#define CREDIT_DURATION1 4000
enum INTRO_SCENE_DIALOGUE_INFO {
INTRO_CAVE1_START = 0,
INTRO_CAVE1_END = 4,
INTRO_CAVE2_START = 4,
INTRO_CAVE2_END = 7,
INTRO_CAVE3_START = 7,
INTRO_CAVE3_END = 10,
INTRO_CAVE4_START = 10,
INTRO_CAVE4_END = 14
};
struct INTRO_DIALOGUE {
uint32 i_voice_rn;
const char *i_cvar_name;
char i_str[INTRO_STRMAX];
};
struct INTRO_CAPTION {
int res_n;
char *caption;
};
struct INTRO_CREDIT {
int text_x;
int text_y;
int delta_time;
int duration;
const char *string;
int font_id;
};
enum SceneFlags {
kSceneFlagISO = 1,
kSceneFlagShowCursor = 2
};
class Scene {
public:
Scene(SagaEngine *vm);
~Scene();
// Console functions
void cmdSceneInfo();
void cmdActionMapInfo();
void cmdObjectMapInfo();
void cmdSceneChange(int argc, const char **argv);
int startScene();
int nextScene();
int skipScene();
int endScene();
int queueScene(SCENE_QUEUE *scene_queue);
int draw(SURFACE *);
int getMode();
int getFlags() { return _desc.flags; }
void getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength);
int isBGMaskPresent() {
return _bgMask.loaded;
}
int getBGMaskType(const Point &testPoint);
bool validBGMaskPoint(const Point &testPoint);
bool canWalk(const Point &testPoint);
bool offscreenPath(Point &testPoint);
void setDoorState(int doorNumber, int doorState);
int getDoorState(int doorNumber);
void initDoorsState();
int getBGInfo(SCENE_BGINFO *bginfo);
int getBGPal(PALENTRY **pal);
int getInfo(SCENE_INFO *si);
void getSlopes(int &beginSlope, int &endSlope);
int clearSceneQueue(void);
int changeScene(int scene_num);
bool initialized() { return _initialized; }
int getSceneLUT(int num);
int currentSceneNumber() { return _sceneNumber; }
private:
int loadScene(int scene, int load_flag, SCENE_PROC scene_proc, SCENE_DESC *,
int fadeIn);
int loadSceneDescriptor(uint32 res_number);
int loadSceneResourceList(uint32 res_number);
int processSceneResources();
private:
SagaEngine *_vm;
bool _initialized;
RSCFILE_CONTEXT *_sceneContext;
int *_sceneLUT;
int _sceneCount;
int _sceneMax;
SceneQueueList _sceneQueue;
int _firstScene;
bool _sceneLoaded;
int _sceneMode;
int _sceneNumber;
int _sceneResNum;
bool _inGame;
bool _loadDesc;
SCENE_DESC _desc;
int _resListEntries;
SCENE_RESLIST *_resList;
int _animEntries;
SceneAnimInfoList _animList;
SCENE_PROC *_sceneProc;
TEXTLIST *_textList;
SCENE_IMAGE _bg;
SCENE_IMAGE _bgMask;
int _sceneDoors[SCENE_DOORS_MAX];
static int SC_defaultScene(int param, SCENE_INFO *scene_info, void *refCon);
int defaultScene(int param, SCENE_INFO *scene_info);
public:
ActionMap *_actionMap;
ObjectMap *_objectMap;
private:
int IHNMStartProc();
int ITEStartProc();
public:
static int SC_IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_IHNMHateProc(int param, SCENE_INFO *scene_info, void *refCon);
private:
int IHNMIntroMovieProc1(int param, SCENE_INFO *scene_info);
int IHNMIntroMovieProc2(int param, SCENE_INFO *scene_info);
int IHNMIntroMovieProc3(int param, SCENE_INFO *scene_info);
int IHNMHateProc(int param, SCENE_INFO *scene_info);
public:
int ITEIntroRegisterLang(void);
static int SC_ITEIntroAnimProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave1Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave2Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave3Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroCave4Proc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroValleyProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroTreeHouseProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroFairePathProc(int param, SCENE_INFO *scene_info, void *refCon);
static int SC_ITEIntroFaireTentProc(int param, SCENE_INFO *scene_info, void *refCon);
private:
int ITEIntroAnimProc(int param, SCENE_INFO *scene_info);
int ITEIntroCave1Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave2Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave3Proc(int param, SCENE_INFO *scene_info);
int ITEIntroCave4Proc(int param, SCENE_INFO *scene_info);
int ITEIntroValleyProc(int param, SCENE_INFO *scene_info);
int ITEIntroTreeHouseProc(int param, SCENE_INFO *scene_info);
int ITEIntroFairePathProc(int param, SCENE_INFO *scene_info);
int ITEIntroFaireTentProc(int param, SCENE_INFO *scene_info);
};
} // End of namespace Saga
#endif