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110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
// Residual - Virtual machine to run LucasArts' 3D adventure games
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// Copyright (C) 2003-2004 The ScummVM-Residual Team (www.scummvm.org)
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#ifndef SCENE_H
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#define SCENE_H
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#include "vector3d.h"
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#include "bitmap.h"
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#include "color.h"
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#include "debug.h"
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#include "walkplane.h"
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#include "objectstate.h"
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include <string>
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class CMap;
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class TextSplitter;
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// The Lua code calls this a "set".
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class Scene {
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public:
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Scene(const char *name, const char *buf, int len);
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~Scene();
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void drawBackground() const {
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if (_currSetup->_bkgndZBm != NULL) // Some screens have no zbuffer mask (eg, Alley)
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_currSetup->_bkgndZBm->draw();
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if (_currSetup->_bkgndBm == NULL) {
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error("Null background for setup %s in %s", _currSetup->_name.c_str(), _name.c_str());
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return;
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}
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_currSetup->_bkgndBm->draw();
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}
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void drawBitmaps(ObjectState::Position stage);
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void setupCamera() {
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_currSetup->setupCamera();
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}
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const char *name() const { return _name.c_str(); }
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void setSetup(int num);
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int setup() const { return _currSetup - _setups; }
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// Sector access functions
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int getSectorCount() { return _numSectors; }
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Sector *getSectorBase(int id) {
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if ((_numSectors >= 0) && (id < _numSectors))
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return &_sectors[id];
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else
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return NULL;
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}
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Sector *findPointSector(Vector3d p, int flags);
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void findClosestSector(Vector3d p, Sector **sect, Vector3d *closestPt);
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void addObjectState(ObjectState *s) {
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_states.push_back(s);
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}
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ObjectState *findState(const char *filename);
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private:
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struct Setup { // Camera setup data
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void load(TextSplitter &ts);
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void setupCamera() const;
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std::string _name;
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ResPtr<Bitmap> _bkgndBm, _bkgndZBm;
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Vector3d _pos, _interest;
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float _roll, _fov, _nclip, _fclip;
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};
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struct Light { // Scene lighting data
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void load(TextSplitter &ts);
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std::string _name;
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std::string _type;
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Vector3d _pos, _dir;
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Color _color;
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float _intensity, _umbraangle, _penumbraangle;
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};
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std::string _name;
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int _numCmaps;
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ResPtr<CMap> *_cmaps;
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int _numSetups, _numLights, _numSectors;
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Sector *_sectors;
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Light *_lights;
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Setup *_setups;
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Setup *_currSetup;
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typedef std::list<ObjectState*> StateList;
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StateList _states;
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};
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#endif
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