mirror of
https://github.com/libretro/scummvm.git
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273be948c0
svn-id: r13710
173 lines
4.0 KiB
C++
173 lines
4.0 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 The ScummVM project
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*
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* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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// Scene management module private header file
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#ifndef SAGA_SCENE_H
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#define SAGA_SCENE_H
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namespace Saga {
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enum SCENE_LOAD_FLAGS {
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BY_RESOURCE = 0,
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BY_SCENE,
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BY_DESC
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};
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enum SCENE_PROC_PARAMS {
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SCENE_BEGIN = 0,
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SCENE_END
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};
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// Resource type numbers
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enum SAGA_RESOURCE_TYPES {
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SAGA_BG_IMAGE = 2,
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SAGA_BG_MASK = 3,
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SAGA_OBJECT_NAME_LIST = 5,
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SAGA_OBJECT_MAP = 6,
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SAGA_ACTION_MAP = 7,
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SAGA_ISO_TILESET = 8,
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SAGA_ISO_METAMAP = 9,
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SAGA_ISO_METATILESET = 10,
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SAGA_ANIM_1 = 14,
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SAGA_ANIM_2,
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SAGA_ANIM_3,
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SAGA_ANIM_4,
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SAGA_ANIM_5,
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SAGA_ANIM_6,
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SAGA_ANIM_7,
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SAGA_PAL_ANIM = 23
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};
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#define SAGA_RESLIST_ENTRY_LEN 4
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struct R_SCENE_RESLIST {
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uint32 res_number;
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int res_type;
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byte *res_data;
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size_t res_data_len;
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};
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#define SAGA_SCENE_DESC_LEN 16
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struct R_SCENE_DESC {
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int unknown0;
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int res_list_rn;
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int end_slope;
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int begin_slope;
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int script_num;
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int scene_scriptnum;
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int start_scriptnum;
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int music_rn;
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R_SCENE_RESLIST *res_list;
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size_t res_list_ct;
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};
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struct SCENE_IMAGE {
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int loaded;
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int w;
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int h;
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int p;
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byte *buf;
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size_t buf_len;
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byte *res_buf;
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size_t res_len;
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PALENTRY pal[256];
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};
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struct SCENE_ANIMINFO {
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int anim_res_number;
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int anim_handle;
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SCENE_ANIMINFO *next;
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};
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struct R_SCENE_QUEUE {
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uint32 scene_n;
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R_SCENE_DESC *scene_desc;
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int load_flag;
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R_SCENE_PROC *scene_proc;
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int scene_skiptarget;
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};
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struct R_SCENE_MODULE {
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int init;
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R_RSCFILE_CONTEXT *scene_ctxt;
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int *scene_lut;
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int scene_count;
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int scene_max;
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YS_DL_LIST *scene_queue;
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int first_scene;
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int scene_loaded;
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int scene_mode;
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int scene_number;
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int scene_rn;
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int in_game;
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int load_desc;
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R_SCENE_DESC desc;
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int reslist_loaded;
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int reslist_entries;
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R_SCENE_RESLIST *reslist;
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int anim_entries;
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YS_DL_LIST *anim_list;
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R_SCENE_PROC *scene_proc;
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R_TEXTLIST *text_list;
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SCENE_IMAGE bg;
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SCENE_IMAGE bg_mask;
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};
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int SCENE_Queue(R_SCENE_QUEUE * scene_queue);
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int SCENE_ClearQueue(void);
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int SCENE_Load(int scene, int load_flag, R_SCENE_PROC scene_proc, R_SCENE_DESC *);
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int LoadSceneDescriptor(uint32 res_number);
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int LoadSceneResourceList(uint32 res_number);
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int ProcessSceneResources();
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void CF_scenechange(int argc, char *argv[]);
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void CF_sceneinfo(int argc, char *argv[]);
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int IHNM_StartProc();
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int InitialSceneProc(int param, R_SCENE_INFO *scene_info);
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int DefaultSceneProc(int param, R_SCENE_INFO *scene_info);
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int ITE_StartProc();
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int ITE_IntroAnimProc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroCave1Proc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroCave2Proc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroCave3Proc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroCave4Proc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroValleyProc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroTreeHouseProc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroFairePathProc(int param, R_SCENE_INFO *scene_info);
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int ITE_IntroFaireTentProc(int param, R_SCENE_INFO *scene_info);
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int IHNM_StartProc();
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int IHNM_IntroMovieProc1(int param, R_SCENE_INFO *scene_info);
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int IHNM_IntroMovieProc2(int param, R_SCENE_INFO *scene_info);
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int IHNM_IntroMovieProc3(int param, R_SCENE_INFO *scene_info);
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int IHNM_HateProc(int param, R_SCENE_INFO *scene_info);
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} // End of namespace Saga
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#endif
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