mirror of
https://github.com/libretro/scummvm.git
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172 lines
3.8 KiB
C++
172 lines
3.8 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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*
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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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*
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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 GOB_SCENERY_H
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#define GOB_SCENERY_H
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namespace Gob {
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class Scenery {
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public:
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#include "common/pack-start.h" // START STRUCT PACKING
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struct PieceDesc {
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int16 left;
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int16 right;
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int16 top;
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int16 bottom;
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} PACKED_STRUCT;
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struct StaticPlane {
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uint8 pictIndex;
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uint8 pieceIndex;
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uint8 drawOrder;
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int16 destX;
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int16 destY;
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int8 transp;
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} PACKED_STRUCT;
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struct StaticLayer {
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int16 backResId;
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int16 planeCount;
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StaticPlane *planes;
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} PACKED_STRUCT;
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// Animations
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struct AnimFramePiece {
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byte pictIndex;
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byte pieceIndex;
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int8 destX;
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int8 destY;
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int8 notFinal;
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} PACKED_STRUCT;
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struct AnimLayer {
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int16 unknown0;
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int16 posX;
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int16 posY;
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int16 animDeltaX;
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int16 animDeltaY;
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int8 transp;
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int16 framesCount;
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AnimFramePiece *frames;
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} PACKED_STRUCT;
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#include "common/pack-end.h" // END STRUCT PACKING
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struct Static {
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int16 layersCount;
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StaticLayer *layers;
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PieceDesc **pieces;
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uint32 *piecesCount;
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Static() : layersCount(0), layers(0), pieces(0), piecesCount(0) {}
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};
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struct Animation {
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int16 layersCount;
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AnimLayer *layers;
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PieceDesc **pieces;
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uint32 *piecesCount;
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Animation() : layersCount(0), layers(0), pieces(0), piecesCount(0) {}
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};
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int16 _curStatic;
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int16 _curStaticLayer;
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int16 _toRedrawLeft;
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int16 _toRedrawRight;
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int16 _toRedrawTop;
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int16 _toRedrawBottom;
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int16 _animTop;
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int16 _animLeft;
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int16 _animBottom;
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int16 _animRight;
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int16 *_pCaptureCounter;
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void init();
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int16 loadStatic(char search);
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void freeStatic(int16 index);
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void renderStatic(int16 scenery, int16 layer);
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void updateStatic(int16 orderFrom);
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void freeAnim(int16 index);
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void updateAnim(int16 layer, int16 frame, int16 animation,
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int16 flags, int16 drawDeltaX, int16 drawDeltaY, char doDraw);
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void writeAnimLayerInfo(uint16 index, uint16 layer,
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int16 varDX, int16 varDY, int16 varUnk0, int16 varFrames);
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int16 getStaticLayersCount(uint16 index);
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int16 getAnimLayersCount(uint16 index);
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StaticLayer *getStaticLayer(uint16 index, uint16 layer);
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AnimLayer *getAnimLayer(uint16 index, uint16 layer);
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virtual int16 loadAnim(char search);
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Scenery(GobEngine *vm);
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virtual ~Scenery();
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protected:
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char _spriteRefs[20];
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int16 _spriteResId[20];
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int16 _staticPictCount[10];
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int16 _staticResId[10];
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int16 _animPictCount[10];
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int16 _animResId[10];
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char _staticPictToSprite[70];
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char _animPictToSprite[70];
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Static _statics[10];
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Animation _animations[10];
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GobEngine *_vm;
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void loadPieces(int16 pictDescId, PieceDesc *&pieceDesc, uint32 &piecesCount);
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void updateStatic(int16 orderFrom, byte index, byte layer);
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};
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class Scenery_v1 : public Scenery {
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public:
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virtual int16 loadAnim(char search);
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Scenery_v1(GobEngine *vm);
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virtual ~Scenery_v1() {}
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};
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class Scenery_v2 : public Scenery_v1 {
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public:
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virtual int16 loadAnim(char search);
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Scenery_v2(GobEngine *vm);
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virtual ~Scenery_v2() {}
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};
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} // End of namespace Gob
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#endif // GOB_SCENERY_H
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