mirror of
https://github.com/libretro/scummvm.git
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274 lines
6.1 KiB
C++
274 lines
6.1 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 MADS_SCENE_H
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#define MADS_SCENE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "mads/assets.h"
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#include "mads/screen.h"
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#include "mads/hotspots.h"
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#include "mads/messages.h"
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#include "mads/msurface.h"
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#include "mads/scene_data.h"
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#include "mads/animation.h"
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#include "mads/rails.h"
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#include "mads/sequence.h"
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#include "mads/sprites.h"
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#include "mads/user_interface.h"
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namespace MADS {
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enum { RETURNING_FROM_DIALOG = -2, RETURNING_FROM_LOADING = -1 };
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class Scene {
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private:
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/**
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* Return the index of a given Vocab in the active vocab list
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*/
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int activeVocabIndexOf(int vocabId);
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/**
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* Secondary loading vocab list
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*/
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void loadVocabStrings();
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/**
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* Handles a single frame within the game scene
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*/
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void doFrame();
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void doPreactions();
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void doAction();
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/**
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* Calls all the necessary step handlers for the current frame
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*/
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void doSceneStep();
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/**
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* Checks whether there's a pending keypress, and if so handles it.
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*/
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void checkKeyboard();
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/**
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* Checks for a highlighted hotspot, and updates the cursor accordingly
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*/
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void updateCursor();
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protected:
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MADSEngine *_vm;
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public:
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SceneLogic *_sceneLogic;
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MSurface _sceneSurface;
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int _priorSceneId;
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int _nextSceneId;
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int _currentSceneId;
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Common::Array<VerbInit> _verbList;
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TextDisplayList _textDisplay;
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SpriteSlots _spriteSlots;
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SpriteSets _sprites;
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DynamicHotspots _dynamicHotspots;
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Common::Array<int> _activeVocabs;
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SequenceList _sequences;
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KernelMessages _kernelMessages;
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Rails _rails;
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Common::String _talkFont;
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int _textSpacing;
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Hotspots _hotspots;
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DirtyAreas _dirtyAreas;
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int _variant;
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SceneInfo *_sceneInfo;
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MSurface _backgroundSurface;
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DepthSurface _depthSurface;
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UserInterface _userInterface;
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bool _cyclingActive;
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int _cyclingThreshold;
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int _cyclingDelay;
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int _totalCycleColors;
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Common::Array<uint32> _cycleTicks;
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Common::Array<PaletteCycle> _paletteCycles;
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Common::StringArray _vocabStrings;
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Animation *_animationData;
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Animation *_animation[10];
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bool _freeAnimationFlag;
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int _depthStyle;
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int _bandsRange;
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int _scaleRange;
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int _interfaceY;
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int _spritesCount;
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MADSAction _action;
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bool _roomChanged;
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bool _reloadSceneFlag;
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Common::Point _posAdjust;
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uint32 _frameStartTime;
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ScreenMode _mode;
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bool _lookFlag;
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Common::Point _customDest;
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Common::Array<PaletteUsage::UsageEntry> _paletteUsageF;
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Common::Array<PaletteUsage::UsageEntry> _scenePaletteUsage;
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/**
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* Constructor
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*/
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Scene(MADSEngine *vm);
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/**
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* Destructor
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*/
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~Scene();
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void restrictScene();
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/**
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* Clear the vocabulary list
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*/
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void clearVocab();
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/**
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* Add a given vocab entry to the active list
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*/
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void addActiveVocab(int vocabId);
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/**
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* Get the number of entries in the game's vocabulary
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*/
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uint32 getVocabStringsCount() const;
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/**
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* Clear the sequence list
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*/
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void clearSequenceList();
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/**
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* Clear the message list
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*/
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void clearMessageList();
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/**
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* Loads the scene logic for a given scene
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*/
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void loadSceneLogic();
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/**
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* Loads the resources associated with the given scene
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* @param sceneId Scene to load
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* @param prefix Prefix to use for retrieving animation data
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* @param palFlag Flag for whether to reset the high/lo palette areas
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*/
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void loadScene(int sceneId, const Common::String &prefix, bool palFlag);
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/**
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* Loads the hotstpots for the scene
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*/
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void loadHotspots();
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/**
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* Loads the vocab list
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*/
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void loadVocab();
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bool getDepthHighBits(const Common::Point &pt);
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/**
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* Main scene loop
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*/
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void loop();
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/**
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* Draw all the elements onto the scene
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*/
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void drawElements(ScreenTransition transitionType, bool surfaceFlag);
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/*
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* Initializes the data for palette animation within the scene
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*/
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void initPaletteAnimation(Common::Array<PaletteCycle> &palCycles, bool animFlag);
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/**
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* Handles cycling palette colors for the scene
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*/
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void animatePalette();
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/**
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* Load an animation
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*/
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int loadAnimation(const Common::String &resName, int trigger = 0);
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/**
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* Returns a vocab entry
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*/
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Common::String getVocab(int vocabId) { return _vocabStrings[vocabId - 1]; }
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/**
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* Clear the data for the currently loaded scene
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*/
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void freeCurrentScene();
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/**
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* Set the walk surface for a scene to a different variant
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*/
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void changeVariant(int variant);
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void resetScene();
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/**
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* Removes all the scene specific sprites fromt the sprites list,
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* leaving any player sprites list in place at the start of the list.
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*/
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void removeSprites();
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/**
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* Frees any currently active animation for the scene
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*/
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void freeAnimation();
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/**
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* Frees any given active animation for the scene
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*/
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void freeAnimation(int idx);
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/**
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* Synchronize the game
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*/
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void synchronize(Common::Serializer &s);
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void setAnimFrame(int id, int val);
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int getAnimFrame(int id);
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void setDynamicAnim(int id, int anim_id, int segment);
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void setCamera(Common::Point pos);
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void drawToBackground(int spriteId, int frameId, Common::Point pos, int depth, int scale);
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void deleteSequence(int idx);
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void loadSpeech(int idx);
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void playSpeech(int idx);
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void sceneScale(int yFront, int maxScale, int yBack, int minScale);
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void animations_tick();
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int _speechReady;
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};
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} // End of namespace MADS
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#endif /* MADS_SCENE_H */
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