scummvm/engines/wintermute/ad/ad_scene.h
2012-09-04 22:17:23 +02:00

182 lines
5.7 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_ADSCENE_H
#define WINTERMUTE_ADSCENE_H
#include "engines/wintermute/base/base_fader.h"
namespace Wintermute {
class UIWindow;
class AdObject;
class AdRegion;
class BaseViewport;
class AdLayer;
class BasePoint;
class AdWaypointGroup;
class AdPath;
class AdScaleLevel;
class AdRotLevel;
class AdPathPoint;
class AdScene : public BaseObject {
public:
BaseObject *getNextAccessObject(BaseObject *currObject);
BaseObject *getPrevAccessObject(BaseObject *currObject);
bool getSceneObjects(BaseArray<AdObject *> &objects, bool interactiveOnly);
bool getRegionObjects(AdRegion *region, BaseArray<AdObject *> &objects, bool interactiveOnly);
bool afterLoad();
bool getRegionsAt(int x, int y, AdRegion **regionList, int numRegions);
bool handleItemAssociations(const char *itemName, bool show);
UIWindow *_shieldWindow;
float getRotationAt(int x, int y);
bool loadState();
bool saveState();
bool _persistentState;
bool _persistentStateSprites;
BaseObject *getNodeByName(const char *name);
void setOffset(int offsetLeft, int offsetTop);
bool pointInViewport(int x, int y);
int getOffsetTop();
int getOffsetLeft();
bool getViewportSize(int *width = NULL, int *height = NULL);
bool getViewportOffset(int *offsetX = NULL, int *offsetY = NULL);
BaseViewport *_viewport;
BaseFader *_fader;
int _pfPointsNum;
void pfPointsAdd(int x, int y, int distance);
void pfPointsStart();
bool _initialized;
bool correctTargetPoint(int startX, int startY, int *x, int *y, bool checkFreeObjects = false, BaseObject *requester = NULL);
bool correctTargetPoint2(int startX, int startY, int *targetX, int *targetY, bool checkFreeObjects, BaseObject *requester);
DECLARE_PERSISTENT(AdScene, BaseObject)
bool displayRegionContent(AdRegion *region = NULL, bool display3DOnly = false);
bool displayRegionContentOld(AdRegion *region = NULL);
static int compareObjs(const void *obj1, const void *obj2);
bool updateFreeObjects();
bool traverseNodes(bool update = false);
float getScaleAt(int y);
bool sortScaleLevels();
bool sortRotLevels();
virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent);
uint32 getAlphaAt(int x, int y, bool colorCheck = false);
bool _paralaxScrolling;
void skipTo(int offsetX, int offsetY);
void setDefaults();
void cleanup();
void skipToObject(BaseObject *object);
void scrollToObject(BaseObject *object);
void scrollTo(int offsetX, int offsetY);
virtual bool update();
bool _autoScroll;
int _targetOffsetTop;
int _targetOffsetLeft;
int _scrollPixelsV;
uint32 _scrollTimeV;
uint32 _lastTimeV;
int _scrollPixelsH;
uint32 _scrollTimeH;
uint32 _lastTimeH;
virtual bool display();
uint32 _pfMaxTime;
bool initLoop();
void pathFinderStep();
bool isBlockedAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
bool isWalkableAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
AdLayer *_mainLayer;
float getZoomAt(int x, int y);
bool getPath(BasePoint source, BasePoint target, AdPath *path, BaseObject *requester = NULL);
AdScene(BaseGame *inGame);
virtual ~AdScene();
BaseArray<AdLayer *> _layers;
BaseArray<AdObject *> _objects;
BaseArray<AdWaypointGroup *> _waypointGroups;
bool loadFile(const char *filename);
bool loadBuffer(byte *buffer, bool complete = true);
int _width;
int _height;
bool addObject(AdObject *Object);
bool removeObject(AdObject *Object);
int _editorMarginH;
int _editorMarginV;
uint32 _editorColFrame;
uint32 _editorColEntity;
uint32 _editorColRegion;
uint32 _editorColBlocked;
uint32 _editorColWaypoints;
uint32 _editorColEntitySel;
uint32 _editorColRegionSel;
uint32 _editorColBlockedSel;
uint32 _editorColWaypointsSel;
uint32 _editorColScale;
uint32 _editorColDecor;
uint32 _editorColDecorSel;
bool _editorShowRegions;
bool _editorShowBlocked;
bool _editorShowDecor;
bool _editorShowEntities;
bool _editorShowScale;
BaseArray<AdScaleLevel *> _scaleLevels;
BaseArray<AdRotLevel *> _rotLevels;
virtual bool restoreDeviceObjects();
int getPointsDist(BasePoint p1, BasePoint p2, BaseObject *requester = NULL);
// scripting interface
virtual ScValue *scGetProperty(const char *name);
virtual bool scSetProperty(const char *name, ScValue *value);
virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
virtual const char *scToString();
private:
bool persistState(bool saving = true);
void pfAddWaypointGroup(AdWaypointGroup *Wpt, BaseObject *requester = NULL);
bool _pfReady;
BasePoint *_pfTarget;
AdPath *_pfTargetPath;
BaseObject *_pfRequester;
BaseArray<AdPathPoint *> _pfPath;
int _offsetTop;
int _offsetLeft;
};
} // end of namespace Wintermute
#endif