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