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