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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ASYLUM_VIEWS_SCENE_H
#define ASYLUM_VIEWS_SCENE_H
#include "common/array.h"
#include "common/events.h"
#include "common/rational.h"
#include "graphics/surface.h"
#include "asylum/system/screen.h"
#include "asylum/eventhandler.h"
#include "asylum/shared.h"
#define SCENE_FILE_MASK "scn.%03d"
#define MUSIC_FILE_MASK "mus.%03d"
// If defined, will show the scene update times on the debugger output
//#define DEBUG_SCENE_TIMES
namespace Asylum {
class Actor;
class AsylumEngine;
class Puzzle;
class Cursor;
class GraphicResource;
class Polygons;
class Polygon;
class ResourcePack;
class SceneTitle;
class Screen;
class Special;
class Speech;
class Sound;
class Text;
class VideoPlayer;
class WorldStats;
struct ActionArea;
struct AmbientSoundItem;
struct GraphicFrame;
struct ObjectItem;
enum HitType {
kHitNone = -1,
kHitActionArea = 2,
kHitObject = 3,
kHitActor = 4
};
enum ActionAreaType {
kActionAreaType1 = 1,
kActionAreaType2 = 2
};
enum KeyDirection {
kWalkUp = 1,
kWalkDown = 2,
kWalkLeft = 4,
kWalkRight = 8
};
class Scene : public EventHandler {
public:
Scene(AsylumEngine *engine);
virtual ~Scene();
/**
* Load the scene data
*
* @param packId Package id for the scene.
*/
void load(ResourcePackId packId);
/**
* Enter a scene
*
* @param packId Package id for the scene.
*/
void enter(ResourcePackId packId);
/**
* Enter the scene after a loaded game
*/
void enterLoad();
/**
* Handle events
*
* @param ev The event
*
* @return true if it succeeds, false if it fails.
*/
bool handleEvent(const AsylumEvent &ev);
/**
* Gets the current scene pack identifier.
*
* @return The pack identifier.
*/
ResourcePackId getPackId() { return _packId; }
/**
* Get a reference to an actor object from the
* WorldStats actor list. Default parameter just
* gets the instance associated with _playerActorIdx
*/
Actor *getActor(ActorIndex index = kActorInvalid);
/**
* Change player actor
*
* @param index new index for the player actor
*/
void changePlayer(ActorIndex index);
/**
* Update player position when changing current player
*
* @param index Zero-based index of the actor
*/
void changePlayerUpdate(ActorIndex index);
/**
* Updates the scene coordinates.
*
* @param targetX Target x coordinate.
* @param targetY Target y coordinate.
* @param val The value.
* @param checkSceneCoords true to check scene coordinates.
* @param [in,out] param If non-null, the parameter.
*
* @return true if it succeeds, false if it fails.
*/
bool updateSceneCoordinates(int32 targetX, int32 targetY, int32 val, bool checkSceneCoords = false, int32 *param = NULL);
/**
* Updates the screen
*
* @return true if it succeeds, false if it fails.
*/
bool updateScreen();
/**
* Updates the ambient sounds.
*/
void updateAmbientSounds();
/**
* Rain drawing function for chapter 5.
*/
void drawRain();
/**
* Determine if the supplied point intersects an action area's active region.
*
* @param type The type.
* @param pt The point.
* @param highlight (optional) whether to highlight the polygons as they are checked.
*
* @return The found action area.
*/
int32 findActionArea(ActionAreaType type, const Common::Point &pt, bool highlight = false);
/**
* Check if rectangles intersect.
*
* @param x The x coordinate.
* @param y The y coordinate.
* @param x1 The first x value.
* @param y1 The first y value.
* @param x2 The second x value.
* @param y2 The second y value.
* @param x3 The third int32.
* @param y3 The third int32.
*
* @return true if it succeeds, false if it fails.
*/
bool rectIntersect(int32 x, int32 y, int32 x1, int32 y1, int32 x2, int32 y2, int32 x3, int32 y3) const;
Polygons *polygons() { return _polygons; }
WorldStats *worldstats() { return _ws; }
uint32 getFrameCounter() { return _frameCounter; }
const byte *getSavedPalette() { return _savedPalette; }
const Graphics::Surface &getSavedScreen() { return _savedScreen; }
private:
AsylumEngine *_vm;
ResourcePackId _packId;
Polygons *_polygons;
WorldStats *_ws;
struct UpdateItem {
ActorIndex index;
int32 priority;
};
// Music volume
int32 _musicVolume;
Common::Array<UpdateItem> _updateList;
uint32 _frameCounter;
Graphics::Surface _savedScreen;
byte _savedPalette[PALETTE_SIZE];
bool _debugShowVersion;
byte _keyState;
bool _rightButtonDown;
//////////////////////////////////////////////////////////////////////////
// Message handling
void activate();
bool init();
bool update();
bool actionDown(AsylumAction a);
bool actionUp(AsylumAction a);
bool key(const AsylumEvent &evt);
bool clickDown(const AsylumEvent &evt);
//////////////////////////////////////////////////////////////////////////
// Scene update
//////////////////////////////////////////////////////////////////////////
/**
* Loop through the various update blocks (actors, objects, mouse, music, sfx, coordinates), then process the current action script.
*
* @return true if the script is done executing, false otherwise
*/
bool updateScene();
/**
* Updates the mouse.
*/
void updateMouse();
/**
* Updates the actors.
*/
void updateActors();
/**
* Updates the objects.
*/
void updateObjects();
/**
* Updates the music.
*/
void updateMusic();
/**
* Updates the screen
*
* - update coordinates or allow scrolling if the proper debug option is set
*/
void updateAdjustScreen();
/**
* Updates the screen coordinates.
*/
void updateCoordinates();
/**
* Update cursor
*
* @param direction The direction.
* @param rect The rectangle.
*/
void updateCursor(ActorDirection direction, const Common::Rect &rect);
//////////////////////////////////////////////////////////////////////////
// Scene drawing
//////////////////////////////////////////////////////////////////////////
/**
* Draw the loading screen
*/
void preload();
/**
* Draw the scene
*
* @return true if it succeeds, false if it fails.
*/
bool drawScene();
/**
* Builds the update list.
*/
void buildUpdateList();
/**
* Process the update list.
*/
void processUpdateList();
/**
* Compare two items priority on the update list
*
* @param item1 The first item.
* @param item2 The second item.
*
* @return true item1 priority is superior to item2 priority, false otherwise
*/
static bool updateListCompare(const UpdateItem &item1, const UpdateItem &item2);
/**
* Check visible actors priority.
*/
void checkVisibleActorsPriority();
/**
* Adjust actor priority.
*
* @param index Zero-based index of the actor
*/
void adjustActorPriority(ActorIndex index);
int32 _chapter5RainFrameIndex;
//////////////////////////////////////////////////////////////////////////
// HitTest
//////////////////////////////////////////////////////////////////////////
/**
* Run various hit tests and return the index, and a reference to the located type.
*
* @param [in,out] type The type.
*
* @return The index
*/
int32 hitTest(HitType &type);
/**
* Checks if the supplied coordinates are inside an action area, object or actor, and returns -1 if nothing was found, or the type of hit if
* found.
*
* @param [in,out] type The type.
*
* @return The Index
*/
int32 hitTestScene(HitType &type);
/**
* Check if the mouse cursor is currently intersecting an action area
*
* @return the index
*/
int32 hitTestActionArea();
/**
* Check if the mouse cursor is currently intersecting the currently active actor.
*
* @return The actor index
*/
ActorIndex hitTestActor();
/**
* Check if the mouse cursor is currently intersecting the player.
*
* @return true if it succeeds, false if it fails.
*/
bool hitTestPlayer();
/**
* Check if a object exist at the supplied coordinates. If so, return it's index within the objects array, if not, return -1.
*
* @return the object index
*/
int32 hitTestObject();
/**
* Check if the mouse cursor is currently intersecting a graphic resource at the supplied coordinates.
*
* @param resourceId Identifier for the resource.
* @param frame The frame.
* @param x The x coordinate.
* @param y The y coordinate.
* @param flipped true to flipped.
*
* @return true if it succeeds, false if it fails.
*/
bool hitTestPixel(ResourceId resourceId, uint32 frame, int16 x, int16 y, bool flipped);
//////////////////////////////////////////////////////////////////////////
// Hit actions
//////////////////////////////////////////////////////////////////////////
/**
* Handle hit
*
* @param index The index
* @param type The type.
*/
void handleHit(int32 index, HitType type);
void clickInventory();
void hitAreaChapter2(int32 id);
bool _isCTRLPressed;
int32 _hitAreaChapter7Counter;
void hitAreaChapter7(int32 id);
void hitAreaChapter11(int32 id);
void hitActorChapter2(ActorIndex index);
void hitActorChapter11(ActorIndex index);
//////////////////////////////////////////////////////////////////////////
// Helpers
//////////////////////////////////////////////////////////////////////////
/**
* Play intro speech.
*/
void playIntroSpeech();
/**
* Stop speech.
*/
void stopSpeech();
/**
* Play specific speech.
*
* @param code The key code.
*
* @return true if it succeeds, false if it fails.
*/
bool speak(Common::KeyCode code);
/**
* Check if a point lies below the rectangle's top-left to bottom-right diagonal.
*
* @param point The point.
* @param rect The rectangle.
*
* @return true if below, false if above.
*/
bool pointBelowLine(const Common::Point &point, const Common::Rect &rect) const;
/**
* Adjust coordinates.
*
* @param point The point.
*/
void adjustCoordinates(Common::Point *point);
//////////////////////////////////////////////////////////////////////////
// Scene debugging
//////////////////////////////////////////////////////////////////////////
void debugShowActors();
void debugShowObjects();
void debugShowPolygons();
void debugShowPolygon(uint32 index, uint32 color = 0xFF);
void debugHighlightPolygon(uint32 index);
void debugShowSceneRects();
void debugScreenScrolling();
void debugShowWalkRegion(Polygon *poly);
friend class SceneTitle;
};
} // end of namespace Asylum
#endif // ASYLUM_VIEWS_SCENE_H
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