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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 STARK_RESOURCES_LOCATION_H
#define STARK_RESOURCES_LOCATION_H
#include "common/hashmap.h"
#include "common/rect.h"
#include "common/str.h"
#include "engines/stark/gfx/renderentry.h"
#include "engines/stark/resources/object.h"
namespace Stark {
namespace Formats {
class XRCReadStream;
}
namespace Resources {
class ItemVisual;
class Layer;
class ModelItem;
class Sound;
/**
* A location is a scene of the game
*
* Locations contain layers. The game engine retrieves the list of renderable
* items from the current location.
*/
class Location : public Object {
public:
static const Type::ResourceType TYPE = Type::kLocation;
Location(Object *parent, byte subType, uint16 index, const Common::String &name);
virtual ~Location();
// Resource API
void onAllLoaded() override;
void onEnterLocation() override;
void onGameLoop() override;
void saveLoadCurrent(ResourceSerializer *serializer) override;
/** Does the location have a 3D layer ? */
bool has3DLayer();
/** Obtain a list of render entries for all the items in the location */
Gfx::RenderEntryArray listRenderEntries();
/** Obtain a list of render entries for all the lights in the location */
Gfx::LightEntryArray listLightEntries();
/** Initialize scrolling from Camera data */
void initScroll(const Common::Point &maxScroll);
/** Obtain the current scroll position */
Common::Point getScrollPosition() const;
/** Scroll the location to the specified position if possible */
void setScrollPosition(const Common::Point &position);
/** Smoothly scroll to a position in 2D world coordinates */
bool scrollToCoordinateSmooth(uint32 coordinate);
/** Immediatly scroll the character location */
void scrollToCharacterImmediate();
/** Replace the currently active layer */
void goToLayer(Layer *layer);
/**
* Indicate on script driven scroll is active.
*
* This means that the location should not follow the character
*/
void setHasActiveScroll();
/**
* Stop all script driven scrolls
*/
void stopAllScrolls();
/** Tell the location to scroll to follow the character */
void startFollowingCharacter();
/** Tell the location not to scroll to follow the character */
void stopFollowingCharacter();
void scrollToCoordinateImmediate(uint32 coordinate);
/** Get an item from its character index */
ItemVisual *getCharacterItem(int32 character) const;
/** Register an item as a character to the location */
void registerCharacterItem(int32 character, ItemVisual *item);
/** Get the list of items with a 3d model present in the location */
const Common::Array<ModelItem *> &listModelItems() const;
/** Reset animation blending for all the items in the location */
void resetAnimationBlending();
/** Find a stock sound by its type in the location, the level, or the global level */
Sound *findStockSound(uint32 stockSoundType) const;
/** Set remaining frames to rumble on this lcation */
void startRumble(int32 rumbleDurationRemaining);
/** Setup fading for this location */
void fadeInInit(int32 fadeDuration);
void fadeOutInit(int32 fadeDuration);
/** Setup a swaying movement for the 3d items in this location */
void swayScene(int32 periodMs, const Math::Angle &angle, float amplitude, float offset);
/** Setup a up / down floating movement for the 3d items in this location */
void floatScene(int32 periodMs, float amplitude, float offset);
/** Get the layer with a given name, return null when not found */
Layer *getLayerByName(const Common::String &name);
/** Get a render entry with a given name, return null when not found */
Gfx::RenderEntry *getRenderEntryByName(const Common::String &name);
/** Obtain the list of all the inner layers */
Common::Array<Layer *> listLayers() { return _layers; }
/** List all the exit positions */
Common::Array<Common::Point> listExitPositions();
protected:
void printData() override;
private:
bool scrollToSmooth(const Common::Point &position, bool followCharacter);
bool scrollToCharacter(ModelItem *item);
Common::Point getCharacterScrollPosition(ModelItem *item);
uint getScrollStepFollow();
Common::Point getScrollPointFromCoordinate(uint32 coordinate) const;
Sound *findStockSound(const Object *parent, uint32 stockSoundType) const;
Common::Array<Layer *> _layers;
Layer *_currentLayer;
bool _canScroll;
bool _hasActiveScroll;
bool _scrollFollowCharacter;
Common::Point _scroll;
Common::Point _maxScroll;
uint getScrollStep();
typedef Common::HashMap<int32, ItemVisual *> CharacterMap;
CharacterMap _characterItemMap;
Common::Array<ModelItem *> _modelItems;
int32 _rumbleDurationRemaining;
bool _fadeOut;
int32 _fadeDuration;
float _fadePosition;
int32 _swayPeriodMs;
Math::Angle _swayAngle;
float _swayAmplitude;
float _swayOffset;
float _swayPosition;
int32 _idleActionWaitMs;
int32 _floatPeriodMs;
float _floatAmplitude;
float _floatPosition;
};
} // End of namespace Resources
} // End of namespace Stark
#endif // STARK_RESOURCES_LOCATION_H
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