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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 BLADERUNNER_SCENE_H
+#define BLADERUNNER_SCENE_H
+
+#include "bladerunner/bladerunner.h"
+
+#include "bladerunner/regions.h"
+#include "bladerunner/set.h"
+#include "bladerunner/view.h"
+#include "bladerunner/vqa_player.h"
+
+namespace BladeRunner {
+
+class BladeRunnerEngine;
+
+class Scene {
+ BladeRunnerEngine *_vm;
+
+public:
+ Set *_set;
+ int _setId;
+ int _sceneId;
+ VQAPlayer *_vqaPlayer;
+
+ int _defaultLoop;
+ int _defaultLoopSet;
+ int _field_20_loop_stuff;
+ int _specialLoopMode;
+ int _specialLoop;
+ int _introFinished;
+ int _nextSetId;
+ int _nextSceneId;
+ int _frame;
+
+ Vector3 _actorStartPosition;
+ int _actorStartFacing;
+ bool _playerWalkedIn;
+
+ Regions* _regions;
+ Regions* _exits;
+
+ // _default_loop_id = 0;
+ // _scene_vqa_frame_number = -1;
+
+public:
+ Scene(BladeRunnerEngine *vm)
+ : _vm(vm),
+ _set(new Set(vm)),
+ _setId(-1),
+ _sceneId(-1),
+ _vqaPlayer(nullptr),
+ _defaultLoop(0),
+ _nextSetId(-1),
+ _nextSceneId(-1),
+ _playerWalkedIn(false),
+ _introFinished(false),
+ _regions(new Regions()),
+ _exits(new Regions())
+ {}
+
+ ~Scene() {
+ delete _set;
+ delete _regions;
+ delete _exits;
+ if (_vqaPlayer != nullptr) {
+ delete _vqaPlayer;
+ }
+ }
+
+ bool open(int setId, int sceneId, bool isLoadingGame);
+ bool close(bool isLoadingGame);
+ int advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer);
+ void setActorStart(Vector3 position, int facing);
+
+ void loopSetDefault(int a);
+ void loopStartSpecial(int a, int b, int c);
+
+ int getSetId() { return _setId; }
+ int getSceneId() { return _sceneId; }
+
+ bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; }
+
+ int findObject(const char *objectName);
+ bool objectSetHotMouse(int objectId);
+ bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox);
+ void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded);
+ void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
+ void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded);
+ void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
+ const char *objectGetName(int objectId);
+};
+
+} // End of namespace BladeRunner
+
+#endif