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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 ILLUSIONS_ACTORRESOURCE_H
+#define ILLUSIONS_ACTORRESOURCE_H
+
+#include "illusions/graphics.h"
+#include "illusions/resourcesystem.h"
+#include "graphics/surface.h"
+
+namespace Illusions {
+
+class IllusionsEngine;
+
+class ActorResourceLoader : public BaseResourceLoader {
+public:
+ ActorResourceLoader(IllusionsEngine *vm) : _vm(vm) {}
+ virtual ~ActorResourceLoader() {}
+ virtual void load(Resource *resource);
+ virtual void buildFilename(Resource *resource);
+ virtual bool isFlag(int flag);
+protected:
+ IllusionsEngine *_vm;
+};
+
+struct Frame {
+ uint16 _flags;
+ byte *_pointsConfig;
+ SurfInfo _surfInfo;
+ byte *_compressedPixels;
+ void load(byte *dataStart, Common::SeekableReadStream &stream);
+};
+
+struct Sequence {
+ uint32 _sequenceId;
+ uint32 _unk4;
+ byte *_sequenceCode;
+ void load(byte *dataStart, Common::SeekableReadStream &stream);
+};
+
+struct ActorType {
+ uint32 _actorTypeId;
+ SurfInfo _surfInfo;
+ byte *_pointsConfig;
+ NamedPoints _namedPoints;
+ RGB _color;
+ byte _scale;
+ byte _priority;
+ int16 _value1E;
+ uint16 _pathWalkPointsIndex;
+ uint16 _scaleLayerIndex;
+ uint16 _pathWalkRectIndex;
+ uint16 _priorityLayerIndex;
+ uint16 _regionLayerIndex;
+ uint16 _flags;
+ void load(byte *dataStart, Common::SeekableReadStream &stream);
+};
+
+class FramesList : public Common::Array<Frame> {
+};
+
+class ActorResource {
+public:
+ ActorResource();
+ ~ActorResource();
+ void load(Resource *resource);
+ bool containsSequence(Sequence *sequence);
+ bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
+public:
+ uint32 _totalSize;
+ Common::Array<ActorType> _actorTypes;
+ Common::Array<Sequence> _sequences;
+ FramesList _frames;
+ NamedPoints _namedPoints;
+};
+
+class ActorInstance : public ResourceInstance {
+public:
+ ActorInstance(IllusionsEngine *vm);
+ virtual void load(Resource *resource);
+ virtual void unload();
+ virtual void pause();
+ virtual void unpause();
+public:
+ IllusionsEngine *_vm;
+ uint32 _tag;
+ int _pauseCtr;
+ ActorResource *_actorResource;
+protected:
+ void initActorTypes();
+ void registerResources();
+ void unregisterResources();
+};
+
+class ActorInstanceList {
+public:
+ ActorInstanceList(IllusionsEngine *vm);
+ ~ActorInstanceList();
+ ActorInstance *createActorInstance(Resource *resource);
+ void removeActorInstance(ActorInstance *actorInstance);
+ void pauseByTag(uint32 tag);
+ void unpauseByTag(uint32 tag);
+ FramesList *findSequenceFrames(Sequence *sequence);
+ ActorInstance *findActorByResource(ActorResource *actorResource);
+ bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
+protected:
+ typedef Common::List<ActorInstance*> Items;
+ typedef Items::iterator ItemsIterator;
+ IllusionsEngine *_vm;
+ Items _items;
+};
+
+} // End of namespace Illusions
+
+#endif // ILLUSIONS_ACTORRESOURCE_H