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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 NEVERHOOD_SCENE_H
+#define NEVERHOOD_SCENE_H
+
+#include "common/array.h"
+#include "neverhood/neverhood.h"
+#include "neverhood/background.h"
+#include "neverhood/entity.h"
+#include "neverhood/graphics.h"
+#include "neverhood/klaymen.h"
+#include "neverhood/module.h"
+#include "neverhood/palette.h"
+#include "neverhood/smackerplayer.h"
+#include "neverhood/sprite.h"
+#include "neverhood/staticdata.h"
+
+namespace Neverhood {
+
+class Scene : public Entity {
+public:
+ Scene(NeverhoodEngine *vm, Module *parentModule);
+ virtual ~Scene();
+ virtual void draw();
+ void addEntity(Entity *entity);
+ bool removeEntity(Entity *entity);
+ void addSurface(BaseSurface *surface);
+ bool removeSurface(BaseSurface *surface);
+ Sprite *addSprite(Sprite *sprite);
+ void removeSprite(Sprite *sprite);
+ void setSurfacePriority(BaseSurface *surface, int priority);
+ void setSpriteSurfacePriority(Sprite *sprite, int priority);
+ void deleteSprite(Sprite **sprite);
+ Background *addBackground(Background *background);
+ void setBackground(uint32 fileHash);
+ void changeBackground(uint32 fileHash);
+ void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; }
+ int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; }
+ void setPalette(uint32 fileHash = 0);
+ void setHitRects(uint32 id);
+ Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority);
+ void insertScreenMouse(uint32 fileHash, const NRect *mouseRect = NULL);
+ void insertPuzzleMouse(uint32 fileHash, int16 x1, int16 x2);
+ void insertNavigationMouse(uint32 fileHash, int type);
+ void showMouse(bool visible);
+ void changeMouseCursor(uint32 fileHash);
+ SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer);
+ void update();
+ void leaveScene(uint32 result);
+ HitRect *findHitRectAtPos(int16 x, int16 y);
+ void addCollisionSprite(Sprite *sprite);
+ void removeCollisionSprite(Sprite *sprite);
+ void checkCollision(Sprite *sprite, uint16 flags, int messageNum, uint32 messageParam);
+ // Some crazy templated functions to make the logic code smaller/simpler (imo!)
+ // insertKlaymen
+ template<class T>
+ void insertKlaymen() {
+ _klaymen = (T*)addSprite(new T(_vm, this));
+ }
+ template<class T, class Arg1>
+ void insertKlaymen(Arg1 arg1) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1));
+ }
+ template<class T, class Arg1, class Arg2>
+ void insertKlaymen(Arg1 arg1, Arg2 arg2) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3>
+ void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
+ void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
+ void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
+ void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
+ _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6));
+ }
+ // insertSprite
+ template<class T>
+ T* insertSprite() {
+ return (T*)addSprite(new T(_vm));
+ }
+ template<class T, class Arg1>
+ T* insertSprite(Arg1 arg1) {
+ return (T*)addSprite(new T(_vm, arg1));
+ }
+ template<class T, class Arg1, class Arg2>
+ T* insertSprite(Arg1 arg1, Arg2 arg2) {
+ return (T*)addSprite(new T(_vm, arg1, arg2));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3>
+ T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
+ return (T*)addSprite(new T(_vm, arg1, arg2, arg3));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
+ T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
+ return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
+ T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
+ return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5));
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
+ T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
+ return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6));
+ }
+ // createSprite
+ template<class T>
+ T* createSprite() {
+ return new T(_vm);
+ }
+ template<class T, class Arg1>
+ T* createSprite(Arg1 arg1) {
+ return new T(_vm, arg1);
+ }
+ template<class T, class Arg1, class Arg2>
+ T* createSprite(Arg1 arg1, Arg2 arg2) {
+ return new T(_vm, arg1, arg2);
+ }
+ template<class T, class Arg1, class Arg2, class Arg3>
+ T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
+ return new T(_vm, arg1, arg2, arg3);
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
+ T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
+ return new T(_vm, arg1, arg2, arg3, arg4);
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
+ T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
+ return new T(_vm, arg1, arg2, arg3, arg4, arg5);
+ }
+ template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
+ T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
+ return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6);
+ }
+protected:
+ Module *_parentModule;
+ Common::Array<Entity*> _entities;
+ Common::Array<BaseSurface*> _surfaces;
+
+ Klaymen *_klaymen;
+ Background *_background;
+ Palette *_palette;
+ SmackerPlayer *_smackerPlayer;
+
+ MessageList *_messageList;
+ MessageList *_messageList2;
+ int _messageListStatus;
+ uint _messageListCount;
+ uint _messageListIndex;
+ bool _doConvertMessages;
+
+ bool _canAcceptInput;
+ bool _isKlaymenBusy;
+ bool _isMessageListBusy;
+
+ Mouse *_mouseCursor;
+ NPoint _mouseClickPos;
+ bool _mouseClicked;
+ bool _mouseCursorWasVisible;
+
+ int _rectType;
+ RectList *_rectList;
+ DataResource _dataResource;
+
+ HitRectList _hitRectList;
+
+ HitRectList *_hitRects;
+ Common::Array<Sprite*> _collisionSprites;
+
+ void (Entity::*_savedUpdateHandlerCb)();
+ uint32 (Entity::*_savedMessageHandlerCb)(int messageNum, const MessageParam &param, Entity *sender);
+ int _messageValue;
+ uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
+ bool queryPositionSprite(int16 mouseX, int16 mouseY);
+ bool queryPositionRectList(int16 mouseX, int16 mouseY);
+ void setMessageList(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
+ void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
+ bool setMessageList2(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
+ bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
+ bool isMessageList2(uint32 id);
+ void processMessageList();
+ void setRectList(uint32 id);
+ void setRectList(RectList *rectList);
+ void clearRectList();
+ void loadHitRectList();
+ void cancelMessageList();
+ void loadDataResource(uint32 fileHash);
+ uint16 convertMessageNum(uint32 messageNum);
+
+ void setHitRects(HitRectList *hitRects);
+ void clearHitRects();
+ void clearCollisionSprites();
+
+ void insertMouse(Mouse *mouseCursor);
+};
+
+} // End of namespace Neverhood
+
+#endif /* NEVERHOOD_SCENE_H */