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diff --git a/engines/wintermute/ad/ad_scene.h b/engines/wintermute/ad/ad_scene.h
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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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_ADSCENE_H
+#define WINTERMUTE_ADSCENE_H
+
+#include "engines/wintermute/base/base_fader.h"
+
+namespace Wintermute {
+
+class UIWindow;
+class AdObject;
+class AdRegion;
+class BaseViewport;
+class AdLayer;
+class BasePoint;
+class AdWaypointGroup;
+class AdPath;
+class AdScaleLevel;
+class AdRotLevel;
+class AdPathPoint;
+class AdScene : public BaseObject {
+public:
+
+ BaseObject *getNextAccessObject(BaseObject *currObject);
+ BaseObject *getPrevAccessObject(BaseObject *currObject);
+ bool getSceneObjects(BaseArray<AdObject *> &objects, bool interactiveOnly);
+ bool getRegionObjects(AdRegion *region, BaseArray<AdObject *> &objects, bool interactiveOnly);
+
+ bool afterLoad();
+
+ bool getRegionsAt(int x, int y, AdRegion **regionList, int numRegions);
+ bool handleItemAssociations(const char *itemName, bool show);
+ UIWindow *_shieldWindow;
+ float getRotationAt(int x, int y);
+ bool loadState();
+ bool saveState();
+ bool _persistentState;
+ bool _persistentStateSprites;
+ BaseObject *getNodeByName(const char *name);
+ void setOffset(int offsetLeft, int offsetTop);
+ bool pointInViewport(int x, int y);
+ int getOffsetTop();
+ int getOffsetLeft();
+ bool getViewportSize(int *width = NULL, int *height = NULL);
+ bool getViewportOffset(int *offsetX = NULL, int *offsetY = NULL);
+ BaseViewport *_viewport;
+ BaseFader *_fader;
+ int _pfPointsNum;
+ void pfPointsAdd(int x, int y, int distance);
+ void pfPointsStart();
+ bool _initialized;
+ bool correctTargetPoint(int startX, int startY, int *x, int *y, bool checkFreeObjects = false, BaseObject *requester = NULL);
+ bool correctTargetPoint2(int startX, int startY, int *targetX, int *targetY, bool checkFreeObjects, BaseObject *requester);
+ DECLARE_PERSISTENT(AdScene, BaseObject)
+ bool displayRegionContent(AdRegion *region = NULL, bool display3DOnly = false);
+ bool displayRegionContentOld(AdRegion *region = NULL);
+ static int compareObjs(const void *obj1, const void *obj2);
+
+ bool updateFreeObjects();
+ bool traverseNodes(bool update = false);
+ float getScaleAt(int y);
+ bool sortScaleLevels();
+ bool sortRotLevels();
+ virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent);
+ uint32 getAlphaAt(int x, int y, bool colorCheck = false);
+ bool _paralaxScrolling;
+ void skipTo(int offsetX, int offsetY);
+ void setDefaults();
+ void cleanup();
+ void skipToObject(BaseObject *object);
+ void scrollToObject(BaseObject *object);
+ void scrollTo(int offsetX, int offsetY);
+ virtual bool update();
+ bool _autoScroll;
+ int _targetOffsetTop;
+ int _targetOffsetLeft;
+
+ int _scrollPixelsV;
+ uint32 _scrollTimeV;
+ uint32 _lastTimeV;
+
+ int _scrollPixelsH;
+ uint32 _scrollTimeH;
+ uint32 _lastTimeH;
+
+ virtual bool display();
+ uint32 _pfMaxTime;
+ bool initLoop();
+ void pathFinderStep();
+ bool isBlockedAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
+ bool isWalkableAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = NULL);
+ AdLayer *_mainLayer;
+ float getZoomAt(int x, int y);
+ bool getPath(BasePoint source, BasePoint target, AdPath *path, BaseObject *requester = NULL);
+ AdScene(BaseGame *inGame);
+ virtual ~AdScene();
+ BaseArray<AdLayer *> _layers;
+ BaseArray<AdObject *> _objects;
+ BaseArray<AdWaypointGroup *> _waypointGroups;
+ bool loadFile(const char *filename);
+ bool loadBuffer(byte *buffer, bool complete = true);
+ int _width;
+ int _height;
+ bool addObject(AdObject *Object);
+ bool removeObject(AdObject *Object);
+ int _editorMarginH;
+ int _editorMarginV;
+ uint32 _editorColFrame;
+ uint32 _editorColEntity;
+ uint32 _editorColRegion;
+ uint32 _editorColBlocked;
+ uint32 _editorColWaypoints;
+ uint32 _editorColEntitySel;
+ uint32 _editorColRegionSel;
+ uint32 _editorColBlockedSel;
+ uint32 _editorColWaypointsSel;
+ uint32 _editorColScale;
+ uint32 _editorColDecor;
+ uint32 _editorColDecorSel;
+
+ bool _editorShowRegions;
+ bool _editorShowBlocked;
+ bool _editorShowDecor;
+ bool _editorShowEntities;
+ bool _editorShowScale;
+ BaseArray<AdScaleLevel *> _scaleLevels;
+ BaseArray<AdRotLevel *> _rotLevels;
+
+ virtual bool restoreDeviceObjects();
+ int getPointsDist(BasePoint p1, BasePoint p2, BaseObject *requester = NULL);
+
+ // scripting interface
+ virtual ScValue *scGetProperty(const char *name);
+ virtual bool scSetProperty(const char *name, ScValue *value);
+ virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
+ virtual const char *scToString();
+
+
+private:
+ bool persistState(bool saving = true);
+ void pfAddWaypointGroup(AdWaypointGroup *Wpt, BaseObject *requester = NULL);
+ bool _pfReady;
+ BasePoint *_pfTarget;
+ AdPath *_pfTargetPath;
+ BaseObject *_pfRequester;
+ BaseArray<AdPathPoint *> _pfPath;
+
+ int _offsetTop;
+ int _offsetLeft;
+
+};
+
+} // end of namespace Wintermute
+
+#endif