/* 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 ACCESS_ROOM_H #define ACCESS_ROOM_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "access/data.h" #define TILE_WIDTH 16 #define TILE_HEIGHT 16 namespace Access { class Plotter { public: Common::Array _walls; Common::Array _blocks; int _blockIn; int _delta; public: Plotter(); void load(Common::SeekableReadStream *stream, int wallCount, int blockCount); }; class JetFrame { public: int _wallCode; int _wallCodeOld; int _wallCode1; int _wallCode1Old; JetFrame() { _wallCode = _wallCodeOld = 0; _wallCode1 = _wallCode1Old = 0; } }; enum Function { FN_NONE = 0, FN_CLEAR1 = 1, FN_CLEAR2 = 2, FN_RELOAD = 3, FN_BREAK = 4 }; class Room : public Manager { private: void roomLoop(); void loadPlayField(int fileNum, int subfile); void commandOff(); void swapOrg(); int calcLR(int yp); int calcUD(int xp); void takePicture(); /** * Cycles forwards or backwards through the list of commands */ void cycleCommand(int incr); bool checkCode(int v1, int v2); protected: void loadRoomData(const byte *roomData); /** * Free the playfield data */ void freePlayField(); /** * Free tile data */ void freeTileData(); int checkBoxes(); int checkBoxes1(const Common::Point &pt); int checkBoxes2(const Common::Point &pt, int start, int count); void checkBoxes3(); int validateBox(int boxId); /** * Inner handler for switching to a given command mode */ void executeCommand(int commandId); void clearCamera(); virtual void reloadRoom() = 0; virtual void reloadRoom1() = 0; virtual void setupRoom(); virtual void doCommands(); virtual void mainAreaClick() = 0; virtual void walkCursor(); public: Plotter _plotter; Common::Array _jetFrame; Function _function; int _roomFlag; byte *_playField; int _matrixSize; int _playFieldWidth; int _playFieldHeight; byte *_tile; int _selectCommand; bool _conFlag; int _rMouse[10][2]; public: Room(AccessEngine *vm); virtual ~Room(); void doRoom(); virtual void loadRoom(int roomNumber) = 0; virtual void roomMenu() = 0; /** * Clear all the data used by the room */ virtual void clearRoom(); /** * Builds up a game screen */ void buildScreen(); /** * Draw a column of a game scene */ void buildColumn(int playX, int screenX); /** * Draw a row of a game scene */ void buildRow(int playY, int screenY); virtual void init4Quads() = 0; void setWallCodes(); bool codeWalls(); /** * Switch to a given command mode */ void handleCommand(int commandId); }; class RoomInfo { public: struct SoundIdent : FileIdent { int _priority; }; public: int _roomFlag; int _estIndex; FileIdent _musicFile; int _scaleH1; int _scaleH2; int _scaleN1; FileIdent _playFieldFile; Common::Array _cells; FileIdent _scriptFile; FileIdent _animFile; int _scaleI; int _scrollThreshold; FileIdent _paletteFile; int _startColor; int _numColors; Common::Array _extraCells; Common::Array _sounds; public: RoomInfo(const byte *data, int gameType, bool isCD, bool isDemo); }; } // End of namespace Access #endif /* ACCESS_ROOM_H */