/* 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" 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; } }; class Room: public Manager { private: void roomLoop(); void loadPlayField(int fileNum, int subfile); protected: void loadRoomData(const byte *roomData); void setupRoom(); void setWallCodes(); void buildScreen(); /** * Free the playfield data */ void freePlayField(); /** * Free tile data */ void freeTileData(); virtual void loadRoom(int roomNumber) = 0; virtual void reloadRoom() = 0; virtual void reloadRoom1() = 0; virtual void setIconPalette() {} virtual void doCommands() {} public: Plotter _plotter; Common::Array _jetFrame; int _function; int _roomFlag; byte *_playField; int _matrixSize; int _playFieldWidth; int _playFieldHeight; byte *_tile; int _tileSize; int _vWindowWidth; int _vWindowHeight; int _vWindowBytesWide; int _bufferBytesWide; int _vWindowLinesTall; public: Room(AccessEngine *vm); virtual ~Room(); void doRoom(); /** * Clear all the data used by the room */ void clearRoom(); void buildColumn(int playX, int screenX); void init4Quads(); }; class RoomInfo { public: struct FileIdent { int _fileNum; int _subfile; }; struct CellIdent : FileIdent { byte _cell; }; 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 _vidTable; Common::Array _sounds; public: RoomInfo(const byte *data); }; } // End of namespace Access #endif /* ACCESS_ROOM_H */