/* 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 BLADERUNNER_SCENE_H #define BLADERUNNER_SCENE_H #include "bladerunner/bladerunner.h" #include "bladerunner/regions.h" #include "bladerunner/set.h" #include "bladerunner/view.h" #include "bladerunner/vqa_player.h" namespace BladeRunner { class BladeRunnerEngine; class Scene { BladeRunnerEngine *_vm; public: Set *_set; int _setId; int _sceneId; VQAPlayer *_vqaPlayer; int _defaultLoop; bool _defaultLoopSet; int _specialLoopMode; int _specialLoop; bool _specialLoopAtEnd; int _introFinished; int _nextSetId; int _nextSceneId; int _frame; Vector3 _actorStartPosition; int _actorStartFacing; bool _playerWalkedIn; Regions* _regions; Regions* _exits; // _default_loop_id = 0; // _scene_vqa_frame_number = -1; public: Scene(BladeRunnerEngine *vm) : _vm(vm), _set(new Set(vm)), _setId(-1), _sceneId(-1), _vqaPlayer(nullptr), _defaultLoop(0), _nextSetId(-1), _nextSceneId(-1), _playerWalkedIn(false), _introFinished(false), _regions(new Regions()), _exits(new Regions()) {} ~Scene() { delete _set; delete _regions; delete _exits; delete _vqaPlayer; } bool open(int setId, int sceneId, bool isLoadingGame); bool close(bool isLoadingGame); int advanceFrame(Graphics::Surface &surface, uint16 *&zBuffer); void setActorStart(Vector3 position, int facing); void loopSetDefault(int a); void loopStartSpecial(int a, int b, int c); int getSetId() { return _setId; } int getSceneId() { return _sceneId; } bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; } int findObject(const char *objectName); bool objectSetHotMouse(int objectId); bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox); void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded); void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath); void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded); void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded); const char *objectGetName(int objectId); private: void loopEnded(int frame, int loopId); static void loopEndedStatic(void* data, int frame, int loopId); }; } // End of namespace BladeRunner #endif