/* 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/vector.h" #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class BoundingBox; class Regions; class SaveFileReadStream; class SaveFileWriteStream; class Set; class VQAPlayer; class Scene { friend class Debugger; BladeRunnerEngine *_vm; int _setId; int _sceneId; VQAPlayer *_vqaPlayer; int _defaultLoop; bool _defaultLoopSet; bool _defaultLoopPreloadedSet; int _specialLoopMode; int _specialLoop; // int _introFinished; int _nextSetId; int _nextSceneId; int _frame; Vector3 _actorStartPosition; int _actorStartFacing; bool _playerWalkedIn; public: Set *_set; Regions *_regions; Regions *_exits; public: Scene(BladeRunnerEngine *vm); ~Scene(); bool open(int setId, int sceneId, bool isLoadingGame); bool close(bool isLoadingGame); int advanceFrame(); void resume(bool isLoadingGame = false); void startDefaultLoop(); void setActorStart(Vector3 position, int facing); void loopSetDefault(int loopId); void loopStartSpecial(int specialLoopMode, int loopId, bool immediately); int getSetId() const { return _setId; } int getSceneId() const { return _sceneId; } bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; } int findObject(const Common::String &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 Common::String &objectGetName(int objectId); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: void loopEnded(int frame, int loopId); static void loopEndedStatic(void *data, int frame, int loopId); }; } // End of namespace BladeRunner #endif