/* 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 ILLUSIONS_ACTORRESOURCE_H
#define ILLUSIONS_ACTORRESOURCE_H
#include "illusions/graphics.h"
#include "illusions/resourcesystem.h"
#include "graphics/surface.h"
namespace Illusions {
class IllusionsEngine;
class ActorResourceLoader : public BaseResourceLoader {
public:
ActorResourceLoader(IllusionsEngine *vm) : _vm(vm) {}
virtual ~ActorResourceLoader() {}
virtual void load(Resource *resource);
virtual bool isFlag(int flag);
protected:
IllusionsEngine *_vm;
};
struct Frame {
uint16 _flags;
byte *_pointsConfig;
SurfInfo _surfInfo;
byte *_compressedPixels;
void load(byte *dataStart, Common::SeekableReadStream &stream);
};
struct Sequence {
uint32 _sequenceId;
uint32 _unk4;
byte *_sequenceCode;
void load(byte *dataStart, Common::SeekableReadStream &stream);
};
struct ActorType {
uint32 _actorTypeId;
SurfInfo _surfInfo;
byte *_pointsConfig;
NamedPoints _namedPoints;
RGB _color;
byte _scale;
byte _priority;
int16 _value1E;
uint16 _pathWalkPointsIndex;
uint16 _scaleLayerIndex;
uint16 _pathWalkRectIndex;
uint16 _priorityLayerIndex;
uint16 _regionLayerIndex;
uint16 _flags;
void load(byte *dataStart, Common::SeekableReadStream &stream);
};
class FramesList : public Common::Array {
};
class ActorResource {
public:
ActorResource();
~ActorResource();
void load(Resource *resource);
bool containsSequence(Sequence *sequence);
bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
public:
uint32 _totalSize;
Common::Array _actorTypes;
Common::Array _sequences;
FramesList _frames;
NamedPoints _namedPoints;
};
class ActorInstance : public ResourceInstance {
public:
ActorInstance(IllusionsEngine *vm);
virtual void load(Resource *resource);
virtual void unload();
virtual void pause();
virtual void unpause();
public:
IllusionsEngine *_vm;
uint32 _sceneId;
int _pauseCtr;
ActorResource *_actorResource;
protected:
void initActorTypes(int gameId);
void registerResources();
void unregisterResources();
};
class ActorInstanceList {
public:
ActorInstanceList(IllusionsEngine *vm);
~ActorInstanceList();
ActorInstance *createActorInstance(Resource *resource);
void removeActorInstance(ActorInstance *actorInstance);
void pauseBySceneId(uint32 sceneId);
void unpauseBySceneId(uint32 sceneId);
FramesList *findSequenceFrames(Sequence *sequence);
ActorInstance *findActorByResource(ActorResource *actorResource);
bool findNamedPoint(uint32 namedPointId, Common::Point &pt);
protected:
typedef Common::List Items;
typedef Items::iterator ItemsIterator;
IllusionsEngine *_vm;
Items _items;
};
} // End of namespace Illusions
#endif // ILLUSIONS_ACTORRESOURCE_H