/* 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. * * $URL$ * $Id$ * */ #ifndef M4_M4_SCENE_H #define M4_M4_SCENE_H class View; #include "m4/scene.h" namespace M4 { #define TITLE_SCENE_BURGER 951 // 951 = intro, 901 = demo menu, 971 = first scene #define MAINMENU_SCENE_BURGER 903 #define FIRST_SCENE 101 class M4SceneResources : public SceneResources { public: int32 frontY, backY; int32 frontScale, backScale; int16 depthTable[16]; int32 railNodeCount; // # of rails int32 parallaxCount; HotSpotList *parallax; }; class M4Scene : public Scene { private: M4Engine *_vm; M4SceneResources _sceneResources; SpriteAsset *_sceneSprites; SpriteAsset *_walkerSprite; byte *_inverseColourTable; void loadSceneSprites(int sceneNumber); void loadSceneResources(int sceneNumber); void loadSceneInverseColourTable(int sceneNumber); void loadSceneSpriteCodes(int sceneNumber); void nextCommonCursor(); public: M4Scene(M4Engine *vm); virtual ~M4Scene(); // Methods that differ between engines virtual void loadScene(int sceneNumber); virtual void leaveScene(); virtual void loadSceneCodes(int sceneNumber, int index = 0); virtual void show(); virtual void mouseMove(int x, int y); virtual void leftClick(int x, int y); virtual void rightClick(int x, int y); virtual void update(); virtual void showHotSpots(); byte *getInverseColourTable() const { return _inverseColourTable; } M4InterfaceView *getInterface() { return (M4InterfaceView *)_interfaceSurface; } M4SceneResources &getSceneResources() { return _sceneResources; } void setStatusText(const char *text); void setAction(int action, int objectId = -1); }; } // End of namespace M4 #endif