/* 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_MADS_SCENE_H #define M4_MADS_SCENE_H #include "m4/scene.h" #include "m4/mads_logic.h" #include "m4/mads_views.h" namespace M4 { #define INTERFACE_HEIGHT 106 class MadsSceneResources: public SceneResources { public: int sceneId; int artFileNum; int field_4; int width; int height; int objectCount; MadsObject objects[32]; int walkSize; byte *walkData; Common::Point playerPos; int playerDir; MadsSceneResources() { walkSize = 0; walkData = NULL; playerDir = 0; } ~MadsSceneResources() { delete walkData; } void load(int sceneId); }; enum MadsActionMode {ACTMODE_NONE = 0, ACTMODE_VERB = 1, ACTMODE_OBJECT = 3, ACTMODE_TALK = 6}; enum MAdsActionMode2 {ACTMODE2_0 = 0, ACTMODE2_2 = 2, ACTMODE2_5 = 5}; class MadsAction { private: char _statusText[100]; void appendVocab(int vocabId, bool capitalise = false); public: int _currentHotspot; int _objectNameId; int _objectDescId; int _currentAction; int8 _flags1, _flags2; MadsActionMode _actionMode; MAdsActionMode2 _actionMode2; int _articleNumber; bool _lookFlag; int _selectedRow; // Unknown fields int16 _word_86F3A; int16 _word_86F42; int16 _word_86F4E; int16 _word_86F4A; int16 _word_83334; int16 _word_86F4C; public: MadsAction(); void clear(); void set(); const char *statusText() const { return _statusText; } }; class MadsScene : public Scene, public MadsView { private: MadsEngine *_vm; MadsSceneResources _sceneResources; MadsAction _action; MadsSceneLogic _sceneLogic; SpriteAsset *_playerSprites; void drawElements(); void loadScene2(const char *aaName); void loadSceneTemporary(); void loadSceneHotspots(int sceneNumber); void clearAction(); void appendActionVocab(int vocabId, bool capitalise); void setAction(); public: char _aaName[100]; uint16 actionNouns[3]; public: MadsScene(MadsEngine *vm); virtual ~MadsScene(); // 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 checkHotspotAtMousePos(int x, int y); virtual void leftClick(int x, int y); virtual void rightClick(int x, int y); virtual void setAction(int action, int objectId = -1); virtual void update(); virtual void updateState(); int loadSceneSpriteSet(const char *setName); void loadPlayerSprites(const char *prefix); void showMADSV2TextBox(char *text, int x, int y, char *faceName); MadsInterfaceView *getInterface() { return (MadsInterfaceView *)_interfaceSurface; } MadsSceneResources &getSceneResources() { return _sceneResources; } MadsAction &getAction() { return _action; } void setStatusText(const char *text) {}//***DEPRECATED*** }; } // End of namespace M4 #endif