/* 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 M4_SCENE_H #define M4_SCENE_H class View; #include "m4/assets.h" #include "m4/font.h" #include "m4/hotspot.h" #include "m4/graphics.h" #include "m4/viewmgr.h" #include "m4/gui.h" #include "m4/m4_views.h" #include "common/array.h" namespace M4 { #define MAX_CHK_FILENAME_SIZE 144 enum MADSVerbs { kVerbNone = 0, kVerbLook = 3, kVerbTake = 4, kVerbPush = 5, kVerbOpen = 6, kVerbPut = 7, kVerbTalkTo = 8, kVerbGive = 9, kVerbPull = 10, kVerbClose = 11, kVerbThrow = 12, kVerbWalkTo = 13, kVerbLookAt = 209 }; class SceneResources { public: char artBase[MAX_CHK_FILENAME_SIZE]; char pictureBase[MAX_CHK_FILENAME_SIZE]; HotSpotList *hotspots; HotSpotList *dynamicHotspots; int32 frontY, backY; int32 frontScale, backScale; int16 depthTable[16]; int32 railNodeCount; // # of rails }; class M4Engine; class MadsEngine; class InterfaceView; class Scene : public View { private: HotSpotList _sceneHotspots; protected: GameInterfaceView *_interfaceSurface; M4Surface *_backgroundSurface; M4Surface *_walkSurface; RGBList *_palData; RGBList *_interfacePal; SceneResources *_sceneResources; public: int _currentScene; int _previousScene; int _nextScene; public: Scene(MadsM4Engine *vm, SceneResources *res); virtual ~Scene(); // Methods that differ between engines virtual void loadScene(int sceneNumber); virtual void leaveScene(); virtual void loadSceneCodes(int sceneNumber, int index = 0) = 0; virtual void show(); virtual void mouseMove(int x, int y) = 0; virtual void leftClick(int x, int y) = 0; virtual void rightClick(int x, int y) = 0; virtual void update() = 0; virtual void showHotSpots(); // TODO: perhaps move playIntro() someplace else? void playIntro(); void showSprites(); void showCodes(); int getCurrentScene() { return _currentScene; } M4Surface *getBackgroundSurface() const { return _backgroundSurface; } void showInterface(); void hideInterface(); GameInterfaceView *getInterface() { return _interfaceSurface; } SceneResources &getSceneResources() { return *_sceneResources; } M4Surface *getWalkSurface() const { return _walkSurface; } void onRefresh(RectList *rects, M4Surface *destSurface); bool onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents); }; } // End of namespace M4 #endif