/* 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 MADS_SCENE_H #define MADS_SCENE_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "mads/assets.h" #include "mads/screen.h" #include "mads/hotspots.h" #include "mads/messages.h" #include "mads/msurface.h" #include "mads/scene_data.h" #include "mads/animation.h" #include "mads/rails.h" #include "mads/sequence.h" #include "mads/sprites.h" #include "mads/user_interface.h" namespace MADS { class Scene { private: /** * Return the index of a given Vocab in the active vocab list */ int activeVocabIndexOf(int vocabId); /** * Secondary loading vocab list */ void loadVocabStrings(); /* * Initialises the data for palette animation within the scene */ void initPaletteAnimation(Common::Array &palCycles, bool animFlag); /** * Handles a single frame within the game scene */ void doFrame(); void doPreactions(); void doAction(); /** * Calls all the necessary step handlers for the current frame */ void doSceneStep(); /** * Checks whether there's a pending keypress, and if so handles it. */ void checkKeyboard(); /** * Checks for a highlighted hotspot, and updates the cursor accordingly */ void updateCursor(); protected: MADSEngine *_vm; public: SceneLogic *_sceneLogic; MSurface _sceneSurface; int _priorSceneId; int _nextSceneId; int _currentSceneId; Common::Array _verbList; TextDisplayList _textDisplay; SpriteSlots _spriteSlots; SpriteSets _sprites; DynamicHotspots _dynamicHotspots; Common::Array _activeVocabs; SequenceList _sequences; KernelMessages _kernelMessages; Rails _rails; Common::String _talkFont; int _textSpacing; Hotspots _hotspots; DirtyAreas _dirtyAreas; int _variant; SceneInfo *_sceneInfo; MSurface _backgroundSurface; DepthSurface _depthSurface; UserInterface _userInterface; bool _cyclingActive; int _cyclingThreshold; int _cyclingDelay; int _totalCycleColors; Common::Array _cycleTicks; Common::Array _paletteCycles; Common::StringArray _vocabStrings; Animation *_animationData; Animation *_activeAnimation; bool _freeAnimationFlag; int _depthStyle; int _bandsRange; int _scaleRange; int _interfaceY; int _spritesCount; MADSAction _action; bool _roomChanged; bool _reloadSceneFlag; Common::Point _posAdjust; uint32 _frameStartTime; Layer _layer; bool _lookFlag; Common::Point _customDest; Common::Array _paletteUsageF; Common::Array _scenePaletteUsage; /** * Constructor */ Scene(MADSEngine *vm); /** * Destructor */ ~Scene(); /** * Clear the vocabulary list */ void clearVocab(); /** * Add a given vocab entry to the active list */ void addActiveVocab(int vocabId); /** * Get the number of entries in the game's vocabulary */ uint32 getVocabStringsCount() const; /** * Clear the sequence list */ void clearSequenceList(); /** * Clear the message list */ void clearMessageList(); /** * Loads the scene logic for a given scene */ void loadSceneLogic(); /** * Loads the resources associated with the given scene * @param sceneId Scene to load * @param prefix Prefix to use for retrieving animation data * @param palFlag Flag for whether to reset the high/lo palette areas */ void loadScene(int sceneId, const Common::String &prefix, bool palFlag); /** * Loads the hotstpots for the scene */ void loadHotspots(); /** * Loads the vocab list */ void loadVocab(); bool getDepthHighBits(const Common::Point &pt); /** * Main scene loop */ void loop(); /** * Draw all the elements onto the scene */ void drawElements(ScreenTransition transitionType, bool surfaceFlag); /** * Handles cycling palette colors for the scene */ void animatePalette(); /** * Load an animation */ void loadAnimation(const Common::String &resName, int trigger = 0); /** * Returns a vocab entry */ Common::String getVocab(int vocabId) { return _vocabStrings[vocabId - 1]; } /** * Clear the data for the currently loaded scene */ void freeCurrentScene(); /** * Set the walk surface for a scene to a different variant */ void changeVariant(int variant); void resetScene(); /** * Removes all the scene specific sprites fromt the sprites list, * leaving any player sprites list in place at the start of the list. */ void removeSprites(); /** * Frees any currently active animation for the scene */ void freeAnimation(); /** * Synchronise the game */ void synchronize(Common::Serializer &s); }; } // End of namespace MADS #endif /* MADS_SCENE_H */