/* 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 NEVERHOOD_SCENE_H #define NEVERHOOD_SCENE_H #include "common/array.h" #include "neverhood/neverhood.h" #include "neverhood/background.h" #include "neverhood/entity.h" #include "neverhood/graphics.h" #include "neverhood/klaymen.h" #include "neverhood/module.h" #include "neverhood/palette.h" #include "neverhood/sprite.h" #include "neverhood/staticdata.h" namespace Neverhood { class Console; class SmackerPlayer; class Scene : public Entity { public: Scene(NeverhoodEngine *vm, Module *parentModule); virtual ~Scene(); virtual void draw(); void addEntity(Entity *entity); bool removeEntity(Entity *entity); void addSurface(BaseSurface *surface); bool removeSurface(BaseSurface *surface); void printSurfaces(Console *con); Sprite *addSprite(Sprite *sprite); void removeSprite(Sprite *sprite); void setSurfacePriority(BaseSurface *surface, int priority); void setSpriteSurfacePriority(Sprite *sprite, int priority); void deleteSprite(Sprite **sprite); Background *addBackground(Background *background); void setBackground(uint32 fileHash); void changeBackground(uint32 fileHash); void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; } int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; } void setPalette(uint32 fileHash = 0); void setHitRects(uint32 id); Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority); void insertScreenMouse(uint32 fileHash, const NRect *mouseRect = NULL); void insertPuzzleMouse(uint32 fileHash, int16 x1, int16 x2); void insertNavigationMouse(uint32 fileHash, int type); void showMouse(bool visible); void changeMouseCursor(uint32 fileHash); SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer); void update(); void leaveScene(uint32 result); HitRect *findHitRectAtPos(int16 x, int16 y); void addCollisionSprite(Sprite *sprite); void removeCollisionSprite(Sprite *sprite); void checkCollision(Sprite *sprite, uint16 flags, int messageNum, uint32 messageParam); // Some crazy templated functions to make the logic code smaller/simpler (imo!) // insertKlaymen template<class T> void insertKlaymen() { _klaymen = (T*)addSprite(new T(_vm, this)); } template<class T, class Arg1> void insertKlaymen(Arg1 arg1) { _klaymen = (T*)addSprite(new T(_vm, this, arg1)); } template<class T, class Arg1, class Arg2> void insertKlaymen(Arg1 arg1, Arg2 arg2) { _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2)); } template<class T, class Arg1, class Arg2, class Arg3> void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3) { _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4> void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) { _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5> void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) { _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6> void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) { _klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6)); } // insertSprite template<class T> T* insertSprite() { return (T*)addSprite(new T(_vm)); } template<class T, class Arg1> T* insertSprite(Arg1 arg1) { return (T*)addSprite(new T(_vm, arg1)); } template<class T, class Arg1, class Arg2> T* insertSprite(Arg1 arg1, Arg2 arg2) { return (T*)addSprite(new T(_vm, arg1, arg2)); } template<class T, class Arg1, class Arg2, class Arg3> T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) { return (T*)addSprite(new T(_vm, arg1, arg2, arg3)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4> T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) { return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5> T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) { return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5)); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6> T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) { return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6)); } // createSprite template<class T> T* createSprite() { return new T(_vm); } template<class T, class Arg1> T* createSprite(Arg1 arg1) { return new T(_vm, arg1); } template<class T, class Arg1, class Arg2> T* createSprite(Arg1 arg1, Arg2 arg2) { return new T(_vm, arg1, arg2); } template<class T, class Arg1, class Arg2, class Arg3> T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) { return new T(_vm, arg1, arg2, arg3); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4> T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) { return new T(_vm, arg1, arg2, arg3, arg4); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5> T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) { return new T(_vm, arg1, arg2, arg3, arg4, arg5); } template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6> T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) { return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6); } uint32 getBackgroundFileHash() const { return _backgroundFileHash; } uint32 getCursorFileHash() const { return _cursorFileHash; } protected: Module *_parentModule; Common::Array<Entity*> _entities; Common::Array<BaseSurface*> _surfaces; Klaymen *_klaymen; Background *_background; Palette *_palette; SmackerPlayer *_smackerPlayer; MessageList *_messageList; MessageList *_messageList2; int _messageListStatus; uint _messageListCount; uint _messageListIndex; bool _doConvertMessages; bool _canAcceptInput; bool _isKlaymenBusy; bool _isMessageListBusy; Mouse *_mouseCursor; NPoint _mouseClickPos; bool _mouseClicked; bool _mouseCursorWasVisible; int _rectType; RectList *_rectList; DataResource _dataResource; HitRectList _hitRectList; HitRectList *_hitRects; Common::Array<Sprite*> _collisionSprites; // Used for debugging uint32 _backgroundFileHash, _cursorFileHash; // for StaticScene and all Scene* classes int _messageValue; uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); bool queryPositionSprite(int16 mouseX, int16 mouseY); bool queryPositionRectList(int16 mouseX, int16 mouseY); void setMessageList(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false); void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false); bool setMessageList2(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false); bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false); bool isMessageList2(uint32 id); void processMessageList(); void setRectList(uint32 id); void setRectList(RectList *rectList); void clearRectList(); void loadHitRectList(); void cancelMessageList(); void loadDataResource(uint32 fileHash); uint16 convertMessageNum(uint32 messageNum); void setHitRects(HitRectList *hitRects); void clearHitRects(); void clearCollisionSprites(); void insertMouse(Mouse *mouseCursor); }; class StaticScene : public Scene { public: StaticScene(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash); protected: uint32 handleMessage(int messageNum, const MessageParam ¶m, Entity *sender); }; } // End of namespace Neverhood #endif /* NEVERHOOD_SCENE_H */