/* 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. * */ #include "sludge/allfiles.h" #include "sludge/backdrop.h" #include "sludge/moreio.h" #include "sludge/newfatal.h" #include "sludge/objtypes.h" #include "sludge/region.h" #include "sludge/sludger.h" namespace Sludge { screenRegion *allScreenRegions = NULL; screenRegion *overRegion = NULL; extern inputType input; extern int cameraX, cameraY; void showBoxes() { screenRegion *huntRegion = allScreenRegions; while (huntRegion) { drawVerticalLine(huntRegion->x1, huntRegion->y1, huntRegion->y2); drawVerticalLine(huntRegion->x2, huntRegion->y1, huntRegion->y2); drawHorizontalLine(huntRegion->x1, huntRegion->y1, huntRegion->x2); drawHorizontalLine(huntRegion->x1, huntRegion->y2, huntRegion->x2); huntRegion = huntRegion->next; } } void removeScreenRegion(int objectNum) { screenRegion **huntRegion = &allScreenRegions; screenRegion *killMe; while (*huntRegion) { if ((*huntRegion)->thisType->objectNum == objectNum) { killMe = *huntRegion; *huntRegion = killMe->next; removeObjectType(killMe->thisType); if (killMe == overRegion) overRegion = NULL; delete killMe; killMe = NULL; } else { huntRegion = &((*huntRegion)->next); } } } void saveRegions(Common::WriteStream *stream) { int numRegions = 0; screenRegion *thisRegion = allScreenRegions; while (thisRegion) { thisRegion = thisRegion->next; numRegions++; } stream->writeUint16BE(numRegions); thisRegion = allScreenRegions; while (thisRegion) { stream->writeUint16BE(thisRegion->x1); stream->writeUint16BE(thisRegion->y1); stream->writeUint16BE(thisRegion->x2); stream->writeUint16BE(thisRegion->y2); stream->writeUint16BE(thisRegion->sX); stream->writeUint16BE(thisRegion->sY); stream->writeUint16BE(thisRegion->di); saveObjectRef(thisRegion->thisType, stream); thisRegion = thisRegion->next; } } void loadRegions(Common::SeekableReadStream *stream) { int numRegions = stream->readUint16BE(); screenRegion *newRegion; screenRegion **pointy = &allScreenRegions; while (numRegions--) { newRegion = new screenRegion; *pointy = newRegion; pointy = &(newRegion->next); newRegion->x1 = stream->readUint16BE(); newRegion->y1 = stream->readUint16BE(); newRegion->x2 = stream->readUint16BE(); newRegion->y2 = stream->readUint16BE(); newRegion->sX = stream->readUint16BE(); newRegion->sY = stream->readUint16BE(); newRegion->di = stream->readUint16BE(); newRegion->thisType = loadObjectRef(stream); } *pointy = NULL; } void killAllRegions() { screenRegion *killRegion; while (allScreenRegions) { killRegion = allScreenRegions; allScreenRegions = allScreenRegions->next; removeObjectType(killRegion->thisType); delete killRegion; } overRegion = NULL; } bool addScreenRegion(int x1, int y1, int x2, int y2, int sX, int sY, int di, int objectNum) { screenRegion *newRegion = new screenRegion; if (!checkNew(newRegion)) return false; newRegion->di = di; newRegion->x1 = x1; newRegion->y1 = y1; newRegion->x2 = x2; newRegion->y2 = y2; newRegion->sX = sX; newRegion->sY = sY; newRegion->thisType = loadObjectType(objectNum); newRegion->next = allScreenRegions; allScreenRegions = newRegion; return (bool) (newRegion->thisType != NULL); } void getOverRegion() { screenRegion *thisRegion = allScreenRegions; while (thisRegion) { if ((input.mouseX >= thisRegion->x1 - cameraX) && (input.mouseY >= thisRegion->y1 - cameraY) && (input.mouseX <= thisRegion->x2 - cameraX) && (input.mouseY <= thisRegion->y2 - cameraY)) { overRegion = thisRegion; return; } thisRegion = thisRegion->next; } overRegion = NULL; return; } screenRegion *getRegionForObject(int obj) { screenRegion *thisRegion = allScreenRegions; while (thisRegion) { if (obj == thisRegion->thisType->objectNum) { return thisRegion; } thisRegion = thisRegion->next; } return NULL; } } // End of namespace Sludge