/* 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 TSAGE_CORE_H #define TSAGE_CORE_H #include "common/scummsys.h" #include "common/endian.h" #include "common/error.h" #include "common/list.h" #include "common/rect.h" #include "graphics/surface.h" #include "tsage/events.h" #include "tsage/graphics.h" #include "tsage/resources.h" #include "tsage/saveload.h" namespace TsAGE { #define MAX_FLAGS 256 class EventHandler; class SceneObject; class SceneObjectList; class ObjectMover; class Action; class Serializer; class InvObject : public SavedObject { public: int _sceneNumber; int _displayResNum; int _rlbNum; int _cursorNum; Rect _bounds; CursorType _cursorId; Common::String _description; int _iconResNum; int _visage; int _strip; int _frame; public: InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description); InvObject(int visage, int strip, int frame); InvObject(int visage, int strip); bool inInventory() const; void setCursor(); virtual Common::String getClassName() { return "InvObject"; } virtual void synchronize(Serializer &s) { s.syncAsUint16LE(_sceneNumber); } }; class InvObjectList : public SavedObject { public: SynchronizedList _itemList; InvObject *_selectedItem; InvObjectList(); int indexOf(InvObject *obj) const; InvObject *getItem(int objectNum); int getObjectScene(int objectNum); virtual Common::String getClassName() { return "InvObjectList"; } virtual void synchronize(Serializer &s); }; /*--------------------------------------------------------------------------*/ /** * Basic reference counter class */ class RefCounter : public Serialisable { private: int _ctr; public: RefCounter() { clear(); } virtual ~RefCounter() {} RefCounter(int v) { _ctr = v; } void clear() { _ctr = 0; } void setCtr(int v) { _ctr = v; } int decCtr() { if (_ctr > 0) --_ctr; return _ctr; } int incCtr() { return ++_ctr; } int getCtr() const { return _ctr; } virtual void synchronize(Serializer &s) { s.syncAsSint16LE(_ctr); } }; class EventHandler : public SavedObject { public: Action *_action; EventHandler() : SavedObject() { _action = NULL; } virtual ~EventHandler() { destroy(); } virtual void synchronize(Serializer &s) { SYNC_POINTER(_action); } virtual Common::String getClassName() { return "EventHandler"; } virtual void postInit(SceneObjectList *OwnerList = NULL) {} virtual void remove() {} virtual void signal() {} virtual void process(Event &event) {} virtual void dispatch(); virtual void setAction(Action *action) { setAction(action, NULL); } virtual void setAction(Action *action, EventHandler *endHandler, ...); virtual void destroy() {} }; class Action : public EventHandler { public: EventHandler *_owner; int _actionIndex; int _delayFrames; uint32 _startFrame; bool _attached; EventHandler *_endHandler; Action(); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "Action"; } virtual void remove(); virtual void process(Event &event); virtual void dispatch(); virtual void attached(EventHandler *newOwner, EventHandler *endHandler, va_list va); void attach(EventHandler *newOwner, EventHandler *endHandler, ...) { va_list va; va_start(va, endHandler); attached(newOwner, endHandler, va); va_end(va); } int getActionIndex() const { return _actionIndex; } void setActionIndex(int index) { _actionIndex = index; } void setDelay(int numFrames); }; class ActionExt : public Action { public: int _state; }; #define ADD_PLAYER_MOVER(X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ g_globals->_player.addMover(mover, &pt, this); } #define ADD_PLAYER_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ OBJ.addMover(mover, &pt, NULL); } #define ADD_PLAYER_MOVER_THIS(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \ OBJ.addMover(mover, &pt, this); } #define ADD_MOVER(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \ OBJ.addMover(mover, &pt, this); } #define ADD_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \ OBJ.addMover(mover, &pt, NULL); } class ObjectMover : public EventHandler { public: Common::Point _destPosition; Common::Point _moveDelta; Common::Point _moveSign; int _minorDiff; int _majorDiff; int _changeCtr; Action *_action; SceneObject *_sceneObject; public: ObjectMover() { _action = NULL; _sceneObject = NULL; _minorDiff = 0; _majorDiff = 0; _changeCtr = 0;} virtual ~ObjectMover(); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "ObjectMover"; } virtual void remove(); virtual void dispatch(); virtual void startMove(SceneObject *sceneObj, va_list va) {} virtual void setup(const Common::Point &destPos); virtual bool dontMove() const; virtual void endMove(); }; class ObjectMover2 : public ObjectMover { public: SceneObject *_destObject; int _minArea; int _maxArea; public: ObjectMover2(); virtual ~ObjectMover2() {} virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "ObjectMover2"; } virtual void dispatch(); virtual void startMove(SceneObject *sceneObj, va_list va); virtual void endMove(); }; class ObjectMover3 : public ObjectMover2 { public: virtual Common::String getClassName() { return "ObjectMover3"; } virtual void dispatch(); virtual void startMove(SceneObject *sceneObj, va_list va); virtual void endMove(); }; class NpcMover : public ObjectMover { public: virtual Common::String getClassName() { return "NpcMover"; } virtual void startMove(SceneObject *sceneObj, va_list va); }; #define MAX_ROUTE_SIZE 20 #define ROUTE_END_VAL -20000 class RouteEnds { public: Common::Point moveSrc; Common::Point moveDest; }; class PlayerMover : public NpcMover { protected: void setDest(const Common::Point &destPos); void pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds); int regionIndexOf(const Common::Point &pt); int regionIndexOf(int xp, int yp) { return regionIndexOf(Common::Point(xp, yp)); } int findClosestRegion(Common::Point &pt, const Common::List &indexList); int checkMover(Common::Point &srcPos, const Common::Point &destPos); void doStepsOfNpcMovement(const Common::Point &pt1, const Common::Point &pt2, int numSteps, Common::Point &ptOut); int calculateRestOfRoute(int *routeList, int srcRegion, int destRegion, bool &foundRoute); static Common::Point *findLinePoint(RouteEnds *routeEnds, Common::Point *objPos, int length, Common::Point *outPos); static int findDistance(const Common::Point &pt1, const Common::Point &pt2); static bool sub_F8E5_calculatePoint(const Common::Point &pt1, const Common::Point &pt2, const Common::Point &pt3, const Common::Point &pt4, Common::Point *ptOut = NULL); public: Common::Point _finalDest; Common::Point _routeList[MAX_ROUTE_SIZE]; int _routeIndex; virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "PlayerMover"; } virtual void startMove(SceneObject *sceneObj, va_list va); virtual void endMove(); }; class PlayerMover2 : public PlayerMover { public: SceneObject *_destObject; int _maxArea; int _minArea; PlayerMover2() : PlayerMover() { _destObject = NULL; _minArea = _maxArea = 0;} virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "PlayerMover2"; } virtual void dispatch(); virtual void startMove(SceneObject *sceneObj, va_list va); virtual void endMove(); }; /*--------------------------------------------------------------------------*/ class ScenePalette; class PaletteModifier : public SavedObject { public: ScenePalette *_scenePalette; Action *_action; public: PaletteModifier(); virtual void synchronize(Serializer &s) { SYNC_POINTER(_scenePalette); SYNC_POINTER(_action); } virtual void signal() = 0; virtual void remove() = 0; }; class PaletteModifierCached: public PaletteModifier { public: byte _palette[256 * 3]; int _step; int _percent; PaletteModifierCached(); virtual void setPalette(ScenePalette *palette, int step); virtual Common::String getClassName() { return "PaletteModifierCached"; } virtual void synchronize(Serializer &s); }; class PaletteRotation: public PaletteModifierCached { public: int _delayCtr; uint32 _frameNumber; int _currIndex; int _start; int _end; int _rotationMode; int _duration; int _idxChange; int _countdown; public: PaletteRotation(); virtual Common::String getClassName() { return "PaletteRotation"; } virtual void synchronize(Serializer &s); virtual void signal(); virtual void remove(); void setStep(int step) { _step = step; } void set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action); bool decDuration(); void setDelay(int amount); }; class PaletteFader: public PaletteModifierCached { public: byte _palette[256 * 3]; public: virtual Common::String getClassName() { return "PaletteFader"; } virtual void synchronize(Serializer &s); virtual void signal(); virtual void remove(); virtual void setPalette(ScenePalette *palette, int step); }; /*--------------------------------------------------------------------------*/ enum FadeMode {FADEMODE_NONE = 0, FADEMODE_GRADUAL = 1, FADEMODE_IMMEDIATE = 2}; class ScenePalette : public SavedObject { public: byte _palette[256 * 3]; GfxColors _colors; SynchronizedList _listeners; uint8 _redColor; uint8 _greenColor; uint8 _blueColor; uint8 _aquaColor; uint8 _purpleColor; uint8 _limeColor; public: ScenePalette(); ScenePalette(int paletteNum); ~ScenePalette(); bool loadPalette(int paletteNum); void loadPalette(const byte *pSrc, int start, int count); void replace(const ScenePalette *src) { loadPalette(src->_palette, 0, 256); } void refresh(); void setPalette(int index, int count); void getEntry(int index, uint *r, uint *g, uint *b); void setEntry(int index, uint r, uint g, uint b); uint8 indexOf(uint r, uint g, uint b, int threshold = 0xffff, int start = 0, int count = 256); void getPalette(int start = 0, int count = 256); void signalListeners(); void clearListeners(); void fade(const byte *adjustData, bool fullAdjust, int percent); PaletteRotation *addRotation(int start, int end, int rotationMode, int duration = 0, Action *action = NULL); PaletteFader *addFader(const byte *arrBufferRGB, int palSize, int step, Action *action); static void changeBackground(const Rect &bounds, FadeMode fadeMode); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "ScenePalette"; } }; // DisplayParamType constant set. This must not be an enum const int SET_WIDTH = 0; const int SET_X = 1; const int SET_Y = 2; const int SET_FONT = 3; const int SET_BG_COLOR = 4; const int SET_FG_COLOR = 5; const int SET_KEEP_ONSCREEN = 6; const int SET_EXT_BGCOLOR = 7; const int SET_EXT_FGCOLOR = 8; const int SET_POS_MODE = 9; const int SET_TEXT_MODE = 10; const int LIST_END = -999; class SceneItem : public EventHandler { public: Rect _bounds; Common::String _msg; Common::Point _position; int _yDiff; int _sceneRegionId; public: SceneItem() : EventHandler() { _msg = "Feature"; _action = NULL; _sceneRegionId = 0; _yDiff = 0;} virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "SceneItem"; } virtual void remove(); virtual void destroy() {} virtual bool startAction(CursorType action, Event &event); virtual void doAction(int action); bool contains(const Common::Point &pt); void setBounds(const Rect &newBounds) { _bounds = newBounds; } void setBounds(const int ys, const int xe, const int ye, const int xs) { _bounds = Rect(MIN(xs, xe), MIN(ys, ye), MAX(xs, xe), MAX(ys, ye)); } static void display(int resNum, int lineNum, ...); static void display2(int resNum, int lineNum); static void display(const Common::String &msg); }; class SceneItemExt : public SceneItem { public: int _state; virtual Common::String getClassName() { return "SceneItemExt"; } virtual void synchronize(Serializer &s) { SceneItem::synchronize(s); s.syncAsSint16LE(_state); } }; class SceneHotspot : public SceneItem { public: int _resNum, _lookLineNum, _useLineNum, _talkLineNum; public: SceneHotspot(); virtual void synchronize(Serializer &s); virtual bool startAction(CursorType action, Event &event); virtual Common::String getClassName() { return "SceneHotspot"; } virtual void doAction(int action); void setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum); void setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item); void setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode = 0); void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item); void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum); }; enum AnimateMode {ANIM_MODE_NONE = 0, ANIM_MODE_1 = 1, ANIM_MODE_2 = 2, ANIM_MODE_3 = 3, ANIM_MODE_4 = 4, ANIM_MODE_5 = 5, ANIM_MODE_6 = 6, ANIM_MODE_7 = 7, ANIM_MODE_8 = 8, // Introduced in Blue Force ANIM_MODE_9 = 9 }; // Actor effect enumeration used in Return to Ringworld 2 enum Effect { EFFECT_NONE = 0, EFFECT_SHADED = 1, EFFECT_3 = 3, EFFECT_SHADOW_MAP = 5, EFFECT_SHADED2 = 6 }; class SceneObject; class Visage { private: byte *_data; void flipHorizontal(GfxSurface &s); void flipVertical(GfxSurface &s); public: int _resNum; int _rlbNum; bool _flipHoriz; bool _flipVert; public: Visage(); Visage(const Visage &v); ~Visage(); void setVisage(int resNum, int rlbNum = 9999); GfxSurface getFrame(int frameNum); int getFrameCount() const; Visage &operator=(const Visage &gfxSurface); }; class SceneObjectWrapper : public EventHandler { private: Visage _visageImages; public: SceneObject *_sceneObject; public: SceneObjectWrapper() { _sceneObject = NULL; } virtual ~SceneObjectWrapper() {} void setSceneObject(SceneObject *so); void check(); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "SceneObjectWrapper"; } virtual void remove(); virtual void dispatch(); }; enum ObjectFlags {OBJFLAG_FIXED_PRIORITY = 1, OBJFLAG_NO_UPDATES = 2, OBJFLAG_ZOOMED = 4, OBJFLAG_SUPPRESS_DISPATCH = 8, OBJFLAG_HIDE = 0x100, OBJFLAG_HIDING = 0x200, OBJFLAG_REMOVE = 0x400, OBJFLAG_CLONED = 0x800, OBJFLAG_CHECK_REGION = 0x1000, OBJFLAG_PANE_0 = 0x4000, OBJFLAG_PANE_1 = 0x8000, OBJFLAG_PANES = OBJFLAG_PANE_0 | OBJFLAG_PANE_1, OBJFLAG_FLIP_CENTROID_X = 0x10000, OBJFLAG_FLIP_CENTROID_Y = 0x20000 }; class SceneObject : public SceneHotspot { private: Visage _visageImages; int getNewFrame(); void animEnded(); public: int changeFrame(); uint32 _updateStartFrame; uint32 _walkStartFrame; Common::Point _oldPosition; int _percent; int _priority; int _angle; uint32 _flags; int _xs, _xe; Rect _paneRects[2]; int _visage; SceneObjectWrapper *_objectWrapper; int _strip; AnimateMode _animateMode; int _frame; int _endFrame; int _loopCount; int _frameChange; int _numFrames; int _regionIndex; EventHandler *_mover; Common::Point _moveDiff; int _moveRate; Common::Point _actorDestPos; Action *_endAction; uint32 _regionBitList; // Ringworld 2 specific fields byte *_shadowMap; int _shade, _oldShade; int _effect; SceneObject *_linkedActor; public: SceneObject(); SceneObject(const SceneObject &so); virtual ~SceneObject(); void setPosition(const Common::Point &p, int yDiff = 0); void setStrip(int frameNum); void setStrip2(int frameNum); void setZoom(int percent); void updateZoom(); void changeZoom(int percent); void setFrame(int frameNum); void setFrame2(int frameNum); void setPriority(int priority); void fixPriority(int priority); void setVisage(int visage); void setObjectWrapper(SceneObjectWrapper *objWrapper); void addMover(ObjectMover *mover, ...); void getHorizBounds(); int getRegionIndex(); int checkRegion(const Common::Point &pt); void animate(AnimateMode animMode, ...); void checkAngle(const SceneObject *obj); void checkAngle(const Common::Point &pt); void hide(); void show(); int getSpliceArea(const SceneObject *obj); int getFrameCount(); bool isNoMover() const { return !_mover || (_regionIndex > 0); } virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "SceneObject"; } virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void remove(); virtual void process(Event &event) { event.handled = true; } virtual void dispatch(); virtual void calcAngle(const Common::Point &pt); virtual void removeObject(); virtual GfxSurface getFrame(); virtual void reposition(); virtual void draw(); virtual void proc19() {} virtual void updateScreen(); // New methods introduced by Blue Force virtual void updateAngle(const Common::Point &pt); virtual void changeAngle(int angle); // New methods introduced by Ringworld 2 virtual void copy(SceneObject *src); virtual SceneObject *clone() const; void setup(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority); void setup(int visage, int stripFrameNum, int frameNum); }; class BackgroundSceneObject: public SceneObject { public: virtual Common::String getClassName() { return "BackgroundSceneObject"; } virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void draw(); virtual SceneObject *clone() const; void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority, int effect); static void copySceneToBackground(); }; class SceneText : public SceneObject { public: int _fontNumber; int _width; TextAlign _textMode; int _color1; int _color2; int _color3; GfxSurface _textSurface; public: SceneText(); ~SceneText(); void setup(const Common::String &msg); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "SceneText"; } virtual GfxSurface getFrame() { return _textSurface; } virtual void updateScreen(); }; #define MAX_CHARACTERS 4 enum R2RCharacter { R2_NONE = 0, R2_QUINN = 1, R2_SEEKER = 2, R2_MIRANDA = 3 }; class Player : public SceneObject { public: bool _canWalk; bool _uiEnabled; bool _enabled; // Return to Ringworld specific fields R2RCharacter _characterIndex; int _characterScene[MAX_CHARACTERS]; int _oldCharacterScene[MAX_CHARACTERS]; Common::Point _characterPos[MAX_CHARACTERS]; int _characterStrip[MAX_CHARACTERS]; int _characterFrame[MAX_CHARACTERS]; public: Player(); virtual Common::String getClassName() { return "Player"; } virtual void synchronize(Serializer &s); virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void process(Event &event); void disableControl(); void enableControl(); void disableControl(CursorType cursorId, CursorType objectId = CURSOR_NONE); void enableControl(CursorType cursorId, CursorType objectId = CURSOR_NONE); }; /*--------------------------------------------------------------------------*/ class LineSliceSet { public: Common::Array items; void load(int size, const byte *srcP) { for (int i = 0; i < size; ++i, srcP += 4) items.push_back(LineSlice(READ_LE_UINT16(srcP), READ_LE_UINT16(srcP + 2))); } void load2(int size, ...) { va_list va; va_start(va, size); while (size-- > 0) { int xs = va_arg(va, int); int xe = va_arg(va, int); items.push_back(LineSlice(xs, xe)); } va_end(va); } void add(LineSlice &slice) { items.push_back(slice); } void add(int xs, int xe) { items.push_back(LineSlice(xs, xe)); } static LineSliceSet mergeSlices(const LineSliceSet &set1, LineSliceSet &set2); }; class Region { public: int _regionSize; int _regionId; Rect _bounds; Common::Array _ySlices; public: Region() { _regionSize = 0; _regionId = 0; } Region(int resNum, int rlbNum, ResourceType ctlType = RES_CONTROL); Region(int regionId, const byte *regionData); void load(const byte *regionData); bool contains(const Common::Point &pt); bool empty() const; void clear(); void setRect(const Rect &r); void setRect(int xs, int ys, int xe, int ye); const LineSliceSet &getLineSlices(int yp); LineSliceSet sectPoints(int yp, const LineSliceSet &sliceSet); void draw(); void uniteLine(int yp, LineSliceSet &sliceSet); void uniteRect(const Rect &rect); static LineSliceSet mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2); }; class SceneRegions : public Common::List { public: void load(int sceneNum); int indexOf(const Common::Point &pt); }; class SceneObjectList : public SavedObject { private: void checkIntersection(Common::Array &ObjList, uint ObjIndex, int PaneNum); SynchronizedList _objList; bool _listAltered; public: SceneObjectList() { _listAltered = false; } void sortList(Common::Array &ObjList); virtual Common::String getClassName() { return "SceneObjectList"; } virtual void synchronize(Serializer &s); void draw(); void activate(); static void deactivate(); typedef void (*EventHandlerFn)(EventHandler *fn); void recurse(EventHandlerFn Fn) { // Loop through each object _listAltered = false; for (SynchronizedList::iterator i = _objList.begin(); i != _objList.end() && !_listAltered; ) { SceneObject *o = *i; ++i; Fn(o); } } SynchronizedList::iterator begin() { return _objList.begin(); } SynchronizedList::iterator end() { return _objList.end(); } int size() const { return _objList.size(); } bool contains(SceneObject *sceneObj) { return TsAGE::contains(_objList, sceneObj); } void push_back(SceneObject *sceneObj) { _objList.push_back(sceneObj); } void push_front(SceneObject *sceneObj) { _objList.push_front(sceneObj); } void remove(SceneObject *sceneObj) { _objList.remove(sceneObj); _listAltered = true; } void clear() { _objList.clear(); } }; class ScenePriorities : public Common::List { public: int _resNum; Region _defaultPriorityRegion; public: void load(int resNum); Region *find(int priority); }; /*--------------------------------------------------------------------------*/ class SceneItemList : public SynchronizedList { public: void addItems(SceneItem *first, ...); }; /*--------------------------------------------------------------------------*/ class RegionSupportRec { public: int _yp; int _xp; int _xDiff; int _yDiff; int _xDirection; int _halfDiff; int _yDiff2; void process(); }; #define PROCESS_LIST_SIZE 100 class WalkRegion : public Region { private: static RegionSupportRec _processList[PROCESS_LIST_SIZE]; void loadProcessList(byte *dataP, int dataSize, int &dataIndex, int ®ionHeight); int process1(int idx, byte *dataP, int dataSize); void process2(int dataIndex, int x1, int y1, int x2, int y2); void process3(int yp, int dataCount, int &idx1, int &idx2); void process4(int yp, int idx1, int idx2, int &count); void process5(int idx1, int idx2); void loadRecords(int yp, int size, int processIndex); void process6(RegionSupportRec &rec); public: Common::Point _pt; int _idxListIndex; int _idxList2Index; public: void loadRegion(byte *dataP, int size); }; class WRField18 { public: Common::Point _pt1, _pt2; int _v; public: void load(byte *data); }; class WalkRegions { private: void loadOriginal(); void loadRevised(); public: int _resNum; RouteEnds _routeEnds; Common::Array _regionList; Common::Array _field18; Common::Array _idxList; Common::Array _idxList2; Common::List _disabledRegions; public: WalkRegions() { _resNum = -1; } virtual ~WalkRegions() {} virtual void synchronize(Serializer &s); void clear(); void load(int sceneNum); int indexOf(const Common::Point &pt, const Common::List *indexList = NULL); WalkRegion &operator[](int idx) { assert((idx >= 1) && (idx <= (int)_regionList.size())); return _regionList[idx - 1]; } void disableRegion(int regionId); void enableRegion(int regionId); }; /*--------------------------------------------------------------------------*/ class FloatSet { public: double _float1, _float2, _float3, _float4; FloatSet() { _float1 = _float2 = _float3 = _float4 = 0; } void add(double v1, double v2, double v3); void proc1(double v); double sqrt(FloatSet &floatSet); }; /*--------------------------------------------------------------------------*/ class GameHandler : public EventHandler { public: RefCounter _lockCtr; RefCounter _waitCtr; int _nextWaitCtr; public: GameHandler(); virtual ~GameHandler(); void execute(); virtual void synchronize(Serializer &s); virtual Common::String getClassName() { return "GameHandler"; } virtual void postInit(SceneObjectList *OwnerList = NULL) {} virtual void dispatch() {} }; class SceneHandler : public GameHandler { public: int _saveGameSlot; int _loadGameSlot; int _delayTicks; Common::String _saveName; uint32 _prevFrameNumber; protected: virtual void playerAction(Event &event) {} virtual void processEnd(Event &event) {} virtual void postLoad(int priorSceneBeforeLoad, int currentSceneBeforeLoad) {} public: SceneHandler(); void registerHandler(); uint32 getFrameDifference(); virtual Common::String getClassName() { return "SceneHandler"; } virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void process(Event &event); virtual void dispatch(); static void dispatchObject(EventHandler *obj); static void saveListener(Serializer &ser); }; } // End of namespace TsAGE #endif