/* 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_SCENES_H #define TSAGE_SCENES_H #include "common/scummsys.h" #include "tsage/converse.h" #include "tsage/events.h" #include "tsage/core.h" #include "tsage/saveload.h" namespace TsAGE { class Scene : public StripCallback { private: void drawBackgroundObjects(); public: int _screenNumber; int _activeScreenNumber; int _sceneMode; StripManager _stripManager; Rect _backgroundBounds; GfxSurface _backSurface; Rect _sceneBounds; Rect _oldSceneBounds; int _enabledSections[256]; int _zoomPercents[256]; ScenePriorities _priorities; SceneObjectList _bgSceneObjects; public: Scene(); virtual ~Scene(); virtual Common::String getClassName() { return "Scene"; } virtual void synchronize(Serializer &s); virtual void stripCallback(int v) {} virtual void postInit(SceneObjectList *OwnerList = NULL); virtual void process(Event &event); virtual void dispatch(); virtual void loadScene(int sceneNum); virtual void refreshBackground(int xAmount, int yAmount); void setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent); void loadBackground(int xAmount, int yAmount); void loadSceneData(int sceneNum); }; class SceneManager : public GameHandler, public SaveListener { private: void disposeRegions() { // No need to do anything, since regions will be freed automatically when the scene is } Scene *getNewScene(); public: Scene *_scene; bool _hasPalette; int _loadMode; int _sceneNumber; int _previousScene; int _nextSceneNumber; FadeMode _fadeMode; Common::Point _sceneBgOffset; int _sceneLoadCount; Rect _scrollerRect; int _objectCount; public: SceneManager(); virtual ~SceneManager(); virtual void listenerSynchronize(Serializer &s); void setNewScene(int sceneNumber); void checkScene(); void sceneChange(); void fadeInIfNecessary(); void changeScene(int newSceneNumber); void setBgOffset(const Common::Point &pt, int loadCount); void removeAction(Action *action) { // Not currently implemented because addAction method doesn't seem to have any callers } static void setup(); static void setBackSurface(); static void saveListener(int saveMode); static void loadNotifier(bool postFlag); }; class Game { protected: SynchronizedList _handlers; static bool notLockedFn(GameHandler *g); virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName); public: virtual ~Game() {} void addHandler(GameHandler *entry) { _handlers.push_back(entry); } void removeHandler(GameHandler *entry) { _handlers.remove(entry); } void execute(); virtual void start() = 0; virtual void restart() {} virtual void restartGame(); virtual void saveGame(); virtual void restoreGame(); virtual void quitGame(); virtual void endGame(int resNum, int lineNum) {} virtual Scene *createScene(int sceneNumber) = 0; virtual void processEvent(Event &event) {} virtual void rightClick() {} virtual bool canSaveGameStateCurrently() = 0; virtual bool canLoadGameStateCurrently() = 0; }; } // End of namespace TsAGE #endif