/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_ADSCENE_H #define WINTERMUTE_ADSCENE_H #include "engines/wintermute/base/base_fader.h" namespace Wintermute { class UIWindow; class AdObject; class AdRegion; class BaseViewport; class AdLayer; class BasePoint; class AdWaypointGroup; class AdPath; class AdScaleLevel; class AdRotLevel; class AdPathPoint; class AdScene : public BaseObject { public: BaseObject *getNextAccessObject(BaseObject *currObject); BaseObject *getPrevAccessObject(BaseObject *currObject); bool getSceneObjects(BaseArray &objects, bool interactiveOnly); bool getRegionObjects(AdRegion *region, BaseArray &objects, bool interactiveOnly); bool afterLoad(); bool getRegionsAt(int x, int y, AdRegion **regionList, int numRegions); bool handleItemAssociations(const char *itemName, bool show); UIWindow *_shieldWindow; float getRotationAt(int x, int y); bool loadState(); bool saveState(); bool _persistentState; bool _persistentStateSprites; BaseObject *getNodeByName(const char *name); void setOffset(int offsetLeft, int offsetTop); bool pointInViewport(int x, int y); int getOffsetTop(); int getOffsetLeft(); bool getViewportSize(int32 *width = nullptr, int32 *height = nullptr); bool getViewportOffset(int32 *offsetX = nullptr, int32 *offsetY = nullptr); BaseViewport *_viewport; BaseFader *_fader; int32 _pfPointsNum; void pfPointsAdd(int x, int y, int distance); void pfPointsStart(); bool _initialized; bool correctTargetPoint(int32 startX, int32 startY, int32 *x, int32 *y, bool checkFreeObjects = false, BaseObject *requester = nullptr); bool correctTargetPoint2(int32 startX, int32 startY, int32 *targetX, int32 *targetY, bool checkFreeObjects, BaseObject *requester); DECLARE_PERSISTENT(AdScene, BaseObject) bool displayRegionContent(AdRegion *region = nullptr, bool display3DOnly = false); bool displayRegionContentOld(AdRegion *region = nullptr); static bool compareObjs(const AdObject *obj1, const AdObject *obj2); bool updateFreeObjects(); bool traverseNodes(bool update = false); float getScaleAt(int y); bool sortScaleLevels(); bool sortRotLevels(); virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent) override; uint32 getAlphaAt(int x, int y, bool colorCheck = false); bool _paralaxScrolling; void skipTo(int offsetX, int offsetY); void setDefaults(); void cleanup(); void skipToObject(BaseObject *object); void scrollToObject(BaseObject *object); void scrollTo(int offsetX, int offsetY); virtual bool update() override; bool _autoScroll; int32 _targetOffsetTop; int32 _targetOffsetLeft; int32 _scrollPixelsV; uint32 _scrollTimeV; uint32 _lastTimeV; int32 _scrollPixelsH; uint32 _scrollTimeH; uint32 _lastTimeH; virtual bool display(); uint32 _pfMaxTime; bool initLoop(); void pathFinderStep(); bool isBlockedAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = nullptr); bool isWalkableAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = nullptr); AdLayer *_mainLayer; float getZoomAt(int x, int y); bool getPath(const BasePoint &source, const BasePoint &target, AdPath *path, BaseObject *requester = nullptr); AdScene(BaseGame *inGame); virtual ~AdScene(); BaseArray _layers; BaseArray _objects; BaseArray _waypointGroups; bool loadFile(const char *filename); bool loadBuffer(char *buffer, bool complete = true); int32 _width; int32 _height; bool addObject(AdObject *Object); bool removeObject(AdObject *Object); int32 _editorMarginH; int32 _editorMarginV; uint32 _editorColFrame; uint32 _editorColEntity; uint32 _editorColRegion; uint32 _editorColBlocked; uint32 _editorColWaypoints; uint32 _editorColEntitySel; uint32 _editorColRegionSel; uint32 _editorColBlockedSel; uint32 _editorColWaypointsSel; uint32 _editorColScale; uint32 _editorColDecor; uint32 _editorColDecorSel; bool _editorShowRegions; bool _editorShowBlocked; bool _editorShowDecor; bool _editorShowEntities; bool _editorShowScale; BaseArray _scaleLevels; BaseArray _rotLevels; virtual bool restoreDeviceObjects(); int getPointsDist(const BasePoint &p1, const BasePoint &p2, BaseObject *requester = nullptr); // scripting interface virtual ScValue *scGetProperty(const Common::String &name) override; virtual bool scSetProperty(const char *name, ScValue *value) override; virtual bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; virtual const char *scToString() override; virtual Common::String debuggerToString() const override; private: bool persistState(bool saving = true); void pfAddWaypointGroup(AdWaypointGroup *Wpt, BaseObject *requester = nullptr); bool _pfReady; BasePoint *_pfTarget; AdPath *_pfTargetPath; BaseObject *_pfRequester; BaseArray _pfPath; int32 _offsetTop; int32 _offsetLeft; }; } // End of namespace Wintermute #endif