/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Scene management module private header file #ifndef SAGA_SCENE_H #define SAGA_SCENE_H #include "saga/font.h" #include "saga/list.h" #include "saga/actor.h" namespace Saga { #define SCENE_DOORS_MAX 16 class ObjectMap; struct EVENT; enum SceneFlags { kSceneFlagISO = 1, kSceneFlagShowCursor = 2 }; struct BGInfo { Rect bounds; byte *buffer; size_t bufferLength; }; typedef int (SceneProc) (int, void *); enum SCENE_PROC_PARAMS { SCENE_BEGIN = 0, SCENE_END }; // Resource type numbers enum SAGAResourceTypes { SAGA_ACTOR = 0, SAGA_OBJECT = 1, SAGA_BG_IMAGE = 2, SAGA_BG_MASK = 3, SAGA_STRINGS = 5, SAGA_OBJECT_MAP = 6, SAGA_ACTION_MAP = 7, SAGA_ISO_IMAGES = 8, SAGA_ISO_MAP = 9, SAGA_ISO_PLATFORMS = 10, SAGA_ISO_METATILES = 11, SAGA_ENTRY = 12, SAGA_ANIM_1 = 14, SAGA_ANIM_2, SAGA_ANIM_3, SAGA_ANIM_4, SAGA_ANIM_5, SAGA_ANIM_6, SAGA_ANIM_7, SAGA_ISO_MULTI = 22, SAGA_PAL_ANIM = 23, SAGA_FACES = 24, SAGA_PALETTE = 25 }; #define SAGA_RESLIST_ENTRY_LEN 4 struct SceneResourceData { uint32 resourceId; int reourceType; byte *buffer; size_t size; bool invalid; }; #define SAGA_SCENE_DESC_LEN 16 struct SceneDescription { int16 flags; int16 resourceListResourceId; int16 endSlope; int16 beginSlope; uint16 scriptModuleNumber; uint16 sceneScriptEntrypointNumber; uint16 startScriptEntrypointNumber; int16 musicResourceId; SceneResourceData *resourceList; size_t resourceListCount; }; struct SceneEntry { Location location; int facing; }; struct SceneEntryList { SceneEntry *entryList; int entryListCount; const SceneEntry * getEntry(int index) { if ((index < 0) || (index >= entryListCount)) { error("SceneEntryList::getEntry wrong index (%d)", index); } return &entryList[index]; } void freeMem() { free(entryList); memset(this, 0, sizeof(*this)); } SceneEntryList() { memset(this, 0, sizeof(*this)); } ~SceneEntryList() { freeMem(); } }; struct SceneImage { int loaded; int w; int h; int p; byte *buf; size_t buf_len; byte *res_buf; size_t res_len; PalEntry pal[256]; }; enum SceneTransitionType { kTransitionNoFade, kTransitionFade }; enum SceneLoadFlags { kLoadByResourceId, kLoadBySceneNumber, kLoadByDescription }; struct LoadSceneParams { uint32 sceneDescriptor; SceneLoadFlags loadFlag; SceneDescription* sceneDescription; SceneProc *sceneProc; bool sceneSkipTarget; SceneTransitionType transitionType; int actorsEntrance; }; typedef Common::List SceneQueueList; ///// IHNM-specific stuff #define IHNM_PALFADE_TIME 1000 #define IHNM_INTRO_FRAMETIME 80 #define IHNM_DGLOGO_TIME 8000 #define IHNM_TITLE_TIME_GM 28750 #define IHNM_TITLE_TIME_FM 19500 ///// ITE-specific stuff #define ITE_INTRO_FRAMETIME 90 #define INTRO_CAPTION_Y 170 #define INTRO_DE_CAPTION_Y 160 #define VOICE_PAD 50 #define VOICE_LETTERLEN 90 #define PALETTE_FADE_DURATION 1000 #define DISSOLVE_DURATION 3000 #define LOGO_DISSOLVE_DURATION 1000 #define CREDIT_DURATION1 4000 struct INTRO_DIALOGUE { uint32 i_voice_rn; const char *i_str; }; struct INTRO_CREDIT { Common::Language lang; int game; int type; const char *string; }; class Scene { public: Scene(SagaEngine *vm); ~Scene(); // Console functions void cmdActionMapInfo(); void cmdObjectMapInfo(); void cmdSceneChange(int argc, const char **argv); void startScene(); void nextScene(); void skipScene(); void endScene(); void queueScene(LoadSceneParams *sceneQueue) { _sceneQueue.push_back(*sceneQueue); } void draw(); int getFlags() const { return _sceneDescription.flags; } int getScriptModuleNumber() const { return _sceneDescription.scriptModuleNumber; } bool isInDemo() { return !_inGame; } const Rect& getSceneClip() const { return _sceneClip; } void getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength); int isBGMaskPresent() { return _bgMask.loaded; } int getBGMaskType(const Point &testPoint); bool validBGMaskPoint(const Point &testPoint); bool canWalk(const Point &testPoint); bool offscreenPath(Point &testPoint); void setDoorState(int doorNumber, int doorState); int getDoorState(int doorNumber); void initDoorsState(); void getBGInfo(BGInfo &bgInfo); void getBGPal(PalEntry *&pal) const { pal = (PalEntry *)_bg.pal; } void getSlopes(int &beginSlope, int &endSlope); void clearSceneQueue(void) { _sceneQueue.clear(); } void changeScene(uint16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType); bool isSceneLoaded() const { return _sceneLoaded; } int getSceneResourceId(int sceneNumber) { if ((sceneNumber < 0) || (sceneNumber >= _sceneCount)) { error("getSceneResourceId: wrong sceneNumber %i", sceneNumber); } return _sceneLUT[sceneNumber]; } int currentSceneNumber() const { return _sceneNumber; } int getOutsetSceneNumber() const { return _outsetSceneNumber; } int currentSceneResourceId() const { return _sceneResourceId; } void drawTextList(Surface *ds); private: void loadScene(LoadSceneParams *loadSceneParams); void loadSceneDescriptor(uint32 resourceId); void loadSceneResourceList(uint32 resourceId); void loadSceneEntryList(const byte* resourcePointer, size_t resourceLength); void processSceneResources(); SagaEngine *_vm; ResourceContext *_sceneContext; int *_sceneLUT; int _sceneCount; SceneQueueList _sceneQueue; int _firstScene; bool _sceneLoaded; int _sceneNumber; int _outsetSceneNumber; int _sceneResourceId; bool _inGame; bool _loadDescription; SceneDescription _sceneDescription; size_t _resourceListCount; SceneResourceData *_resourceList; SceneProc *_sceneProc; SceneImage _bg; SceneImage _bgMask; Common::Rect _sceneClip; int _sceneDoors[SCENE_DOORS_MAX]; public: ObjectMap *_actionMap; ObjectMap *_objectMap; SceneEntryList _entryList; StringsTable _sceneStrings; TextList _textList; private: int IHNMStartProc(); int ITEStartProc(); public: static int SC_IHNMIntroMovieProc1(int param, void *refCon); static int SC_IHNMIntroMovieProc2(int param, void *refCon); static int SC_IHNMIntroMovieProc3(int param, void *refCon); static int SC_IHNMHateProc(int param, void *refCon); private: int IHNMIntroMovieProc1(int param); int IHNMIntroMovieProc2(int param); int IHNMIntroMovieProc3(int param); int IHNMHateProc(int param); public: static int SC_ITEIntroAnimProc(int param, void *refCon); static int SC_ITEIntroCave1Proc(int param, void *refCon); static int SC_ITEIntroCave2Proc(int param, void *refCon); static int SC_ITEIntroCave3Proc(int param, void *refCon); static int SC_ITEIntroCave4Proc(int param, void *refCon); static int SC_ITEIntroValleyProc(int param, void *refCon); static int SC_ITEIntroTreeHouseProc(int param, void *refCon); static int SC_ITEIntroFairePathProc(int param, void *refCon); static int SC_ITEIntroFaireTentProc(int param, void *refCon); private: EVENT *ITEQueueDialogue(EVENT *q_event, int n_dialogues, const INTRO_DIALOGUE dialogue[]); EVENT *ITEQueueCredits(int delta_time, int duration, int n_credits, const INTRO_CREDIT credits[]); int ITEIntroAnimProc(int param); int ITEIntroCave1Proc(int param); int ITEIntroCave2Proc(int param); int ITEIntroCave3Proc(int param); int ITEIntroCave4Proc(int param); int ITEIntroValleyProc(int param); int ITEIntroTreeHouseProc(int param); int ITEIntroFairePathProc(int param); int ITEIntroFaireTentProc(int param); }; } // End of namespace Saga #endif