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/* 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 BLADERUNNER_SCENE_H
#define BLADERUNNER_SCENE_H
#include "bladerunner/vector.h"
namespace BladeRunner {
class BladeRunnerEngine;
class BoundingBox;
class Regions;
class Set;
class VQAPlayer;
class Scene {
friend class Debugger;
BladeRunnerEngine *_vm;
int _setId;
int _sceneId;
VQAPlayer *_vqaPlayer;
int _defaultLoop;
bool _defaultLoopSet;
bool _defaultLoopPreloadedSet;
int _specialLoopMode;
int _specialLoop;
// int _introFinished;
int _nextSetId;
int _nextSceneId;
int _frame;
Vector3 _actorStartPosition;
int _actorStartFacing;
bool _playerWalkedIn;
public:
Set *_set;
Regions *_regions;
Regions *_exits;
public:
Scene(BladeRunnerEngine *vm);
~Scene();
bool open(int setId, int sceneId, bool isLoadingGame);
bool close(bool isLoadingGame);
int advanceFrame();
void resume(bool isLoadingGame = false);
void startDefaultLoop();
void setActorStart(Vector3 position, int facing);
void loopSetDefault(int loopId);
void loopStartSpecial(int specialLoopMode, int loopId, bool immediately);
int getSetId() const { return _setId; }
int getSceneId() const { return _sceneId; }
bool didPlayerWalkIn() { bool r = _playerWalkedIn; _playerWalkedIn = false; return r; }
int findObject(const char *objectName);
bool objectSetHotMouse(int objectId);
bool objectGetBoundingBox(int objectId, BoundingBox *boundingBox);
void objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded);
void objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath);
void objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded);
void objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded);
const char *objectGetName(int objectId);
private:
void loopEnded(int frame, int loopId);
static void loopEndedStatic(void *data, int frame, int loopId);
};
} // End of namespace BladeRunner
#endif
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