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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 FULLPIPE_SCENE_H
#define FULLPIPE_SCENE_H
#include "fullpipe/gfx.h"
namespace Fullpipe {
class MessageQueue;
class Scene : public Background {
public:
CPtrList _staticANIObjectList1;
CPtrList _staticANIObjectList2;
CPtrList _messageQueueList;
CPtrList _faObjectList;
Shadows *_shadows;
SoundList *_soundList;
int16 _sceneId;
char *_sceneName;
int _field_BC;
NGIArchive *_libHandle;
public:
Scene();
virtual bool load(MfcArchive &file);
void initStaticANIObjects();
void init();
void draw();
void drawContent(int minPri, int maxPri, bool drawBG);
void updateScrolling();
void updateScrolling2();
void update(int counterdiff);
StaticANIObject *getAniMan();
StaticANIObject *getStaticANIObject1ById(int obj, int a3);
StaticANIObject *getStaticANIObject1ByName(char *name, int a3);
MessageQueue *getMessageQueueById(int messageId);
MessageQueue *getMessageQueueByName(char *name);
void deleteStaticANIObject(StaticANIObject *obj);
void addStaticANIObject(StaticANIObject *obj, bool addList2);
void setPictureObjectsFlag4();
PictureObject *getPictureObjectById(int objId, int flags);
void deletePictureObject(PictureObject *obj);
void preloadMovements(CGameVar *var);
void initObjectCursors(const char *name);
private:
static bool compareObjPriority(const void *p1, const void *p2);
void objectList_sortByPriority(CPtrList &list);
};
class SceneTag : public CObject {
public:
int _field_4;
char *_tag;
Scene *_scene;
int16 _sceneId;
int16 _field_12;
public:
SceneTag();
~SceneTag();
virtual bool load(MfcArchive &file);
void loadScene();
};
class SceneTagList : public Common::List<SceneTag>, public CObject {
public:
virtual bool load(MfcArchive &file);
};
} // End of namespace Fullpipe
#endif /* FULLPIPE_SCENE_H */
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