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/* ScummVM - Scumm Interpreter
* Copyright (C) 2005-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef __lure_res_h__
#define __lure_res_h__
#include "lure/luredefs.h"
#include "lure/memory.h"
#include "common/list.h"
#include "lure/res_struct.h"
#include "lure/hotspots.h"
#include "lure/palette.h"
namespace Lure {
enum TalkState {TALK_NONE, TALK_SELECT, TALK_RESPOND, TALK_RESPONSE_WAIT,
TALK_RESPOND_2};
#define MAX_TALK_SELECTIONS 4
typedef TalkEntryData *TalkSelections[MAX_TALK_SELECTIONS];
class Resources {
private:
Common::RandomSource _rnd;
Palette *_paletteSubset;
MemoryBlock *_cursors;
RoomDataList _roomData;
HotspotDataList _hotspotData;
HotspotOverrideList _hotspotOverrides;
HotspotAnimList _animData;
MemoryBlock *_scriptData;
MemoryBlock *_script2Data;
MemoryBlock *_messagesData;
uint16 *_hotspotScriptData;
RoomExitJoinList _exitJoins;
HotspotList _activeHotspots;
ValueTableData _fieldList;
HotspotActionSet _actionsList;
TalkHeaderList _talkHeaders;
TalkDataList _talkData;
SequenceDelayList _delayList;
Action _currentAction;
MemoryBlock *_talkDialogData;
TalkData *_activeTalkData;
TalkState _talkState;
TalkSelections _talkSelections;
int _talkSelection;
int _talkStartEntry;
uint16 _talkingCharacter;
void freeData();
public:
Resources();
~Resources();
static Resources &getReference();
void reloadData();
byte *getResource(uint16 resId);
RoomDataList &roomData() { return _roomData; }
RoomData *getRoom(uint16 roomNumber);
bool checkHotspotExtent(HotspotData *hotspot);
void insertPaletteSubset(Palette &p);
byte *getCursor(uint8 cursorNum) {
return _cursors->data() + (cursorNum * CURSOR_SIZE);
}
HotspotDataList &hotspotData() { return _hotspotData; }
HotspotOverrideList &hotspotOverrides() { return _hotspotOverrides; }
HotspotAnimList &animRecords() { return _animData; }
MemoryBlock *scriptData() { return _scriptData; }
MemoryBlock *hotspotScriptData() { return _script2Data; }
MemoryBlock *messagesData() { return _messagesData; }
uint16 getHotspotScript(uint16 index);
HotspotList &activeHotspots() { return _activeHotspots; }
uint16 random() { return _rnd.getRandomNumber(65536) & 0xffff; }
HotspotData *getHotspot(uint16 hotspotId);
Hotspot *getActiveHotspot(uint16 hotspotId);
HotspotOverrideData *getHotspotOverride(uint16 hotspotId);
HotspotAnimData *getAnimation(uint16 animRecordId);
RoomExitJoinList &exitJoins() { return _exitJoins; }
RoomExitJoinData *getExitJoin(uint16 hotspotId);
uint16 getHotspotAction(uint16 actionsOffset, Action action);
HotspotActionList *getHotspotActions(uint16 actionsOffset);
TalkHeaderData *getTalkHeader(uint16 hotspotId);
ValueTableData &fieldList() { return _fieldList; }
SequenceDelayList &delayList() { return _delayList; }
MemoryBlock &getTalkDialogData() { return *_talkDialogData; }
void copyCursorTo(Surface *s, uint8 cursorNum, int16 x, int16 y);
uint16 numInventoryItems();
void setTalkData(uint16 offset);
TalkData *getTalkData() { return _activeTalkData; }
void setTalkState(TalkState state) { _talkState = state; }
TalkState getTalkState() { return _talkState; }
TalkSelections &getTalkSelections() { return _talkSelections; }
void setTalkSelection(int index) { _talkSelection = index; }
int getTalkSelection() { return _talkSelection; }
void setTalkStartEntry(int index) { _talkStartEntry = index; }
int getTalkStartEntry() { return _talkStartEntry; }
uint16 getTalkingCharacter() { return _talkingCharacter; }
void setTalkingCharacter(uint16 id);
void setCurrentAction(Action action) { _currentAction = action; }
Action getCurrentAction() { return _currentAction; }
const char *getCurrentActionStr() { return actionList[_currentAction]; }
void activateHotspot(uint16 hotspotId);
Hotspot *addHotspot(uint16 hotspotId);
void addHotspot(Hotspot *hotspot);
void deactivateHotspot(uint16 hotspotId, bool isDestId = false);
};
} // End of namespace Lure
#endif
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