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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 LURE_ROOM_H
#define LURE_ROOM_H
#include "common/scummsys.h"
#include "lure/disk.h"
#include "lure/res.h"
#include "lure/memory.h"
#include "lure/surface.h"
#include "lure/screen.h"
#include "lure/hotspots.h"
namespace Lure {
#define RECT_SIZE 32
#define NUM_HORIZ_RECTS 10
#define NUM_VERT_RECTS 6
#define FULL_HORIZ_RECTS 18
#define FULL_VERT_RECTS 14
#define NUM_EDGE_RECTS 4
#define GRID_SIZE (FULL_VERT_RECTS * FULL_HORIZ_RECTS)
class RoomLayer: public Surface {
private:
byte _cells[FULL_VERT_RECTS][FULL_HORIZ_RECTS];
uint16 _paletteId;
public:
RoomLayer(uint16 screenId, bool backgroundLayer);
bool isOccupied(byte cellX, byte cellY) {
return _cells[cellY][cellX] < 0xfe;
}
uint8 getCell(byte cellX, byte cellY) {
return _cells[cellY][cellX];
}
void setCell(byte cellX, byte cellY, byte value) {
_cells[cellY][cellX] = value;
}
uint16 paletteId() { return _paletteId; }
};
enum CursorState {CS_NONE, CS_ACTION, CS_SEQUENCE, CS_TALKING, CS_BUMPED};
class Room {
private:
RoomData *_roomData;
Screen &_screen;
uint16 _roomNumber;
uint16 _descId;
uint16 _hotspotId;
uint16 _hotspotNameId;
uint16 _destRoomNumber;
bool _isExit;
char _hotspotName[MAX_HOTSPOT_NAME_SIZE + MAX_ACTION_NAME_SIZE];
char _statusLine[MAX_DESC_SIZE];
HotspotData *_hotspot;
bool _showInfo;
uint8 _numLayers;
RoomLayer *_layers[MAX_NUM_LAYERS];
TalkDialog *_talkDialog;
int16 _talkDialogX, _talkDialogY;
CursorState _cursorState;
void checkRoomHotspots();
CursorType checkRoomExits();
void loadRoomHotspots();
void addAnimation(Hotspot &h);
void addLayers(Hotspot &h);
void addCell(int16 xp, int16 yp, int layerNum);
void blockMerge();
void layersPostProcess();
public:
RoomPathsDecompressedData tempLayer;
Room();
~Room();
static Room &getReference();
void update();
void nextFrame();
void checkCursor();
uint16 roomNumber() { return _roomNumber; }
void setRoomNumber(uint16 newRoomNumber, bool showOverlay = false);
void leaveRoom();
uint8 numLayers() { return _numLayers; }
uint16 hotspotId() { return _hotspotId; }
uint16 destRoomNumber() { return _destRoomNumber; }
uint16 isExit() { return _isExit; }
uint32 hotspotActions() { return _hotspot->actions & 0x10ffffff; }
uint8 hotspotFlags() { return (_hotspot->actions >> 24) & 0xfe; }
HotspotData &hotspot() { return *_hotspot; }
uint16 descId() { return _descId; }
bool showInfo() { return _showInfo; }
CursorState cursorState() { return _cursorState; }
void setShowInfo(bool value) { _showInfo = value; }
void setTalkDialog(uint16 srcCharacterId, uint16 destCharacterId, uint16 usedId, uint16 stringId);
TalkDialog *talkDialog() { return _talkDialog; }
void setCursorState(CursorState state) { _cursorState = state; }
bool isDialogActive() { return _talkDialog != NULL; }
bool isDialogShowing() {
Resources &res = Resources::getReference();
Hotspot *talkCharacter = res.getActiveHotspot(res.getTalkingCharacter());
return isDialogActive() && (talkCharacter != NULL) && (talkCharacter->roomNumber() == _roomNumber);
}
bool checkInTalkDialog();
char *statusLine() { return _statusLine; }
void saveToStream(Common::WriteStream *stream);
void loadFromStream(Common::ReadStream *stream);
void reset();
};
} // End of namespace Lure
#endif
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