aboutsummaryrefslogtreecommitdiff
path: root/engines/m4/scene.h
blob: a0a07bce6a0345a5307756a7cf1a1bc8d241db1c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef M4_SCENE_H
#define M4_SCENE_H

class View;

#include "m4/assets.h"
#include "m4/hotspot.h"
#include "m4/graphics.h"
#include "m4/viewmgr.h"
#include "m4/gui.h"
#include "m4/m4_views.h"
#include "m4/mads_logic.h"
#include "m4/mads_views.h"
#include "common/array.h"

namespace M4 {

#define TITLE_SCENE_BURGER 951		// 951 = intro, 901 = demo menu, 971 = first scene
#define MAINMENU_SCENE_BURGER 903
#define FIRST_SCENE 101
#define MAX_CHK_FILENAME_SIZE 144

#define INTERFACE_HEIGHT 106
#define MADS_SURFACE_HEIGHT 156

#define CHEAT_SEQUENCE_MAX 8

enum MADSVerbs {
	kVerbNone   = 0,
	kVerbLook	= 3,
	kVerbTake	= 4,
	kVerbPush	= 5,
	kVerbOpen	= 6,
	kVerbPut	= 7,
	kVerbTalkTo	= 8,
	kVerbGive	= 9,
	kVerbPull	= 10,
	kVerbClose	= 11,
	kVerbThrow	= 12,
	kVerbWalkTo	= 13
};

struct SceneResources {
	char artBase[MAX_CHK_FILENAME_SIZE];
	char pictureBase[MAX_CHK_FILENAME_SIZE];
	int32 hotspotCount;
	HotSpotList *hotspots;
	int32 parallaxCount;
	HotSpotList *parallax;
	int32 propsCount;
	HotSpotList *props;
	int32 frontY, backY;
	int32 frontScale, backScale;
	int16 depthTable[16];
	int32 railNodeCount;	// # of rails
};

class M4Engine;
class MadsEngine;
class InterfaceView;

class Scene : public View {
private:
	byte *_inverseColorTable;
	HotSpotList _sceneHotspots;
protected:
	int _currentScene;
	GameInterfaceView *_interfaceSurface;
	M4Surface *_backgroundSurface;
	M4Surface *_codeSurface;
	RGBList *_palData;
	RGBList *_interfacePal;
	SceneResources _sceneResources;
public:
	Scene(MadsM4Engine *vm);
	virtual ~Scene();

	// Methods that differ between engines
	virtual void loadScene(int sceneNumber);
	virtual void leaveScene();
	virtual void loadSceneCodes(int sceneNumber, int index = 0) = 0;
	virtual void show();
	virtual void checkHotspotAtMousePos(int x, int y) = 0;
	virtual void leftClick(int x, int y) = 0;
	virtual void rightClick(int x, int y) = 0;
	virtual void setAction(int action, int objectId = -1) = 0;
	virtual void setStatusText(const char *text) = 0;
	virtual void update() = 0;

	// TODO: perhaps move playIntro() someplace else?
	void playIntro();
	void loadSceneResources(int sceneNumber);
	void loadSceneHotSpotsMads(int sceneNumber);
	void loadSceneInverseColorTable(int sceneNumber);
	void loadSceneSpriteCodes(int sceneNumber);
	void showSprites();
	void showHotSpots();
	void showCodes();
	int getCurrentScene() { return _currentScene; }
	M4Surface *getBackgroundSurface() const { return _backgroundSurface; }
	byte *getInverseColorTable() const { return _inverseColorTable; }
	void showInterface();
	void hideInterface();
	void showMADSV2TextBox(char *text, int x, int y, char *faceName);
	GameInterfaceView *getInterface() { return _interfaceSurface; };
	SceneResources getSceneResources() { return _sceneResources; };

	void onRefresh(RectList *rects, M4Surface *destSurface);
	bool onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents);
};

class M4Scene : public Scene {
private:
	M4Engine *_vm;
	SpriteAsset *_sceneSprites;
	SpriteAsset *_walkerSprite;

	void loadSceneSprites(int sceneNumber);
	void nextCommonCursor();
public:
	M4Scene(M4Engine *vm);
	virtual ~M4Scene();

	// Methods that differ between engines
	virtual void loadScene(int sceneNumber);
	virtual void leaveScene() {};
	virtual void loadSceneCodes(int sceneNumber, int index = 0);
	virtual void show();
	virtual void checkHotspotAtMousePos(int x, int y);
	virtual void leftClick(int x, int y);
	virtual void rightClick(int x, int y);
	virtual void setAction(int action, int objectId = -1);
	virtual void setStatusText(const char *text);
	virtual void update();

	M4InterfaceView *getInterface() { return (M4InterfaceView *)_interfaceSurface; };
};

typedef Common::Array<SpriteAsset *> SpriteAssetArray;

class MadsScene : public Scene {
private:
	MadsEngine *_vm;

	int _currentAction;
	char _statusText[100];
	MadsSceneLogic _sceneLogic;
	SpriteAsset *_playerSprites;
	SpriteAssetArray _sceneSprites;
public:
	char _aaName[100];
public:
	MadsScene(MadsEngine *vm);

	// Methods that differ between engines
	virtual void loadScene(int sceneNumber);
	virtual void leaveScene();
	virtual void loadSceneCodes(int sceneNumber, int index = 0);
	virtual void show();
	virtual void checkHotspotAtMousePos(int x, int y);
	virtual void leftClick(int x, int y);
	virtual void rightClick(int x, int y);
	virtual void setAction(int action, int objectId = -1);
	virtual void setStatusText(const char *text);
	virtual void update();

	int loadSceneSpriteSet(const char *setName);
	void loadPlayerSprites(const char *prefix);

	MadsInterfaceView *getInterface() { return (MadsInterfaceView *)_interfaceSurface; };
};

} // End of namespace M4

#endif