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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 MADS_SCENE_H
#define MADS_SCENE_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "mads/assets.h"
namespace MADS {
enum SpriteType {
ST_NONE = 0, ST_FOREGROUND = 1, ST_BACKGROUND = -4,
ST_FULL_SCREEN_REFRESH = -2, ST_EXPIRED = -1
};
class SpriteSlot {
public:
SpriteType _spriteType;
int _seqIndex;
int _spriteListIndex;
int _frameNumber;
Common::Point _position;
int _depth;
int _scale;
public:
SpriteSlot();
SpriteSlot(SpriteType type, int seqIndex);
};
class TextDisplay {
public:
bool _active;
int _spacing;
Common::Rect _bounds;
int _expire;
int _col1;
int _col2;
Common::String _fontName;
Common::String _msg;
TextDisplay();
};
class DynamicHotspot {
public:
int _seqIndex;
Common::Rect _bounds;
Common::Point _feetPos;
int _facing;
int _descId;
int _field14;
int _articleNumber;
int _cursor;
DynamicHotspot();
};
#define SPRITE_COUNT 50
#define TEXT_DISPLAY_COUNT 40
#define DYNAMIC_HOTSPOT_COUNT 8
class MADSEngine;
class Scene;
class SceneLogic {
protected:
Scene *_scene;
public:
/**
* Constructor
*/
SceneLogic(Scene *scene): _scene(scene) {}
/**
* Called to initially setup a scene
*/
virtual void setup() = 0;
/**
* Called as the scene is entered (made active)
*/
virtual void enter() = 0;
/**
* Called one per frame
*/
virtual void step() = 0;
/**
* Called before an action is started
*/
virtual void preActions() = 0;
/**
* Handles scene actions
*/
virtual void actions() = 0;
/**
* Post-action handling
*/
virtual void postActions() = 0;
};
class Scene {
private:
/**
* Free the voculary list buffer
*/
void freeVocab();
/**
* Return the index of a given Vocab in the active vocab list
*/
int activeVocabIndexOf(int vocabId);
/**
* Returns true if a given Scene Id exists in the listed of previously visited scenes.
*/
bool visitedScenesExists(int sceneId);
protected:
MADSEngine *_vm;
public:
SceneLogic *_sceneLogic;
int _priorSectionNum;
int _sectionNum;
int _sectionNumPrior;
int _priorSceneId;
int _nextSceneId;
int _currentSceneId;
TextDisplay _textDisplay[TEXT_DISPLAY_COUNT];
Common::Array<SpriteSlot> _spriteSlots;
Common::Array<SpriteAsset *> _spriteList;
int _spriteListIndex;
Common::Array<DynamicHotspot> _dynamicHotspots;
bool _dynamicHotspotsChanged;
byte *_vocabBuffer;
int _vocabCount;
Common::Array<int> _activeVocabs;
Common::Array<int> _visitedScenes;
/**
* Constructor
*/
Scene(MADSEngine *vm);
/**
* Destructor
*/
~Scene();
/**
* Initialise the sprite data
* @param flag Also reset sprite list
*/
void clearSprites(bool flag);
/**
* Delete any sprites used by the player
*/
void releasePlayerSprites();
/**
* Delete a sprite entry
*/
void deleteSpriteEntry(int listIndex);
/**
* Clear the dynamic hotspot list
*/
void clearDynamicHotspots();
/**
* Clear the vocabulary list
*/
void clearVocab();
/**
* Add a given vocab entry to the active list
*/
void addActiveVocab(int vocabId);
/**
* Add a scene to the visited scene list if it doesn't already exist
*/
void addVisitedScene(int sceneId);
/**
* Loads the scene logic for a given scene
*/
void loadScene();
/**
* Clear the data for the scene
*/
void free();
};
} // End of namespace MADS
#endif /* MADS_SCENE_H */
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