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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_DATA_H
#define MADS_SCENE_DATA_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/serializer.h"
#include "common/str.h"
#include "common/str-array.h"
#include "common/rect.h"
#include "mads/action.h"
#include "mads/assets.h"
#include "mads/events.h"
#include "mads/game_data.h"
#include "mads/hotspots.h"
#include "mads/messages.h"
#include "mads/rails.h"
#include "mads/user_interface.h"
namespace MADS {
class MADSEngine;
class Scene;
class SpriteSlot;
#define MADS_INTERFACE_HEIGHT 44
#define MADS_SCENE_HEIGHT 156
#define DEPTH_BANDS_SIZE 15
#define SPRITE_SLOTS_MAX_SIZE 50
#define TEXT_DISPLAY_MAX_SIZE 40
#define DIRTY_AREAS_SIZE (SPRITE_SLOTS_MAX_SIZE + TEXT_DISPLAY_MAX_SIZE)
enum {
SCENEFLAG_DITHER = 0x01, // Dither to 16 colors
SCENEFLAG_LOAD_SHADOW = 0x10, // Load hard shadows
SCENEFLAG_TRANSLATE = 0x10000 // Translate palette of loaded background
};
class VerbInit {
public:
int _id;
VerbType _verbType;
PrepType _prepType;
VerbInit() {}
VerbInit(int id, VerbType verbType, PrepType prepType)
: _id(id), _verbType(verbType), _prepType(prepType) {
}
};
class SceneLogic {
protected:
MADSEngine *_vm;
Scene *_scene;
public:
/**
* Constructor
*/
SceneLogic(MADSEngine *vm);
/**
* Destructor
*/
virtual ~SceneLogic() {}
/**
* 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() {}
/**
* Called before an action is started
*/
virtual void preActions() {}
/**
* Handles scene actions
*/
virtual void actions() = 0;
/**
* Post-action handling
*/
virtual void postActions() {}
/**
* Unhandled action handling
*/
virtual void unhandledAction() {}
/**
* Synchronize any local data for the scene
*/
virtual void synchronize(Common::Serializer &s) {}
};
struct ARTHeader {
int _width;
int _height;
Common::Array<RGB6> _palette;
Common::Array<PaletteCycle> _paletteCycles;
void load(Common::SeekableReadStream *f, bool isV2);
};
/**
* Handles general data for a given scene
*/
class SceneInfo {
class SpriteInfo {
public:
int _spriteSetIndex;
Common::Point _position;
int _depth;
int _scale;
void load(Common::SeekableReadStream *f);
};
protected:
MADSEngine *_vm;
/**
* Constructor
*/
SceneInfo(MADSEngine *vm);
public:
int _sceneId;
int _artFileNum;
int _depthStyle;
int _width;
int _height;
int _yBandsEnd;
int _yBandsStart;
int _maxScale;
int _minScale;
int _depthList[DEPTH_BANDS_SIZE];
int _field4A; // Useless field ?
int _usageIndex;
Common::Array<PaletteCycle> _paletteCycles;
WalkNodeList _nodes;
public:
/**
* Destructor
*/
virtual ~SceneInfo() {}
/**
* Instantiates the class
*/
static SceneInfo *init(MADSEngine *vm);
/**
* loads the data
*/
void load(int sceneId, int variant, const Common::String &resName, int flags,
DepthSurface &depthSurface, MSurface &bgSurface);
/**
* Loads the palette for a scene
*/
void loadPalette(int sceneId, int artFileNum, const Common::String &resName, int flags, MSurface &bgSurface);
/**
* Loads a V1 game background
*/
void loadMadsV1Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface);
/**
* Loads a V2 game background
*/
void loadMadsV2Background(int sceneId, const Common::String &resName, int flags, MSurface &bgSurface);
/**
* Loads the given surface with depth information of a given scene
* @param depthSurface Depth/walk surface
* @param variant Variant number to load
*/
virtual void loadCodes(MSurface &depthSurface, int variant) = 0;
/**
* Loads the given surface with depth information of a given scene
* @param depthSurface Depth/walk surface
* @param stream Stream to load the data from
*/
virtual void loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) = 0;
};
} // End of namespace MADS
#endif /* MADS_SCENE_DATA_H */
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