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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/str.h"
#include "common/str-array.h"
#include "common/rect.h"
#include "mads/assets.h"
#include "mads/game_data.h"
namespace MADS {
class MADSEngine;
class Scene;
enum {
VERB_LOOK = 3,
VERB_TAKE = 4,
VERB_PUSH = 5,
VERB_OPEN = 6,
VERB_PUT = 7,
VERB_TALKTO = 8,
VERB_GIVE = 9,
VERB_PULL = 10,
VERB_CLOSE = 11,
VERB_THROW = 12,
VERB_WALKTO = 13
};
class VerbInit {
public:
int _id;
int _action1;
int _action2;
VerbInit() {}
VerbInit(int id, int action1, int action2): _id(id), _action1(action1), _action2(action2) {}
};
class ScreenObjects {
public:
int _v8333C;
int _v832EC;
int _yp;
};
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 _spritesIndex;
int _frameNumber;
Common::Point _position;
int _depth;
int _scale;
public:
SpriteSlot();
SpriteSlot(SpriteType type, int seqIndex);
};
class SpriteSlots: public Common::Array<SpriteSlot> {
private:
MADSEngine *_vm;
public:
SpriteSlots(MADSEngine *vm): _vm(vm) {}
/**
* Clears any pending slot data and schedules a full screen refresh.
* @param flag Also reset sprite list
*/
void clear(bool flag);
/**
* Delete any sprites used by the player
*/
void releasePlayerSprites();
/**
* Delete a sprite entry
* @param index Specifies the index in the array
*/
void deleteEntry(int index);
};
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();
};
class SequenceEntry {
public:
int _spritesIndex;
int _flipped;
int _frameIndex;
int _frameStart;
int _numSprites;
int _animType;
int _frameInc;
int _depth;
int _scale;
int _dynamicHotspotIndex;
Common::Point _msgPos;
int _triggerCountdown;
bool _doneFlag;
struct {
int _count;
int _mode[5];
int _frameIndex[5];
int _abortVal[5];
} _entries;
int _abortMode;
int _actionNouns[3];
int _numTicks;
int _extraTicks;
int _timeout;
SequenceEntry();
};
class KernelMessage {
public:
int _flags;
int _seqInex;
char _asciiChar;
char _asciiChar2;
int _colors;
Common::Point _posiition;
int _msgOffset;
int _numTicks;
int _frameTimer2;
int _frameTimer;
int _timeout;
int _field1C;
int _abortMode;
int _nounList[3];
Common::String _msg;
KernelMessage();
};
class Hotspot {
public:
Common::Rect _bounds;
Common::Point _feetPos;
int _facing;
int _articleNumber;
int _cursor;
int _vocabId;
int _verbId;
Hotspot();
Hotspot(Common::SeekableReadStream &f);
};
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;
};
struct RGB6 {
byte r;
byte g;
byte b;
byte unused[3];
};
struct ARTHeader {
int _width;
int _height;
int _palCount;
Common::Array<RGB6> _palette;
Common::Array<RGB4> _palData;
void load(Common::SeekableReadStream &f);
};
/**
* Handles general data for a given scene
*/
class SceneInfo {
private:
MADSEngine *_vm;
SceneInfo(MADSEngine *vm, int sceneId, int v1, const Common::String &resName,
int v3, MSurface &depthSurface, MSurface &bgSurface);
/**
* Loads the given surface with depth information of a given scene
*/
void loadCodes(MSurface &depthSurface);
public:
int _sceneId;
int _artFileNum;
int _depthStyle;
int _width;
int _height;
int _nodeCount;
int _yBandsEnd;
int _yBandsStart;
int _maxScale;
int _minScale;
int _depthList[15];
int _field4A;
int _field4C;
Common::Array<InventoryObject> _objects;
Common::StringArray _setNames;
Common::Array<RGB4> _palette;
public:
/**
* Instantiates the class and loads the data
*/
static SceneInfo *load(MADSEngine *vm, int sceneId, int flags,
const Common::String &resName, int v3, MSurface &depthSurface, MSurface &bgSurface);
};
class ScenePalette {
public:
void clean(int *palCount);
void process(int *palCount);
};
} // End of namespace MADS
#endif /* MADS_SCENE_DATA_H */
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