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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/action.h"
#include "mads/assets.h"
#include "mads/events.h"
#include "mads/game_data.h"
#include "mads/messages.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 MAX_ROUTE_NODES 22
#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 Layer {
LAYER_GUI = 19
};
class VerbInit {
public:
int _id;
int _action1;
int _action2;
VerbInit() {}
VerbInit(int id, int action1, int action2): _id(id), _action1(action1), _action2(action2) {}
};
class ScreenObject {
public:
Common::Rect _bounds;
ScrCategory _category;
int _descId;
int _layer;
ScreenObject();
};
class ScreenObjects: public Common::Array<ScreenObject> {
private:
MADSEngine *_vm;
int scanBackwards(const Common::Point &pt, int layer);
void proc1();
public:
int _v832EC;
int _v7FECA;
int _v7FED6;
int _v8332A;
int _yp;
int _v8333C;
int _selectedObject;
ScrCategory _category;
int _objectIndex;
bool _released;
/*
* Constructor
*/
ScreenObjects(MADSEngine *vm);
/**
* Add a new item to the list
*/
void add(const Common::Rect &bounds, ScrCategory category, int descId);
/**
*/
void check(bool scanFlag);
};
class DirtyArea {
private:
static MADSEngine *_vm;
friend class DirtyAreas;
public:
Common::Rect _bounds;
Common::Rect _bounds2;
bool _textActive;
bool _active;
DirtyArea();
void setArea(int width, int height, int maxWidth, int maxHeight);
void setSpriteSlot(const SpriteSlot *spriteSlot);
/**
* Set up a dirty area for a text display
*/
void setTextDisplay(const TextDisplay *textDisplay);
};
class DirtyAreas: public Common::Array<DirtyArea> {
private:
MADSEngine *_vm;
public:
DirtyAreas(MADSEngine *vm);
/**
* Merge together any designated dirty areas that overlap
* @param startIndex 1-based starting dirty area starting index
* @param count Number of entries to process
*/
void merge(int startIndex, int count);
bool intersects(int idx1, int idx2);
void mergeAreas(int idx1, int idx2);
/**
* Copy the data specified by the dirty rect list between surfaces
* @param srcSurface Source surface
* @param destSurface Dest surface
* @param posAdjust Position adjustment
*/
void copy(MSurface *srcSurface, MSurface *destSurface, const Common::Point &posAdjust);
/**
* Use the lsit of dirty areas to copy areas of the screen surface to
* the physical screen
* @param posAdjust Position adjustment */
void copyToScreen(const Common::Point &posAdjust);
void reset();
};
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() = 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 ARTHeader {
int _width;
int _height;
Common::Array<RGB6> _palette;
Common::Array<RGB4> _palAnimData;
void load(Common::SeekableReadStream *f);
};
class SceneNode {
public:
Common::Point _walkPos;
int _indexes[MAX_ROUTE_NODES];
bool _active;
/**
* Constructor
*/
SceneNode() : _active(false) {}
/**
* Loads the scene node
*/
void load(Common::SeekableReadStream *f);
};
typedef Common::Array<SceneNode> SceneNodeList;
/**
* 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) : _vm(vm) {}
/**
* Loads the given surface with depth information of a given scene
*/
virtual void loadCodes(MSurface &depthSurface) = 0;
/**
* Loads the given surface with depth information of a given scene
*/
virtual void loadCodes(MSurface &depthSurface, Common::SeekableReadStream *stream) = 0;
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;
int _usageIndex;
Common::Array<RGB4> _palAnimData;
SceneNodeList _nodes;
public:
/**
* Destructor
*/
virtual ~SceneInfo() {}
/**
* Instantiates the class
*/
static SceneInfo *init(MADSEngine *vm);
/**
loads the data
*/
void load(int sceneId, int flags, const Common::String &resName, int v3,
MSurface &depthSurface, MSurface &bgSurface);
};
} // End of namespace MADS
#endif /* MADS_SCENE_DATA_H */
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