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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.
*
* $URL$
* $Id$
*
*/
// Scene management module private header file
#ifndef SAGA_SCENE_H
#define SAGA_SCENE_H
#include "saga/font.h"
#include "saga/list.h"
#include "saga/actor.h"
#include "saga/interface.h"
namespace Saga {
//#define SCENE_DEBUG // for scene debugging
#define SCENE_DOORS_MAX 16
#define NO_CHAPTER_CHANGE -2
class ObjectMap;
struct Event;
enum SceneFlags {
kSceneFlagISO = 1,
kSceneFlagShowCursor = 2
};
struct BGInfo {
Rect bounds;
byte *buffer;
size_t bufferLength;
};
typedef int (SceneProc) (int, void *);
enum SCENE_PROC_PARAMS {
SCENE_BEGIN = 0,
SCENE_END
};
// Resource type numbers
enum SAGAResourceTypes {
SAGA_UNKNOWN,
SAGA_ACTOR,
SAGA_OBJECT,
SAGA_BG_IMAGE,
SAGA_BG_MASK,
SAGA_STRINGS,
SAGA_OBJECT_MAP,
SAGA_ACTION_MAP,
SAGA_ISO_IMAGES,
SAGA_ISO_MAP,
SAGA_ISO_PLATFORMS,
SAGA_ISO_METATILES,
SAGA_ENTRY,
SAGA_ANIM,
SAGA_ISO_MULTI,
SAGA_PAL_ANIM,
SAGA_FACES,
SAGA_PALETTE
};
#define SAGA_RESLIST_ENTRY_LEN 4
struct SceneResourceData {
uint32 resourceId;
int resourceType;
byte *buffer;
size_t size;
bool invalid;
};
#define SAGA_SCENE_DESC_LEN 16
struct SceneDescription {
int16 flags;
int16 resourceListResourceId;
int16 endSlope;
int16 beginSlope;
uint16 scriptModuleNumber;
uint16 sceneScriptEntrypointNumber;
uint16 startScriptEntrypointNumber;
int16 musicResourceId;
SceneResourceData *resourceList;
size_t resourceListCount;
};
struct SceneEntry {
Location location;
int facing;
};
struct SceneEntryList {
SceneEntry *entryList;
int entryListCount;
const SceneEntry * getEntry(int index) {
if ((index < 0) || (index >= entryListCount)) {
error("SceneEntryList::getEntry wrong index (%d)", index);
}
return &entryList[index];
}
void freeMem() {
free(entryList);
memset(this, 0, sizeof(*this));
}
SceneEntryList() {
memset(this, 0, sizeof(*this));
}
~SceneEntryList() {
freeMem();
}
};
struct SceneImage {
int loaded;
int w;
int h;
int p;
byte *buf;
size_t buf_len;
byte *res_buf;
size_t res_len;
PalEntry pal[256];
};
enum SceneTransitionType {
kTransitionNoFade,
kTransitionFade
};
enum SceneLoadFlags {
kLoadByResourceId,
kLoadBySceneNumber,
kLoadByDescription
};
struct LoadSceneParams {
int32 sceneDescriptor;
SceneLoadFlags loadFlag;
SceneDescription* sceneDescription;
SceneProc *sceneProc;
bool sceneSkipTarget;
SceneTransitionType transitionType;
int actorsEntrance;
int chapter;
};
typedef Common::List<LoadSceneParams> SceneQueueList;
///// IHNM-specific stuff
#define IHNM_PALFADE_TIME 1000
#define IHNM_INTRO_FRAMETIME 80
#define IHNM_DGLOGO_TIME 8000
#define IHNM_TITLE_TIME_GM 28750
#define IHNM_TITLE_TIME_FM 19500
///// ITE-specific stuff
#define ITE_INTRO_FRAMETIME 90
#define INTRO_CAPTION_Y 170
#define INTRO_DE_CAPTION_Y 160
#define VOICE_PAD 50
#define VOICE_LETTERLEN 90
#define PALETTE_FADE_DURATION 1000
#define DISSOLVE_DURATION 3000
#define LOGO_DISSOLVE_DURATION 1000
#define CREDIT_DURATION1 4000
struct IntroDialogue {
uint32 i_voice_rn;
const char *i_str;
};
struct IntroCredit {
Common::Language lang;
int game;
int type;
const char *string;
};
class Scene {
public:
Scene(SagaEngine *vm);
~Scene();
// Console functions
void cmdActionMapInfo();
void cmdObjectMapInfo();
void cmdSceneChange(int argc, const char **argv);
void startScene();
void nextScene();
void skipScene();
void endScene();
void restoreScene();
void queueScene(LoadSceneParams *sceneQueue) {
_sceneQueue.push_back(*sceneQueue);
}
void draw();
int getFlags() const { return _sceneDescription.flags; }
int getScriptModuleNumber() const { return _sceneDescription.scriptModuleNumber; }
bool isInIntro() { return !_inGame; }
const Rect& getSceneClip() const { return _sceneClip; }
void getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength);
int isBGMaskPresent() { return _bgMask.loaded; }
int getBGMaskType(const Point &testPoint) {
uint offset;
if (!_bgMask.loaded) {
return 0;
}
offset = testPoint.x + testPoint.y * _bgMask.w;
#ifdef SCENE_DEBUG
if (offset >= _bgMask.buf_len) {
error("Scene::getBGMaskType offset 0x%X exceed bufferLength 0x%X", offset, (int)_bgMask.buf_len);
}
#endif
return (_bgMask.buf[offset] >> 4) & 0x0f;
}
bool validBGMaskPoint(const Point &testPoint) {
#ifdef SCENE_DEBUG
if (!_bgMask.loaded) {
error("Scene::validBGMaskPoint _bgMask not loaded");
}
#endif
return !((testPoint.x < 0) || (testPoint.x >= _bgMask.w) ||
(testPoint.y < 0) || (testPoint.y >= _bgMask.h));
}
bool canWalk(const Point &testPoint);
bool offscreenPath(Point &testPoint);
void setDoorState(int doorNumber, int doorState) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::setDoorState wrong doorNumber");
#endif
_sceneDoors[doorNumber] = doorState;
}
int getDoorState(int doorNumber) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::getDoorState wrong doorNumber");
#endif
return _sceneDoors[doorNumber];
}
void initDoorsState();
void getBGInfo(BGInfo &bgInfo);
void getBGPal(PalEntry *&pal) {
pal = (PalEntry *)_bg.pal;
}
void getSlopes(int &beginSlope, int &endSlope);
void clearSceneQueue(void) {
_sceneQueue.clear();
}
void changeScene(int16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter = NO_CHAPTER_CHANGE);
bool isSceneLoaded() const { return _sceneLoaded; }
int getSceneResourceId(int sceneNumber) {
#ifdef SCENE_DEBUG
if ((sceneNumber < 0) || (sceneNumber >= _sceneCount)) {
error("getSceneResourceId: wrong sceneNumber %i", sceneNumber);
}
#endif
return _sceneLUT[sceneNumber];
}
int currentProtag() const { return _currentProtag; }
void setProtag(int pr) { _currentProtag = pr; }
int currentSceneNumber() const { return _sceneNumber; }
int currentChapterNumber() const { return _chapterNumber; }
void setChapterNumber(int ch) { _chapterNumber = ch; }
int getOutsetSceneNumber() const { return _outsetSceneNumber; }
int currentSceneResourceId() const { return _sceneResourceId; }
void cutawaySkip() {
if (_vm->_scene->isInIntro())
_vm->_framesEsc = 2;
else
_vm->_framesEsc = 1;
}
void drawTextList(Surface *ds);
int getHeight() const {
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 8)
return _vm->getDisplayInfo().logicalHeight;
else
return _vm->getDisplayInfo().sceneHeight;
}
private:
void loadScene(LoadSceneParams *loadSceneParams);
void loadSceneDescriptor(uint32 resourceId);
void loadSceneResourceList(uint32 resourceId);
void loadSceneEntryList(const byte* resourcePointer, size_t resourceLength);
void processSceneResources();
void getResourceTypes(SAGAResourceTypes *&types, int &typesCount);
SagaEngine *_vm;
ResourceContext *_sceneContext;
int *_sceneLUT;
int _sceneCount;
SceneQueueList _sceneQueue;
bool _sceneLoaded;
int _currentProtag;
int _sceneNumber;
int _chapterNumber;
int _outsetSceneNumber;
int _sceneResourceId;
bool _inGame;
bool _loadDescription;
SceneDescription _sceneDescription;
size_t _resourceListCount;
SceneResourceData *_resourceList;
SceneProc *_sceneProc;
SceneImage _bg;
SceneImage _bgMask;
Common::Rect _sceneClip;
int _sceneDoors[SCENE_DOORS_MAX];
public:
ObjectMap *_actionMap;
ObjectMap *_objectMap;
SceneEntryList _entryList;
StringsTable _sceneStrings;
TextList _textList;
private:
int IHNMStartProc();
int ITEStartProc();
public:
static int SC_IHNMIntroMovieProc1(int param, void *refCon);
static int SC_IHNMIntroMovieProc2(int param, void *refCon);
static int SC_IHNMIntroMovieProc3(int param, void *refCon);
static int SC_IHNMHateProc(int param, void *refCon);
private:
int IHNMIntroMovieProc1(int param);
int IHNMIntroMovieProc2(int param);
int IHNMIntroMovieProc3(int param);
int IHNMHateProc(int param);
public:
static int SC_ITEIntroAnimProc(int param, void *refCon);
static int SC_ITEIntroCave1Proc(int param, void *refCon);
static int SC_ITEIntroCave2Proc(int param, void *refCon);
static int SC_ITEIntroCave3Proc(int param, void *refCon);
static int SC_ITEIntroCave4Proc(int param, void *refCon);
static int SC_ITEIntroValleyProc(int param, void *refCon);
static int SC_ITEIntroTreeHouseProc(int param, void *refCon);
static int SC_ITEIntroFairePathProc(int param, void *refCon);
static int SC_ITEIntroFaireTentProc(int param, void *refCon);
private:
Event *ITEQueueDialogue(Event *q_event, int n_dialogues, const IntroDialogue dialogue[]);
Event *ITEQueueCredits(int delta_time, int duration, int n_credits, const IntroCredit credits[]);
int ITEIntroAnimProc(int param);
int ITEIntroCave1Proc(int param);
int ITEIntroCave2Proc(int param);
int ITEIntroCave3Proc(int param);
int ITEIntroCave4Proc(int param);
int ITEIntroValleyProc(int param);
int ITEIntroTreeHouseProc(int param);
int ITEIntroFairePathProc(int param);
int ITEIntroFaireTentProc(int param);
};
} // End of namespace Saga
#endif
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