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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 TSAGE_CORE_H
#define TSAGE_CORE_H
#include "common/scummsys.h"
#include "common/endian.h"
#include "common/error.h"
#include "common/list.h"
#include "common/rect.h"
#include "graphics/surface.h"
#include "tsage/events.h"
#include "tsage/graphics.h"
#include "tsage/resources.h"
#include "tsage/saveload.h"
namespace TsAGE {
#define MAX_FLAGS 256
class EventHandler;
class SceneObject;
class SceneObjectList;
class ObjectMover;
class Action;
class Serializer;
class InvObject : public SavedObject {
public:
int _sceneNumber;
int _displayResNum;
int _rlbNum;
int _cursorNum;
Rect _bounds;
CursorType _cursorId;
Common::String _description;
int _iconResNum;
int _visage;
int _strip;
int _frame;
public:
InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description);
InvObject(int visage, int strip, int frame);
InvObject(int visage, int strip);
bool inInventory() const;
void setCursor();
virtual Common::String getClassName() { return "InvObject"; }
virtual void synchronize(Serializer &s) {
s.syncAsUint16LE(_sceneNumber);
}
};
class InvObjectList : public SavedObject {
public:
SynchronizedList<InvObject *> _itemList;
InvObject *_selectedItem;
InvObjectList();
int indexOf(InvObject *obj) const;
InvObject *getItem(int objectNum);
int getObjectScene(int objectNum);
virtual Common::String getClassName() { return "InvObjectList"; }
virtual void synchronize(Serializer &s);
};
/*--------------------------------------------------------------------------*/
/**
* Basic reference counter class
*/
class RefCounter : public Serialisable {
private:
int _ctr;
public:
RefCounter() { clear(); }
virtual ~RefCounter() {}
RefCounter(int v) { _ctr = v; }
void clear() { _ctr = 0; }
void setCtr(int v) { _ctr = v; }
int decCtr() {
if (_ctr > 0) --_ctr;
return _ctr;
}
int incCtr() { return ++_ctr; }
int getCtr() const { return _ctr; }
virtual void synchronize(Serializer &s) { s.syncAsSint16LE(_ctr); }
};
class EventHandler : public SavedObject {
public:
Action *_action;
EventHandler() : SavedObject() { _action = NULL; }
virtual ~EventHandler() { destroy(); }
virtual void synchronize(Serializer &s) { SYNC_POINTER(_action); }
virtual Common::String getClassName() { return "EventHandler"; }
virtual void postInit(SceneObjectList *OwnerList = NULL) {}
virtual void remove() {}
virtual void signal() {}
virtual void process(Event &event) {}
virtual void dispatch();
virtual void setAction(Action *action) { setAction(action, NULL); }
virtual void setAction(Action *action, EventHandler *endHandler, ...);
virtual void destroy() {}
};
class Action : public EventHandler {
public:
EventHandler *_owner;
int _actionIndex;
int _delayFrames;
uint32 _startFrame;
bool _attached;
EventHandler *_endHandler;
Action();
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "Action"; }
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
virtual void attached(EventHandler *newOwner, EventHandler *endHandler, va_list va);
void attach(EventHandler *newOwner, EventHandler *endHandler, ...) {
va_list va;
va_start(va, endHandler);
attached(newOwner, endHandler, va);
va_end(va);
}
int getActionIndex() const { return _actionIndex; }
void setActionIndex(int index) { _actionIndex = index; }
void setDelay(int numFrames);
};
class ActionExt : public Action {
public:
int _state;
};
#define ADD_PLAYER_MOVER(X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
g_globals->_player.addMover(mover, &pt, this); }
#define ADD_PLAYER_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
OBJ.addMover(mover, &pt, NULL); }
#define ADD_PLAYER_MOVER_THIS(OBJ, X, Y) { Common::Point pt(X, Y); PlayerMover *mover = new PlayerMover(); \
OBJ.addMover(mover, &pt, this); }
#define ADD_MOVER(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \
OBJ.addMover(mover, &pt, this); }
#define ADD_MOVER_NULL(OBJ, X, Y) { Common::Point pt(X, Y); NpcMover *mover = new NpcMover(); \
OBJ.addMover(mover, &pt, NULL); }
class ObjectMover : public EventHandler {
public:
Common::Point _destPosition;
Common::Point _moveDelta;
Common::Point _moveSign;
int _minorDiff;
int _majorDiff;
int _changeCtr;
Action *_action;
SceneObject *_sceneObject;
public:
ObjectMover() { _action = NULL; _sceneObject = NULL; }
virtual ~ObjectMover();
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ObjectMover"; }
virtual void remove();
virtual void dispatch();
virtual void startMove(SceneObject *sceneObj, va_list va) {}
virtual void setup(const Common::Point &destPos);
virtual bool dontMove() const;
virtual void endMove();
};
class ObjectMover2 : public ObjectMover {
public:
SceneObject *_destObject;
int _minArea;
int _maxArea;
public:
ObjectMover2();
virtual ~ObjectMover2() {}
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ObjectMover2"; }
virtual void dispatch();
virtual void startMove(SceneObject *sceneObj, va_list va);
virtual void endMove();
};
class ObjectMover3 : public ObjectMover2 {
public:
virtual Common::String getClassName() { return "ObjectMover3"; }
virtual void dispatch();
virtual void startMove(SceneObject *sceneObj, va_list va);
virtual void endMove();
};
class NpcMover : public ObjectMover {
public:
virtual Common::String getClassName() { return "NpcMover"; }
virtual void startMove(SceneObject *sceneObj, va_list va);
};
#define MAX_ROUTE_SIZE 20
#define ROUTE_END_VAL -20000
class RouteEnds {
public:
Common::Point moveSrc;
Common::Point moveDest;
};
class PlayerMover : public NpcMover {
protected:
void setDest(const Common::Point &destPos);
void pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds);
int regionIndexOf(const Common::Point &pt);
int regionIndexOf(int xp, int yp) { return regionIndexOf(Common::Point(xp, yp)); }
int findClosestRegion(Common::Point &pt, const Common::List<int> &indexList);
int checkMover(Common::Point &srcPos, const Common::Point &destPos);
void doStepsOfNpcMovement(const Common::Point &pt1, const Common::Point &pt2, int numSteps, Common::Point &ptOut);
int calculateRestOfRoute(int *routeList, int srcRegion, int destRegion, bool &foundRoute);
static Common::Point *findLinePoint(RouteEnds *routeEnds, Common::Point *objPos, int length, Common::Point *outPos);
static int findDistance(const Common::Point &pt1, const Common::Point &pt2);
static bool sub_F8E5_calculatePoint(const Common::Point &pt1, const Common::Point &pt2, const Common::Point &pt3,
const Common::Point &pt4, Common::Point *ptOut = NULL);
public:
Common::Point _finalDest;
Common::Point _routeList[MAX_ROUTE_SIZE];
int _routeIndex;
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "PlayerMover"; }
virtual void startMove(SceneObject *sceneObj, va_list va);
virtual void endMove();
};
class PlayerMover2 : public PlayerMover {
public:
SceneObject *_destObject;
int _maxArea;
int _minArea;
PlayerMover2() : PlayerMover() { _destObject = NULL; }
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "PlayerMover2"; }
virtual void dispatch();
virtual void startMove(SceneObject *sceneObj, va_list va);
virtual void endMove();
};
/*--------------------------------------------------------------------------*/
class ScenePalette;
class PaletteModifier : public SavedObject {
public:
ScenePalette *_scenePalette;
Action *_action;
public:
PaletteModifier();
virtual void synchronize(Serializer &s) {
SYNC_POINTER(_scenePalette);
SYNC_POINTER(_action);
}
virtual void signal() = 0;
virtual void remove() = 0;
};
class PaletteModifierCached: public PaletteModifier {
public:
byte _palette[256 * 3];
int _step;
int _percent;
PaletteModifierCached();
virtual void setPalette(ScenePalette *palette, int step);
virtual Common::String getClassName() { return "PaletteModifierCached"; }
virtual void synchronize(Serializer &s);
};
class PaletteRotation: public PaletteModifierCached {
public:
int _delayCtr;
uint32 _frameNumber;
int _currIndex;
int _start;
int _end;
int _rotationMode;
int _duration;
int _idxChange;
int _countdown;
public:
PaletteRotation();
virtual Common::String getClassName() { return "PaletteRotation"; }
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void remove();
void setStep(int step) { _step = step; }
void set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action);
bool decDuration();
void setDelay(int amount);
};
class PaletteFader: public PaletteModifierCached {
public:
byte _palette[256 * 3];
public:
virtual Common::String getClassName() { return "PaletteFader"; }
virtual void synchronize(Serializer &s);
virtual void signal();
virtual void remove();
virtual void setPalette(ScenePalette *palette, int step);
};
/*--------------------------------------------------------------------------*/
enum FadeMode {FADEMODE_NONE = 0, FADEMODE_GRADUAL = 1, FADEMODE_IMMEDIATE = 2};
class ScenePalette : public SavedObject {
public:
byte _palette[256 * 3];
GfxColors _colors;
SynchronizedList<PaletteModifier *> _listeners;
int _field412;
uint8 _redColor;
uint8 _greenColor;
uint8 _blueColor;
uint8 _aquaColor;
uint8 _purpleColor;
uint8 _limeColor;
public:
ScenePalette();
ScenePalette(int paletteNum);
~ScenePalette();
bool loadPalette(int paletteNum);
void refresh();
void setPalette(int index, int count);
void getEntry(int index, uint *r, uint *g, uint *b);
void setEntry(int index, uint r, uint g, uint b);
uint8 indexOf(uint r, uint g, uint b, int threshold = 0xffff);
void getPalette(int start = 0, int count = 256);
void signalListeners();
void clearListeners();
void fade(const byte *adjustData, bool fullAdjust, int percent);
PaletteRotation *addRotation(int start, int end, int rotationMode, int duration = 0, Action *action = NULL);
PaletteFader *addFader(const byte *arrBufferRGB, int palSize, int step, Action *action);
static void changeBackground(const Rect &bounds, FadeMode fadeMode);
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "ScenePalette"; }
};
// DisplayParamType constant set. This must not be an enum
const int SET_WIDTH = 0;
const int SET_X = 1;
const int SET_Y = 2;
const int SET_FONT = 3;
const int SET_BG_COLOR = 4;
const int SET_FG_COLOR = 5;
const int SET_KEEP_ONSCREEN = 6;
const int SET_EXT_BGCOLOR = 7;
const int SET_EXT_FGCOLOR = 8;
const int SET_POS_MODE = 9;
const int SET_TEXT_MODE = 10;
const int LIST_END = -999;
class SceneItem : public EventHandler {
public:
Rect _bounds;
Common::String _msg;
int _fieldE, _field10;
Common::Point _position;
int _yDiff;
int _sceneRegionId;
public:
SceneItem() : EventHandler() { _msg = "Feature"; _action = NULL; _sceneRegionId = 0; }
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "SceneItem"; }
virtual void remove();
virtual void destroy() {}
virtual bool startAction(CursorType action, Event &event);
virtual void doAction(int action);
bool contains(const Common::Point &pt);
void setBounds(const Rect &newBounds) { _bounds = newBounds; }
void setBounds(const int ys, const int xe, const int ye, const int xs) { _bounds = Rect(MIN(xs, xe), MIN(ys, ye), MAX(xs, xe), MAX(ys, ye)); }
static void display(int resNum, int lineNum, ...);
static void display2(int resNum, int lineNum);
static void display(const Common::String &msg);
};
class SceneItemExt : public SceneItem {
public:
int _state;
virtual Common::String getClassName() { return "SceneItemExt"; }
virtual void synchronize(Serializer &s) {
SceneItem::synchronize(s);
s.syncAsSint16LE(_state);
}
};
class SceneHotspot : public SceneItem {
public:
int _resNum, _lookLineNum, _useLineNum, _talkLineNum;
public:
SceneHotspot();
virtual void synchronize(Serializer &s);
virtual bool startAction(CursorType action, Event &event);
virtual Common::String getClassName() { return "SceneHotspot"; }
virtual void doAction(int action);
void setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum);
void setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
void setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode = 0);
void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item);
void setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum);
};
enum AnimateMode {ANIM_MODE_NONE = 0, ANIM_MODE_1 = 1, ANIM_MODE_2 = 2, ANIM_MODE_3 = 3,
ANIM_MODE_4 = 4, ANIM_MODE_5 = 5, ANIM_MODE_6 = 6, ANIM_MODE_7 = 7, ANIM_MODE_8 = 8,
// Introduced in Blue Force
ANIM_MODE_9 = 9
};
class SceneObject;
class Visage {
private:
byte *_data;
void flip(GfxSurface &s);
public:
int _resNum;
int _rlbNum;
bool _flipHoriz;
public:
Visage();
Visage(const Visage &v);
~Visage();
void setVisage(int resNum, int rlbNum = 9999);
GfxSurface getFrame(int frameNum);
int getFrameCount() const;
Visage &operator=(const Visage &gfxSurface);
};
class SceneObjectWrapper : public EventHandler {
private:
Visage _visageImages;
public:
SceneObject *_sceneObject;
public:
SceneObjectWrapper() { _sceneObject = NULL; }
virtual ~SceneObjectWrapper() {}
void setSceneObject(SceneObject *so);
void check();
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "SceneObjectWrapper"; }
virtual void remove();
virtual void dispatch();
};
enum ObjectFlags {OBJFLAG_FIXED_PRIORITY = 1, OBJFLAG_NO_UPDATES = 2, OBJFLAG_ZOOMED = 4,
OBJFLAG_SUPPRESS_DISPATCH = 8, OBJFLAG_HIDE = 0x100, OBJFLAG_HIDING = 0x200, OBJFLAG_REMOVE = 0x400,
OBJFLAG_CLONED = 0x800, OBJFLAG_CHECK_REGION = 0x1000, OBJFLAG_PANE_0 = 0x4000, OBJFLAG_PANE_1 = 0x8000,
OBJFLAG_PANES = OBJFLAG_PANE_0 | OBJFLAG_PANE_1
};
class SceneObject : public SceneHotspot {
private:
Visage _visageImages;
int getNewFrame();
void animEnded();
public:
int changeFrame();
uint32 _updateStartFrame;
uint32 _walkStartFrame;
Common::Point _field2E;
int _percent;
int _priority;
int _angle;
uint32 _flags;
int _xs, _xe;
Rect _paneRects[2];
int _visage;
SceneObjectWrapper *_objectWrapper;
int _strip;
AnimateMode _animateMode;
int _frame;
int _endFrame;
int _field68;
int _frameChange;
int _numFrames;
int _regionIndex;
EventHandler *_mover;
Common::Point _moveDiff;
int _moveRate;
Common::Point _field8A;
Action *_endAction;
uint32 _regionBitList;
// Ringworld 2 specific fields
byte *_field9C;
int _shade, _shade2;
int _effect;
SceneObject *_linkedActor;
public:
SceneObject();
SceneObject(const SceneObject &so);
virtual ~SceneObject();
void setPosition(const Common::Point &p, int yDiff = 0);
void setStrip(int frameNum);
void setStrip2(int frameNum);
void setZoom(int percent);
void updateZoom();
void changeZoom(int percent);
void setFrame(int frameNum);
void setFrame2(int frameNum);
void setPriority(int priority);
void fixPriority(int priority);
void setVisage(int visage);
void setObjectWrapper(SceneObjectWrapper *objWrapper);
void addMover(ObjectMover *mover, ...);
void getHorizBounds();
int getRegionIndex();
int checkRegion(const Common::Point &pt);
void animate(AnimateMode animMode, ...);
SceneObject *clone() const;
void checkAngle(const SceneObject *obj);
void checkAngle(const Common::Point &pt);
void hide();
void show();
int getSpliceArea(const SceneObject *obj);
int getFrameCount();
bool isNoMover() const { return !_mover || (_regionIndex > 0); }
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "SceneObject"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void remove();
virtual void process(Event &event) { event.handled = true; }
virtual void dispatch();
virtual void calcAngle(const Common::Point &pt);
virtual void removeObject();
virtual GfxSurface getFrame();
virtual void reposition();
virtual void draw();
virtual void proc19() {}
virtual void updateScreen();
// New methods introduced by Blue Force
virtual void updateAngle(const Common::Point &pt);
virtual void changeAngle(int angle);
// New methods introduced by Ringworld 2
virtual void copy(SceneObject *src);
void setup(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority);
void setup(int visage, int stripFrameNum, int frameNum);
};
class BackgroundSceneObject: public SceneObject {
public:
virtual Common::String getClassName() { return "BackgroundSceneObject"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void draw();
void setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority, int32 arg10);
void proc27();
};
class SceneText : public SceneObject {
public:
int _fontNumber;
int _width;
TextAlign _textMode;
int _color1;
int _color2;
int _color3;
GfxSurface _textSurface;
public:
SceneText();
~SceneText();
void setup(const Common::String &msg);
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "SceneText"; }
virtual GfxSurface getFrame() { return _textSurface; }
virtual void updateScreen();
};
#define MAX_CHARACTERS 4
enum R2RCharacter { R2_NONE = 0, R2_QUINN = 1, R2_SEEKER = 2, R2_MIRANDA = 3 };
class Player : public SceneObject {
public:
bool _canWalk;
bool _uiEnabled;
int _field8C;
bool _enabled;
// Return to Ringworld specific fields
R2RCharacter _characterIndex;
int _characterScene[MAX_CHARACTERS];
int _oldCharacterScene[MAX_CHARACTERS];
Common::Point _characterPos[MAX_CHARACTERS];
int _characterStrip[MAX_CHARACTERS];
int _characterFrame[MAX_CHARACTERS];
public:
Player();
virtual Common::String getClassName() { return "Player"; }
virtual void synchronize(Serializer &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
void disableControl();
void enableControl();
void disableControl(CursorType cursorId, CursorType objectId = CURSOR_NONE);
void enableControl(CursorType cursorId, CursorType objectId = CURSOR_NONE);
};
/*--------------------------------------------------------------------------*/
class LineSliceSet {
public:
Common::Array<LineSlice> items;
void load(int size, const byte *srcP) {
for (int i = 0; i < size; ++i, srcP += 4)
items.push_back(LineSlice(READ_LE_UINT16(srcP), READ_LE_UINT16(srcP + 2)));
}
void load2(int size, ...) {
va_list va;
va_start(va, size);
while (size-- > 0) {
int xs = va_arg(va, int);
int xe = va_arg(va, int);
items.push_back(LineSlice(xs, xe));
}
}
void add(LineSlice &slice) { items.push_back(slice); }
void add(int xs, int xe) { items.push_back(LineSlice(xs, xe)); }
static LineSliceSet mergeSlices(const LineSliceSet &set1, LineSliceSet &set2);
};
class Region {
public:
int _regionSize;
int _regionId;
Rect _bounds;
Common::Array<LineSliceSet> _ySlices;
public:
Region() { _regionSize = 0; _regionId = 0; }
Region(int resNum, int rlbNum, ResourceType ctlType = RES_CONTROL);
Region(int regionId, const byte *regionData);
void load(const byte *regionData);
bool contains(const Common::Point &pt);
bool empty() const;
void clear();
void setRect(const Rect &r);
void setRect(int xs, int ys, int xe, int ye);
const LineSliceSet &getLineSlices(int yp);
LineSliceSet sectPoints(int yp, const LineSliceSet &sliceSet);
void draw();
void uniteLine(int yp, LineSliceSet &sliceSet);
void uniteRect(const Rect &rect);
static LineSliceSet mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2);
};
class SceneRegions : public Common::List<Region> {
public:
void load(int sceneNum);
int indexOf(const Common::Point &pt);
};
class SceneObjectList : public SavedObject {
private:
void checkIntersection(Common::Array<SceneObject *> &ObjList, uint ObjIndex, int PaneNum);
SynchronizedList<SceneObject *> _objList;
bool _listAltered;
public:
SceneObjectList() { _listAltered = false; }
void sortList(Common::Array<SceneObject *> &ObjList);
virtual Common::String getClassName() { return "SceneObjectList"; }
virtual void synchronize(Serializer &s);
void draw();
void activate();
static void deactivate();
typedef void (*EventHandlerFn)(EventHandler *fn);
void recurse(EventHandlerFn Fn) {
// Loop through each object
_listAltered = false;
for (SynchronizedList<SceneObject *>::iterator i = _objList.begin(); i != _objList.end() && !_listAltered; ) {
SceneObject *o = *i;
++i;
Fn(o);
}
}
SynchronizedList<SceneObject *>::iterator begin() { return _objList.begin(); }
SynchronizedList<SceneObject *>::iterator end() { return _objList.end(); }
int size() const { return _objList.size(); }
bool contains(SceneObject *sceneObj) { return TsAGE::contains(_objList, sceneObj); }
void push_back(SceneObject *sceneObj) { _objList.push_back(sceneObj); }
void push_front(SceneObject *sceneObj) { _objList.push_front(sceneObj); }
void remove(SceneObject *sceneObj) {
_objList.remove(sceneObj);
_listAltered = true;
}
void clear() { _objList.clear(); }
};
class ScenePriorities : public Common::List<Region> {
public:
int _resNum;
int _field14;
int _field16;
Region _defaultPriorityRegion;
public:
void load(int resNum);
Region *find(int priority);
};
/*--------------------------------------------------------------------------*/
class SceneItemList : public SynchronizedList<SceneItem *> {
public:
void addItems(SceneItem *first, ...);
};
/*--------------------------------------------------------------------------*/
class RegionSupportRec {
public:
int _yp;
int _xp;
int _xDiff;
int _yDiff;
int _xDirection;
int _halfDiff;
int _yDiff2;
void process();
};
#define PROCESS_LIST_SIZE 100
class WalkRegion : public Region {
private:
static RegionSupportRec _processList[PROCESS_LIST_SIZE];
void loadProcessList(byte *dataP, int dataSize, int &dataIndex, int ®ionHeight);
int process1(int idx, byte *dataP, int dataSize);
void process2(int dataIndex, int x1, int y1, int x2, int y2);
void process3(int yp, int dataCount, int &idx1, int &idx2);
void process4(int yp, int idx1, int idx2, int &count);
void process5(int idx1, int idx2);
void loadRecords(int yp, int size, int processIndex);
void process6(RegionSupportRec &rec);
public:
Common::Point _pt;
int _idxListIndex;
int _idxList2Index;
public:
void loadRegion(byte *dataP, int size);
};
class WRField18 {
public:
Common::Point _pt1, _pt2;
int _v;
public:
void load(byte *data);
};
class WalkRegions {
private:
void loadOriginal();
void loadRevised();
public:
int _resNum;
RouteEnds _routeEnds;
Common::Array<WalkRegion> _regionList;
Common::Array<WRField18> _field18;
Common::Array<int> _idxList;
Common::Array<int> _idxList2;
Common::List<int> _disabledRegions;
public:
WalkRegions() { _resNum = -1; }
virtual ~WalkRegions() {}
virtual void synchronize(Serializer &s);
void clear();
void load(int sceneNum);
int indexOf(const Common::Point &pt, const Common::List<int> *indexList = NULL);
WalkRegion &operator[](int idx) {
assert((idx >= 1) && (idx <= (int)_regionList.size()));
return _regionList[idx - 1];
}
void disableRegion(int regionId);
void enableRegion(int regionId);
};
/*--------------------------------------------------------------------------*/
class FloatSet {
public:
double _float1, _float2, _float3, _float4;
FloatSet() { _float1 = _float2 = _float3 = _float4 = 0; }
void add(double v1, double v2, double v3);
void proc1(double v);
double sqrt(FloatSet &floatSet);
};
/*--------------------------------------------------------------------------*/
class GameHandler : public EventHandler {
public:
RefCounter _lockCtr;
RefCounter _waitCtr;
int _nextWaitCtr;
int _field14;
public:
GameHandler();
virtual ~GameHandler();
void execute();
virtual void synchronize(Serializer &s);
virtual Common::String getClassName() { return "GameHandler"; }
virtual void postInit(SceneObjectList *OwnerList = NULL) {}
virtual void dispatch() {}
};
class SceneHandler : public GameHandler {
public:
int _saveGameSlot;
int _loadGameSlot;
int _delayTicks;
Common::String _saveName;
uint32 _prevFrameNumber;
protected:
virtual void playerAction(Event &event) {}
virtual void processEnd(Event &event) {}
public:
SceneHandler();
void registerHandler();
uint32 getFrameDifference();
virtual Common::String getClassName() { return "SceneHandler"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
virtual void dispatch();
static void dispatchObject(EventHandler *obj);
static void saveListener(Serializer &ser);
};
} // End of namespace TsAGE
#endif
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