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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: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/core.h $
* $Id: core.h 227 2011-02-11 22:13:54Z dreammaster $
*
*/
#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"
#include "tsage/sound.h"
namespace tSage {
#define MAX_FLAGS 256
class EventHandler;
class SceneObject;
class SceneObjectList;
class ObjectMover;
class Action;
class Serialiser;
class InvObject: public SavedObject {
public:
int _sceneNumber;
int _displayResNum;
int _rlbNum;
int _cursorNum;
Rect _bounds;
CursorType _cursorId;
Common::String _description;
int _iconResNum;
public:
InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description);
bool inInventory() const { return _sceneNumber == 1; }
void setCursor();
virtual Common::String getClassName() { return "InvObject"; }
virtual void synchronise(Serialiser &s) {
s.syncAsUint16LE(_sceneNumber);
}
};
class InvObjectList: public SavedObject {
public:
InvObject _stunner;
InvObject _scanner;
InvObject _stasisBox;
InvObject _infoDisk;
InvObject _stasisNegator;
InvObject _keyDevice;
InvObject _medkit;
InvObject _ladder;
InvObject _rope;
InvObject _key;
InvObject _translator;
InvObject _ale;
InvObject _paper;
InvObject _waldos;
InvObject _stasisBox2;
InvObject _ring;
InvObject _cloak;
InvObject _tunic;
InvObject _candle;
InvObject _straw;
InvObject _scimitar;
InvObject _sword;
InvObject _helmet;
InvObject _items;
InvObject _concentrator;
InvObject _nullifier;
InvObject _peg;
InvObject _vial;
InvObject _jacket;
InvObject _tunic2;
InvObject _bone;
InvObject _jar;
InvObject _emptyJar;
List<InvObject *> _itemList;
InvObject *_selectedItem;
public:
InvObjectList();
virtual Common::String getClassName() { return "InvObjectList"; }
virtual void synchronise(Serialiser &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 synchronise(Serialiser &s) { s.syncAsSint16LE(_ctr); }
};
class EventHandler: public SavedObject {
public:
Action *_action;
EventHandler(): SavedObject() { _action = NULL; }
virtual ~EventHandler() { destroy(); }
virtual void synchronise(Serialiser &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 *fmt, ...);
virtual void destroy() {};
};
class Action: public EventHandler {
public:
EventHandler *_owner;
int _actionIndex;
int _delayFrames;
uint32 _startFrame;
int _field16;
EventHandler *_fmt;
Action();
virtual void synchronise(Serialiser &s);
virtual Common::String getClassName() { return "Action"; }
virtual void remove();
virtual void process(Event &event);
virtual void dispatch();
virtual void attached(EventHandler *newOwner, EventHandler *fmt, va_list va);
void attach(EventHandler *newOwner, EventHandler *fmt, ...) {
va_list va;
va_start(va, fmt);
attached(newOwner, fmt, 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;
};
class ObjectMover: public EventHandler {
public:
Common::Point _destPosition;
Common::Point _moveDelta;
Common::Point _moveSign;
int _minorDiff;
int _majorDiff;
int _field1A;
Action *_action;
SceneObject *_sceneObject;
public:
ObjectMover() { _action = NULL; _sceneObject = NULL; }
virtual ~ObjectMover();
virtual void synchronise(Serialiser &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 synchronise(Serialiser &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 {
private:
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, List<int> &indexList);
int checkMover(Common::Point &srcPos, const Common::Point &destPos);
void checkMovement2(const Common::Point &pt1, const Common::Point &pt2, int numSteps, Common::Point &ptOut);
int proc1(int *routeList, int srcRegion, int destRegion, int &v);
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(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 synchronise(Serialiser &s);
virtual Common::String getClassName() { return "PlayerMover"; }
virtual void startMove(SceneObject *sceneObj, va_list va);
virtual void endMove();
};
class PlayerMover2: public PlayerMover {
public:
int _field7A;
int _field7E;
PlayerMover2(): PlayerMover() { _field7A = 0; }
};
/*--------------------------------------------------------------------------*/
class ScenePalette;
class PaletteModifier: public SavedObject {
public:
ScenePalette *_scenePalette;
Action *_action;
public:
PaletteModifier();
virtual void synchronise(Serialiser &s) {
SYNC_POINTER(_scenePalette);
SYNC_POINTER(_action);
}
virtual void signal() = 0;
virtual void remove() = 0;
};
class PaletteRotation: public PaletteModifier {
public:
bool _disabled;
int _delayFrames;
int _delayCtr;
uint32 _frameNumber;
int _currIndex;
int _start;
int _end;
int _rotationMode;
int _duration;
uint32 _palette[256];
public:
PaletteRotation();
virtual Common::String getClassName() { return "PaletteRotation"; }
virtual void synchronise(Serialiser &s);
virtual void signal();
virtual void remove();
void setDisabled(bool v) { _disabled = v; }
void set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action);
void setPalette(ScenePalette *palette, bool disabled);
bool decDuration();
void setDelay(int amount);
};
enum FadeMode {FADEMODE_NONE = 0, FADEMODE_GRADUAL = 1, FADEMODE_IMMEDIATE = 2};
class ScenePalette: public SavedObject {
public:
uint32 _palette[256];
GfxColours _colours;
List<PaletteModifier *> _listeners;
int _field412;
uint8 _redColour;
uint8 _greenColour;
uint8 _blueColour;
uint8 _aquaColour;
uint8 _purpleColour;
uint8 _limeColour;
public:
ScenePalette();
ScenePalette(int paletteNum);
bool loadPalette(int paletteNum);
void refresh();
void setPalette(int index, int count);
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);
static void changeBackground(const Rect &bounds, FadeMode fadeMode);
virtual void synchronise(Serialiser &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_COLOUR = 4;
const int SET_FG_COLOUR = 5;
const int SET_KEEP_ONSCREEN = 6;
const int SET_EXT_BGCOLOUR = 7;
const int SET_EXT_FGCOLOUR = 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 synchronise(Serialiser &s);
virtual Common::String getClassName() { return "SceneItem"; }
virtual void remove();
virtual void destroy() {}
virtual void startMover(CursorType action) { doAction(action); }
virtual void doAction(int action);
bool contains(const Common::Point &pt);
void setBounds(const Rect &newBounds) { _bounds = newBounds; }
static void display(int resNum, int lineNum, ...);
static void display2(int resNum, int lineNum) {
display(resNum, lineNum, SET_WIDTH, 200, SET_EXT_BGCOLOUR, 7, LIST_END);
}
};
class SceneHotspot: public SceneItem {
public:
SceneHotspot(): SceneItem() {}
virtual Common::String getClassName() { return "SceneHotspot"; }
virtual void doAction(int action);
};
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};
class SceneObject;
class Visage {
private:
byte *_data;
public:
int _resNum;
int _rlbNum;
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 &s);
};
class SceneObjectWrapper: public EventHandler {
private:
Visage _visageImages;
public:
SceneObject *_sceneObject;
public:
SceneObjectWrapper() { _sceneObject = NULL; }
virtual ~SceneObjectWrapper() {}
void setSceneObject(SceneObject *so);
virtual void synchronise(Serialiser &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_8 = 8, OBJFLAG_100 = 0x100, OBJFLAG_200 = 0x200, OBJFLAG_REMOVE = 0x400, OBJFLAG_800 = 0x800,
OBJFLAG_1000 = 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();
int changeFrame();
bool isNoMover() const { return !_mover || (_field6E > 0); }
public:
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 _field6E;
EventHandler *_mover;
Common::Point _moveDiff;
int _field7A;
Action *_endAction;
uint32 _regionBitList;
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 setPriority2(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 flag100();
void unflag100();
int getSpliceArea(const SceneObject *obj);
int getFrameCount();
virtual void synchronise(Serialiser &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();
};
class SceneObjectExt: public SceneObject {
public:
int _state;
virtual void synchronise(Serialiser &s) {
SceneObject::synchronise(s);
s.syncAsSint16LE(_state);
}
virtual Common::String getClassName() { return "SceneObjectExt"; }
};
class SceneText: public SceneObject {
public:
int _fontNumber;
int _width;
TextAlign _textMode;
int _colour1;
int _colour2;
int _colour3;
GfxSurface _textSurface;
public:
SceneText();
~SceneText();
void setup(const Common::String &msg);
virtual void synchronise(Serialiser &s);
virtual Common::String getClassName() { return "SceneText"; }
virtual GfxSurface getFrame() { return _textSurface; }
};
class Player: public SceneObject {
public:
bool _canWalk;
bool _uiEnabled;
int _field8C;
public:
Player(): SceneObject() {}
virtual Common::String getClassName() { return "Player"; }
virtual void synchronise(Serialiser &s);
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
void disableControl();
void enableControl();
};
/*--------------------------------------------------------------------------*/
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);
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 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);
void sortList(Common::Array<SceneObject *> &ObjList);
List<SceneObject *> _objList;
bool _listAltered;
public:
SceneObjectList() { _listAltered = false; }
virtual Common::String getClassName() { return "SceneObjectList"; }
virtual void synchronise(Serialiser &s);
void draw();
void activate();
static void deactivate();
typedef void (*EventHandlerFn)(EventHandler *fn);
void recurse(EventHandlerFn Fn) {
// Loop through each object
_listAltered = false;
for (List<SceneObject *>::iterator i = _objList.begin(); i != _objList.end() && !_listAltered; ) {
SceneObject *o = *i;
++i;
Fn(o);
}
}
List<SceneObject *>::iterator begin() { return _objList.begin(); }
List<SceneObject *>::iterator end() { return _objList.end(); }
bool contains(SceneObject *sceneObj) { return _objList.contains(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;
}
};
class ScenePriorities: public List<Region> {
public:
int _resNum;
int _field14;
int _field16;
Region _defaultPriorityRegion;
public:
void load(int resNum);
Region *find(int priority);
};
/*--------------------------------------------------------------------------*/
class GameSoundHandler {
public:
void proc1() {
warning("TODO: GameSoundHandler::proc1");
}
void proc5(int v) {
warning("TODO: GameSoundHandler::proc5");
}
void proc11(int v1, int v2, int v3, int v4) {
warning("TODO: GameSoundHandler::proc11");
}
int proc12() {
// TODO
return -1;
}
void proc2(int v) {
// TODO
}
int proc3() {
return 0;
}
void setVolume(int volume) {
warning("TODO GameSoundHandler::setVolume");
}
void startSound(int soundNum) {
warning("TODO GameSoundHandler::startSound");
}
};
class SoundHandler: public EventHandler {
public:
GameSoundHandler _sound;
Action *_action;
int _field280;
public:
SoundHandler();
~SoundHandler();
void startSound(int soundNum, Action *action = NULL, int volume = 127);
void proc1(Action *action) {
proc11(0, 5, 10, 1, action);
}
void proc2(int v) {
warning("TODO: SoundHandler::proc2");
}
void proc3() {
warning("TODO: SoundHandler::proc5");
}
void proc4() {
_sound.proc1();
}
void proc5(int v) {
_sound.proc5(v);
}
void proc11(int v1, int v2, int v3, int v4, Action *action) {
if (action)
_action = action;
_sound.proc11(v1, v2, v3, v4);
}
void setVolume(int volume) { _sound.setVolume(volume); }
virtual Common::String getClassName() { return "SoundHandler"; }
virtual void dispatch();
};
/*--------------------------------------------------------------------------*/
class SceneItemList: public List<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 {
public:
int _resNum;
RouteEnds _routeEnds;
Common::Array<WalkRegion> _regionList;
Common::Array<WRField18> _field18;
Common::Array<int> _idxList;
Common::Array<int> _idxList2;
public:
WalkRegions() { _resNum = -1; }
void clear();
void load(int sceneNum);
int indexOf(const Common::Point &pt, List<int> *indexList = NULL);
WalkRegion &operator[](int idx) {
assert((idx >= 1) && (idx <= (int)_regionList.size()));
return _regionList[idx - 1];
}
};
/*--------------------------------------------------------------------------*/
class FloatSet {
public:
double _float1, _float2, _float3, _float4;
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 synchronise(Serialiser &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;
public:
SceneHandler();
void registerHandler();
virtual Common::String getClassName() { return "SceneHandler"; }
virtual void postInit(SceneObjectList *OwnerList = NULL);
virtual void process(Event &event);
virtual void dispatch();
static void handleListener(EventHandler *obj);
static void saveListener(Serialiser &ser);
};
/*--------------------------------------------------------------------------*/
class Game {
private:
List<GameHandler *> _handlers;
static bool notLockedFn(GameHandler *g);
void restart();
void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
public:
void addHandler(GameHandler *entry) { _handlers.push_back(entry); }
void removeHandler(GameHandler *entry) { _handlers.remove(entry); }
void execute();
void restartGame();
void saveGame();
void restoreGame();
void quitGame();
void endGame(int resNum, int lineNum);
};
} // End of namespace tSage
#endif
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