aboutsummaryrefslogtreecommitdiff
path: root/engines/tsage/scenes.h
blob: 9e3857af5ed43401923b575f8998df7051d471e9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/* 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_SCENES_H
#define TSAGE_SCENES_H

#include "common/scummsys.h"
#include "tsage/converse.h"
#include "tsage/events.h"
#include "tsage/core.h"
#include "tsage/saveload.h"

namespace TsAGE {

class Scene : public StripCallback {
private:
	void drawBackgroundObjects();
public:
	int _screenNumber;
	int _activeScreenNumber;
	int _sceneMode;
	StripManager _stripManager;

	Rect _backgroundBounds;
	GfxSurface _backSurface;
	Rect _sceneBounds;
	Rect _oldSceneBounds;
	int _enabledSections[256];
	int _zoomPercents[256];
	ScenePriorities _priorities;
	SceneObjectList _bgSceneObjects;
public:
	Scene();
	virtual ~Scene();

	virtual Common::String getClassName() { return "Scene"; }
	virtual void synchronize(Serializer &s);
	virtual void stripCallback(int v) {}
	virtual void postInit(SceneObjectList *OwnerList = NULL);
	virtual void process(Event &event);
	virtual void dispatch();
	virtual void loadScene(int sceneNum);
	virtual void refreshBackground(int xAmount, int yAmount);

	void setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent);
	void loadBackground(int xAmount, int yAmount);

	void loadSceneData(int sceneNum);
};

class SceneManager : public GameHandler, public SaveListener {
private:
	void disposeRegions() {
		// No need to do anything, since regions will be freed automatically when the scene is
	}
	Scene *getNewScene();
public:
	Scene *_scene;
	bool _hasPalette;
	int _loadMode;
	int _sceneNumber;
	int _previousScene;
	int _nextSceneNumber;
	FadeMode _fadeMode;
	Common::Point _sceneBgOffset;
	int _sceneLoadCount;
	Rect _scrollerRect;
	int _objectCount;
public:
	SceneManager();
	virtual ~SceneManager();

	virtual void listenerSynchronize(Serializer &s);
	void setNewScene(int sceneNumber);
	void checkScene();
	void sceneChange();
	void fadeInIfNecessary();
	void changeScene(int newSceneNumber);
	void setBgOffset(const Common::Point &pt, int loadCount);

	void removeAction(Action *action) {
		// Not currently implemented because addAction method doesn't seem to have any callers
	}

	static void setup();
	static void setBackSurface();
	static void saveListener(int saveMode);
	static void loadNotifier(bool postFlag);
};

class Game {
protected:
	SynchronizedList<GameHandler *> _handlers;

	static bool notLockedFn(GameHandler *g);
	virtual void handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName);
public:
	virtual ~Game() {}

	void addHandler(GameHandler *entry) { _handlers.push_back(entry); }
	void removeHandler(GameHandler *entry) { _handlers.remove(entry); }

	void execute();
	virtual void start() = 0;
	virtual void restart() {}
	virtual void restartGame();
	virtual void saveGame();
	virtual void restoreGame();
	virtual void quitGame();
	virtual void endGame(int resNum, int lineNum) {}
	virtual Scene *createScene(int sceneNumber) = 0;
	virtual void processEvent(Event &event) {}
	virtual void rightClick() {}
	virtual bool canSaveGameStateCurrently() = 0;
	virtual bool canLoadGameStateCurrently() = 0;
};

} // End of namespace TsAGE

#endif