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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_ADSCENE_H
#define WINTERMUTE_ADSCENE_H
#include "engines/wintermute/Base/BFader.h"
namespace WinterMute {
class CUIWindow;
class CAdObject;
class CAdRegion;
class CBViewport;
class CAdLayer;
class CBPoint;
class CAdWaypointGroup;
class CAdPath;
class CAdScaleLevel;
class CAdRotLevel;
class CAdPathPoint;
class CAdScene : public CBObject {
public:
CBObject *GetNextAccessObject(CBObject *CurrObject);
CBObject *GetPrevAccessObject(CBObject *CurrObject);
HRESULT GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
HRESULT GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly);
HRESULT AfterLoad();
HRESULT GetRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions);
HRESULT HandleItemAssociations(const char *ItemName, bool Show);
CUIWindow *_shieldWindow;
float GetRotationAt(int X, int Y);
HRESULT LoadState();
HRESULT SaveState();
bool _persistentState;
bool _persistentStateSprites;
CBObject *GetNodeByName(const char *Name);
void SetOffset(int OffsetLeft, int OffsetTop);
bool PointInViewport(int X, int Y);
int GetOffsetTop();
int GetOffsetLeft();
HRESULT GetViewportSize(int *Width = NULL, int *Height = NULL);
HRESULT GetViewportOffset(int *OffsetX = NULL, int *OffsetY = NULL);
CBViewport *_viewport;
CBFader *_fader;
int _pFPointsNum;
void PFPointsAdd(int X, int Y, int Distance);
void PFPointsStart();
bool _initialized;
HRESULT CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
HRESULT CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester);
DECLARE_PERSISTENT(CAdScene, CBObject)
HRESULT DisplayRegionContent(CAdRegion *Region = NULL, bool Display3DOnly = false);
HRESULT DisplayRegionContentOld(CAdRegion *Region = NULL);
static int CompareObjs(const void *Obj1, const void *Obj2);
HRESULT UpdateFreeObjects();
HRESULT TraverseNodes(bool Update = false);
float GetScaleAt(int Y);
HRESULT SortScaleLevels();
HRESULT SortRotLevels();
virtual HRESULT SaveAsText(CBDynBuffer *Buffer, int Indent);
uint32 GetAlphaAt(int X, int Y, bool ColorCheck = false);
bool _paralaxScrolling;
void SkipTo(int OffsetX, int OffsetY);
void SetDefaults();
void Cleanup();
void SkipToObject(CBObject *Object);
void ScrollToObject(CBObject *Object);
void ScrollTo(int OffsetX, int OffsetY);
virtual HRESULT Update();
bool _autoScroll;
int _targetOffsetTop;
int _targetOffsetLeft;
int _scrollPixelsV;
uint32 _scrollTimeV;
uint32 _lastTimeV;
int _scrollPixelsH;
uint32 _scrollTimeH;
uint32 _lastTimeH;
virtual HRESULT Display();
uint32 _pFMaxTime;
HRESULT InitLoop();
void PathFinderStep();
bool IsBlockedAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
bool IsWalkableAt(int X, int Y, bool CheckFreeObjects = false, CBObject *Requester = NULL);
CAdLayer *_mainLayer;
float GetZoomAt(int X, int Y);
bool GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester = NULL);
CAdScene(CBGame *inGame);
virtual ~CAdScene();
CBArray<CAdLayer *, CAdLayer *> _layers;
CBArray<CAdObject *, CAdObject *> _objects;
CBArray<CAdWaypointGroup *, CAdWaypointGroup *> _waypointGroups;
HRESULT LoadFile(const char *Filename);
HRESULT LoadBuffer(byte *Buffer, bool Complete = true);
int _width;
int _height;
HRESULT AddObject(CAdObject *Object);
HRESULT RemoveObject(CAdObject *Object);
int _editorMarginH;
int _editorMarginV;
uint32 _editorColFrame;
uint32 _editorColEntity;
uint32 _editorColRegion;
uint32 _editorColBlocked;
uint32 _editorColWaypoints;
uint32 _editorColEntitySel;
uint32 _editorColRegionSel;
uint32 _editorColBlockedSel;
uint32 _editorColWaypointsSel;
uint32 _editorColScale;
uint32 _editorColDecor;
uint32 _editorColDecorSel;
bool _editorShowRegions;
bool _editorShowBlocked;
bool _editorShowDecor;
bool _editorShowEntities;
bool _editorShowScale;
CBArray<CAdScaleLevel *, CAdScaleLevel *> _scaleLevels;
CBArray<CAdRotLevel *, CAdRotLevel *> _rotLevels;
virtual HRESULT RestoreDeviceObjects();
int GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester = NULL);
// scripting interface
virtual CScValue *ScGetProperty(const char *Name);
virtual HRESULT ScSetProperty(const char *Name, CScValue *Value);
virtual HRESULT ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name);
virtual const char *ScToString();
private:
HRESULT PersistState(bool Saving = true);
void PFAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester = NULL);
bool _pFReady;
CBPoint *_pFTarget;
CAdPath *_pFTargetPath;
CBObject *_pFRequester;
CBArray<CAdPathPoint *, CAdPathPoint *> _pFPath;
int _offsetTop;
int _offsetLeft;
};
} // end of namespace WinterMute
#endif
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