/* 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 3 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, see . * */ /* * 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/base_fader.h" namespace Wintermute { class UIWindow; class AdObject; class AdRegion; class BaseViewport; class AdLayer; class BasePoint; class Light3D; class AdWaypointGroup; class AdPath; class AdScaleLevel; class AdRotLevel; class AdPathPoint; #ifdef ENABLE_WME3D class AdSceneGeometry; #endif class AdScene : public BaseObject { public: #ifdef ENABLE_WME3D uint32 _ambientLightColor; TShadowType _maxShadowType; bool _scroll3DCompatibility; bool _fogEnabled; uint32 _fogColor; float _fogStart; float _fogEnd; #endif BaseObject *getNextAccessObject(BaseObject *currObject); BaseObject *getPrevAccessObject(BaseObject *currObject); bool getSceneObjects(BaseArray &objects, bool interactiveOnly); bool getRegionObjects(AdRegion *region, BaseArray &objects, bool interactiveOnly); #ifdef ENABLE_WME3D bool display3DContent(DXMatrix &viewMat, DXMatrix &projMat); #endif #ifdef ENABLE_WME3D bool _2DPathfinding; #endif bool afterLoad(); #ifdef ENABLE_WME3D float _nearClipPlane; float _farClipPlane; float _fov; #endif int32 _editorResolutionWidth; int32 _editorResolutionHeight; #ifdef ENABLE_WME3D Light3D *getActiveLight(); #endif bool getRegionsAt(int x, int y, AdRegion **regionList, int numRegions); bool handleItemAssociations(const char *itemName, bool show); UIWindow *_shieldWindow; float getRotationAt(int x, int y); bool loadState(); bool saveState(); bool _persistentState; bool _persistentStateSprites; BaseObject *getNodeByName(const char *name); void setOffset(int offsetLeft, int offsetTop); bool pointInViewport(int x, int y); int getOffsetTop(); int getOffsetLeft(); bool getViewportSize(int32 *width = nullptr, int32 *height = nullptr); bool getViewportOffset(int32 *offsetX = nullptr, int32 *offsetY = nullptr); BaseViewport *_viewport; BaseFader *_fader; int32 _pfPointsNum; void pfPointsAdd(int x, int y, int distance); void pfPointsStart(); bool _initialized; bool correctTargetPoint(int32 startX, int32 startY, int32 *x, int32 *y, bool checkFreeObjects = false, BaseObject *requester = nullptr); bool correctTargetPoint2(int32 startX, int32 startY, int32 *targetX, int32 *targetY, bool checkFreeObjects, BaseObject *requester); DECLARE_PERSISTENT(AdScene, BaseObject) bool displayRegionContent(AdRegion *region = nullptr, bool display3DOnly = false); bool displayRegionContentOld(AdRegion *region = nullptr); static int32 compareObjs(const void *obj1, const void *obj2); bool updateFreeObjects(); bool traverseNodes(bool update = false); float getScaleAt(int y); bool sortScaleLevels(); bool sortRotLevels(); bool saveAsText(BaseDynamicBuffer *buffer, int indent) override; #ifdef ENABLE_WME3D bool _showGeometry; AdSceneGeometry *_geom; #endif uint32 getAlphaAt(int x, int y, bool colorCheck = false); bool _paralaxScrolling; void skipTo(int offsetX, int offsetY); void setDefaults(); void cleanup(); void skipToObject(BaseObject *object); void scrollToObject(BaseObject *object); void scrollTo(int offsetX, int offsetY); bool update() override; bool _autoScroll; int32 _targetOffsetTop; int32 _targetOffsetLeft; int32 _scrollPixelsV; uint32 _scrollTimeV; uint32 _lastTimeV; int32 _scrollPixelsH; uint32 _scrollTimeH; uint32 _lastTimeH; bool display() override; uint32 _pfMaxTime; bool initLoop(); void pathFinderStep(); /* * Added the possibility to configure the default behaviour of this function. If neither free objects nor a main layer * exist, the function used to return "blocked". This results in all actors being "blocked" shortly after load. * The default behaviour is unchanged to avoid strange side effects. The actor class is now able to override this default. * */ bool isBlockedAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = nullptr, bool defaultBlock = true); bool isWalkableAt(int x, int y, bool checkFreeObjects = false, BaseObject *requester = nullptr); AdLayer *_mainLayer; float getZoomAt(int x, int y); bool getPath(BasePoint source, BasePoint target, AdPath *path, BaseObject *requester = nullptr); AdScene(BaseGame *inGame); ~AdScene() override; BaseArray _layers; BaseArray _objects; BaseArray _waypointGroups; bool loadFile(const char *filename); bool loadBuffer(char *buffer, bool complete = true); int32 _width{}; int32 _height{}; bool addObject(AdObject *object); bool removeObject(AdObject *object); int32 _editorMarginH; int32 _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; BaseArray _scaleLevels; BaseArray _rotLevels; bool restoreDeviceObjects() override; void setMaxShadowType(TShadowType shadowType); int getPointsDist(BasePoint p1, BasePoint p2, BaseObject *requester = nullptr); void onLayerResized(AdLayer *layer); // scripting interface ScValue *scGetProperty(const char *name) override; bool scSetProperty(const char *name, ScValue *value) override; bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; const char *scToString() override; Common::String debuggerToString() const override; private: bool persistState(bool saving = true); void pfAddWaypointGroup(AdWaypointGroup *wpt, BaseObject *requester = nullptr); bool _pfReady; BasePoint *_pfTarget; AdPath *_pfTargetPath; BaseObject *_pfRequester; BaseArray _pfPath; int32 _offsetTop; int32 _offsetLeft; }; } // End of namespace Wintermute #endif