scummvm/engines/dgds/scene.h
2025-03-29 14:09:45 +11:00

401 lines
12 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef DGDS_SCENE_H
#define DGDS_SCENE_H
#include "common/array.h"
#include "common/serializer.h"
#include "dgds/dialog.h"
#include "dgds/head.h"
#include "dgds/dgds_rect.h"
#include "dgds/minigames/shell_game.h"
#include "dgds/scene_condition.h"
#include "dgds/scene_op.h"
namespace Dgds {
class ResourceManager;
class Decompressor;
class DgdsFont;
class SoundRaw;
class TTMInterpreter;
class TTMEnviro;
class HotArea {
public:
DgdsRect _rect;
uint16 _num; //
uint16 _cursorNum;
// Used in Willy Beamish
uint16 _cursorNum2;
uint16 _objInteractionRectNum;
Common::Array<SceneConditions> enableConditions;
Common::Array<SceneOp> onLookOps;
Common::Array<SceneOp> onPickUpOps;
Common::Array<SceneOp> onUseOps;
virtual ~HotArea() {}
virtual Common::String dump(const Common::String &indent) const;
};
class DynamicRect {
public:
DynamicRect() : _num(0) {};
uint16 _num;
DgdsRect _rect;
};
enum GameItemState {
kItemStateDragging = 1,
kItemStateWasInInv = 0x10000,
};
class GameItem : public HotArea {
public:
Common::Array<SceneOp> onDragFinishedOps;
Common::Array<SceneOp> onBothButtonsOps;
uint16 _altCursor;
uint16 _iconNum;
// mutable values
uint16 _inSceneNum;
uint32 _flags;
uint16 _quality;
Common::String dump(const Common::String &indent) const override;
};
class MouseCursor {
public:
MouseCursor(uint16 hotX, uint16 hotY) : _hot(hotX, hotY) {}
Common::String dump(const Common::String &indent) const;
const Common::Point getHot() const { return _hot; }
private:
Common::Point _hot;
};
// Interactions between two objects when one is dropped on the other
class ObjectInteraction {
public:
ObjectInteraction(uint16 dropped, uint16 target) : _droppedItemNum(dropped), _targetItemNum(target) {}
Common::Array<SceneOp> opList;
bool matches(uint16 droppedItemNum, uint16 targetItemNum) const {
return (_droppedItemNum == 0xFFFF || _droppedItemNum == droppedItemNum)
&& _targetItemNum == targetItemNum;
}
Common::String dump(const Common::String &indent) const;
private:
uint16 _droppedItemNum;
uint16 _targetItemNum;
};
class SceneTrigger {
public:
SceneTrigger(uint16 num) : _num(num), _enabled(false), _timesToCheckBeforeRunning(0), _checksUntilRun(0) {}
Common::String dump(const Common::String &indent) const;
Common::Array<SceneConditions> conditionList;
Common::Array<SceneOp> sceneOpList;
uint16 _timesToCheckBeforeRunning; // Only used in Beamish.
uint16 _checksUntilRun;
bool _enabled;
uint16 getNum() const { return _num; }
private:
uint16 _num;
};
/* A global value that only applies on a per-SDS-scene,
but stays with the GDS data as it sticks around during
the game */
class PerSceneGlobal {
public:
PerSceneGlobal(uint16 num, uint16 scene) : _num(num), _sceneNo(scene), _val(0) {}
Common::String dump(const Common::String &indent) const;
bool matches(uint16 num, uint16 scene) const { return num == _num && (_sceneNo == 0 || _sceneNo == scene); }
bool numMatches(uint16 num) const { return num == _num; }
int16 _val;
private:
// Immutable, read from the data file
uint16 _num;
uint16 _sceneNo;
};
/**
* A scene is described by an SDS file, which points to the ADS script to load
* and holds the dialog info.
*/
class Scene {
public:
Scene();
virtual ~Scene() {};
virtual bool parse(Common::SeekableReadStream *s) = 0;
bool isVersionOver(const char *version) const;
bool isVersionUnder(const char *version) const;
uint32 getMagic() const { return _magic; }
const Common::String &getVersion() const { return _version; }
bool runPreTickOps() { return runOps(_preTickOps); }
bool runPostTickOps() { return runOps(_postTickOps); }
static bool runOps(const Common::Array<SceneOp> ops, int16 addMinutes = 0);
virtual Common::Error syncState(Common::Serializer &s) = 0;
// These are all static as they are potentially run over scene changes.
static void segmentStateOps(const Common::Array<uint16> &args);
static void setItemAttrOp(const Common::Array<uint16> &args);
static void setDragItemOp(const Common::Array<uint16> &args);
protected:
bool readConditionList(Common::SeekableReadStream *s, Common::Array<SceneConditions> &list) const;
bool readHotArea(Common::SeekableReadStream *s, HotArea &dst) const;
bool readHotAreaList(Common::SeekableReadStream *s, Common::List<HotArea> &list) const;
bool readGameItemList(Common::SeekableReadStream *s, Common::Array<GameItem> &list) const;
bool readMouseHotspotList(Common::SeekableReadStream *s, Common::Array<MouseCursor> &list) const;
bool readObjInteractionList(Common::SeekableReadStream *s, Common::Array<ObjectInteraction> &list) const;
bool readOpList(Common::SeekableReadStream *s, Common::Array<SceneOp> &list) const;
bool readDialogList(Common::SeekableReadStream *s, Common::List<Dialog> &list, int16 filenum = 0) const;
bool readTriggerList(Common::SeekableReadStream *s, Common::Array<SceneTrigger> &list) const;
bool readDialogActionList(Common::SeekableReadStream *s, Common::Array<DialogAction> &list) const;
bool readConditionalSceneOpList(Common::SeekableReadStream *s, Common::Array<ConditionalSceneOp> &list) const;
uint32 _magic;
Common::String _version;
Common::Array<SceneOp> _preTickOps;
Common::Array<SceneOp> _postTickOps;
Common::Array<ConditionalSceneOp> _conditionalOps; // Beamish only
};
class GDSScene : public Scene {
public:
GDSScene();
bool load(const Common::String &filename, ResourceManager *resourceManager, Decompressor *decompressor);
bool loadRestart(const Common::String &filename, ResourceManager *resourceManager, Decompressor *decompressor);
bool parse(Common::SeekableReadStream *s) override;
bool parseInf(Common::SeekableReadStream *s);
const Common::String &getIconFile() const { return _iconFile; }
bool readPerSceneGlobals(Common::SeekableReadStream *s);
Common::String dump(const Common::String &indent) const;
void runStartGameOps() { runOps(_startGameOps); }
void runQuitGameOps() { runOps(_quitGameOps); }
void runChangeSceneOps() { runOps(_onChangeSceneOps); }
void globalOps(const Common::Array<uint16> &args);
int16 getGlobal(uint16 num) const;
int16 setGlobal(uint16 num, int16 val);
const Common::Array<MouseCursor> &getCursorList() const { return _cursorList; }
void drawItems(Graphics::ManagedSurface &surf);
Common::Array<GameItem> &getGameItems() { return _gameItems; }
int countItemsInInventory() const;
const Common::Array<ObjectInteraction> &getObjInteractions1() const { return _objInteractions1; }
const Common::Array<ObjectInteraction> &getObjInteractions2() const { return _objInteractions2; }
Common::Error syncState(Common::Serializer &s) override;
void initIconSizes();
GameItem *getActiveItem();
int16 getDefaultMouseCursor() const { return _defaultMouseCursor; }
int16 getDefaultMouseCursor2() const { return _defaultMouseCursor2; }
int16 getOtherDefaultMouseCursor() const { return _defaultOtherMouseCursor; }
uint16 getInvIconNum() const { return _invIconNum; }
int16 getInvIconMouseCursor() const { return _invIconMouseCursor; }
private:
Common::String _iconFile;
Common::Array<GameItem> _gameItems;
Common::Array<SceneOp> _startGameOps;
Common::Array<SceneOp> _quitGameOps;
Common::Array<SceneOp> _onChangeSceneOps;
Common::Array<MouseCursor> _cursorList;
Common::Array<PerSceneGlobal> _perSceneGlobals;
Common::Array<ObjectInteraction> _objInteractions2;
Common::Array<ObjectInteraction> _objInteractions1;
// Additional fields that appear in Willy Beamish (unused in others)
int16 _defaultMouseCursor;
int16 _defaultMouseCursor2;
uint16 _invIconNum;
int16 _invIconMouseCursor;
int16 _defaultOtherMouseCursor;
};
class SDSScene : public Scene {
public:
SDSScene();
bool load(const Common::String &filename, ResourceManager *resourceManager, Decompressor *decompressor);
bool parse(Common::SeekableReadStream *s) override;
void unload();
const Common::String &getAdsFile() const { return _adsFile; }
void runEnterSceneOps() { runOps(_enterSceneOps); }
void runLeaveSceneOps() { runOps(_leaveSceneOps); }
void checkTriggers();
int getNum() const { return _num; }
Common::String dump(const Common::String &indent) const;
bool checkDialogActive();
void drawActiveDialogBgs(Graphics::ManagedSurface *dst);
bool drawAndUpdateDialogs(Graphics::ManagedSurface *dst);
bool checkForClearedDialogs();
void mouseUpdate(const Common::Point &pt);
void mouseLDown(const Common::Point &pt);
void mouseLUp(const Common::Point &pt);
void mouseRDown(const Common::Point &pt);
void mouseRUp(const Common::Point &pt);
void addInvButtonToHotAreaList();
void removeInvButtonFromHotAreaList();
const Common::List<HotArea> &getHotAreas() const { return _hotAreaList; }
const GameItem *getDragItem() const { return _dragItem; }
GameItem *getDragItem() { return _dragItem; }
void setDragItem(GameItem *item) { _dragItem = item; }
const Common::Array<ObjectInteraction> &getObjInteractions1() const { return _objInteractions1; }
const Common::Array<ObjectInteraction> &getObjInteractions2() const { return _objInteractions2; }
bool hasVisibleDialog();
bool hasVisibleOrOpeningDialog() const;
Common::Error syncState(Common::Serializer &s) override;
void onDragFinish(const Common::Point &pt);
void enableTrigger(uint16 sceneNum, uint16 num, bool enable = true);
void loadDialogData(uint16 num);
void freeDialogData(uint16 num);
bool loadTalkData(uint16 num);
bool freeTalkData(uint16 num);
void clearVisibleTalkers();
bool loadTalkDataAndSetFlags(uint16 talknum, uint16 headnum);
void drawAndUpdateHeads(Graphics::ManagedSurface &dst);
bool hasVisibleHead() const;
// dragon-specific scene ops
void addAndShowTiredDialog();
void prevChoice();
void nextChoice();
void activateChoice();
bool isTriggerEnabled(uint16 num);
bool isLButtonDown() const { return _lbuttonDown; }
bool isRButtonDown() const { return _rbuttonDown; }
void showDialog(uint16 fileNum, uint16 dlgNum);
const Common::Array<ConditionalSceneOp> &getConditionalOps() { return _conditionalOps; }
void updateHotAreasFromDynamicRects();
void setDynamicSceneRect(int16 num, int16 x, int16 y, int16 width, int16 height);
void setSceneNum(int16 num) { _num = num; }
void drawDebugHotAreas(Graphics::ManagedSurface &dst) const;
void setIgnoreMouseUp() { _ignoreMouseUp = true; }
void setShouldClearDlg() { _shouldClearDlg = true; }
protected:
HotArea *findAreaUnderMouse(const Common::Point &pt);
private:
Dialog *getVisibleDialog();
bool readTalkData(Common::SeekableReadStream *s, TalkData &dst);
void leftButtonAction(const HotArea *area);
void bothButtonAction(const Common::Point &pt);
void rightButtonAction(const Common::Point &pt);
void doPickUp(HotArea *area);
void doLook(const HotArea *area);
int _num;
Common::Array<SceneOp> _enterSceneOps;
Common::Array<SceneOp> _leaveSceneOps;
//uint _field5_0x12;
uint _field6_0x14;
Common::String _adsFile;
//uint _field8_0x23;
Common::List<HotArea> _hotAreaList;
Common::Array<ObjectInteraction> _objInteractions1;
Common::Array<ObjectInteraction> _objInteractions2;
Common::Array<DynamicRect> _dynamicRects; // Only used in Willy Beamish
//uint _field12_0x2b;
//uint _field15_0x33;
Common::Array<TalkData> _talkData;
// From here on is mutable stuff that might need saving
// Dialogs must be in List, not Array - they can be dynamically added
// from another dialog, so pointers need to stay valid while adding more.
Common::List<Dialog> _dialogs;
Common::Array<SceneTrigger> _triggers;
Conversation _conversation;
GameItem *_dragItem;
bool _shouldClearDlg;
bool _ignoreMouseUp;
bool _lbuttonDown;
bool _rbuttonDown;
bool _lbuttonDownWithDrag;
HotArea *_mouseDownArea;
int _mouseDownCounter;
/// Only changes in beamish - toggle between use (0), look (1) and target (2)
int16 _lookMode;
static bool _dlgWithFlagLo8IsClosing;
static DialogFlags _sceneDialogFlags;
};
} // End of namespace Dgds
#endif // DGDS_SCENE_H