ScummVM API documentation
room.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22#ifndef TWP_ROOM_H
23#define TWP_ROOM_H
24
25#include "common/array.h"
26#include "common/rect.h"
27#include "common/stream.h"
28#include "common/ptr.h"
29#include "math/vector2d.h"
30#include "twp/squirrel/squirrel.h"
31#include "twp/font.h"
32#include "twp/motor.h"
33#include "twp/scenegraph.h"
34#include "twp/graph.h"
35
36#define FULLSCREENCLOSEUP 1
37#define FULLSCREENROOM 2
38
39namespace Twp {
40
41enum class RoomEffect {
42 None = 0,
43 Sepia = 1,
44 Ega = 2,
45 Vhs = 3,
46 Ghost = 4,
47 BlackAndWhite = 5
48};
49
50class Node;
51class Object;
52
53class Layer {
54public:
55 Layer(const Common::String &name, const Math::Vector2d &parallax, int zsort);
56 Layer(const Common::StringArray &names, const Math::Vector2d &parallax, int zsort);
57
58public:
61 Math::Vector2d _parallax;
62 int _zsort = 0;
64};
65
67 float scale;
68 int y;
69};
70
71struct Scaling {
73 Common::String trigger;
74
75 float getScaling(float yPos);
76};
77
78struct Light {
79 Color color;
80 Math::Vector2d pos;
81 float brightness = 0.f; // light brightness 1.0f...100.f
82 float coneDirection = 0.f; // cone direction 0...360.f
83 float coneAngle = 0.f; // cone angle 0...360.f
84 float coneFalloff = 0.f; // cone falloff 0.f...1.0f
85 float cutOffRadius = 0.f; // cutoff radius
86 float halfRadius = 0.f; // cone half radius 0.0f...1.0f
87 bool on = false;
88 int id = 0;
89};
90
91struct Lights {
92 int _numLights = 0; // Number of lights
93 Light _lights[50];
94 Color _ambientLight; // Ambient light color
95};
96
99
101 Scaling *_scaling = nullptr;
102};
103
104class PathFinder;
105class Scene;
106class Room {
107public:
108 Room(const Common::String &name, HSQOBJECT &table);
109 ~Room();
110
111 static void load(Common::SharedPtr<Room> room, Common::SeekableReadStream &s);
112
113 void update(float elapsedSec);
114
115 Common::SharedPtr<Object> createObject(const Common::String &sheet, const Common::Array<Common::String> &frames);
116 Common::SharedPtr<Object> createTextObject(const Common::String &fontName, const Common::String &text, TextHAlignment hAlign = thLeft, TextVAlignment vAlign = tvCenter, float maxWidth = 0.0f);
117
118 Math::Vector2d getScreenSize();
119
120 Common::SharedPtr<Layer> layer(int zsort);
121 Common::SharedPtr<Object> getObj(const Common::String &key);
122
123 Light *createLight(const Color &color, const Math::Vector2d &pos);
124 float getScaling(float yPos);
125 void objectParallaxLayer(Common::SharedPtr<Object> obj, int zsort);
126 void setOverlay(const Color &color);
127 Color getOverlay() const;
128
129 void walkboxHidden(const Common::String &name, bool hidden);
130 Common::Array<Math::Vector2d> calculatePath(const Math::Vector2d &frm, const Math::Vector2d &to);
131
132public:
133 Common::String _name; // Name of the room
134 Common::String _sheet; // Name of the spritesheet to use
135 Math::Vector2d _roomSize; // Size of the room
136 int _fullscreen = 0; // Indicates if a room is a closeup room (fullscreen=1) or not (fullscreen=2), just a guess
137 int _height = 0; // Height of the room (what else ?)
138 Common::Array<Common::SharedPtr<Layer> > _layers; // Parallax layers of a room
139 Common::Array<Walkbox> _walkboxes; // Represents the areas where an actor can or cannot walk
140 Common::Array<Walkbox> _mergedPolygon;
141 Common::Array<Scaling> _scalings; // Defines the scaling of the actor in the room
142 Scaling _scaling; // Defines the scaling of the actor in the room
143 HSQOBJECT _table; // Squirrel table representing this room
144 bool _entering = false; // Indicates whether or not an actor is entering this room
145 Lights _lights; // Lights of the room
146 Common::Array<Common::SharedPtr<Object> > _triggers; // Triggers currently enabled in the room
147 Common::Array<ScalingTrigger> _scalingTriggers; // Scaling Triggers of the room
148 bool _pseudo = false;
150 OverlayNode _overlayNode; // Represents an overlay
151 RoomEffect _effect = RoomEffect::None;
152 Common::SharedPtr<Motor> _overlayTo;
153 Common::SharedPtr<Motor> _rotateTo;
154 float _rotation = 0.f;
155 PathFinder _pathFinder;
156};
157
158} // namespace Twp
159
160#endif
Definition: stream.h:745
Definition: ptr.h:159
Definition: str.h:59
Definition: room.h:53
Definition: scenegraph.h:281
Definition: graph.h:111
Definition: room.h:106
Definition: scenegraph.h:217
Definition: lobject.h:332
Definition: gfx.h:35
Definition: room.h:78
Definition: room.h:91
Definition: room.h:71
Definition: room.h:97
Definition: room.h:66
Definition: squirrel.h:154