SleepIsDeath/gameSource/Scene.h

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#ifndef SCENE_INCLUDED
#define SCENE_INCLUDED
#include "color.h"
#include "common.h"
#include "uniqueID.h"
#include "Sprite.h"
#include "minorGems/util/SimpleVector.h"
class Scene {
public:
// room filled with blank tiles and default name
Scene();
// room loaded from file
Scene( uniqueID inID );
// name has at most 10 chars
void editSceneName( const char *inName );
char *getSceneName();
// finishes the edit, generates a new unique ID, saves result
void finishEdit( char inGenerateNewID=true );
// recursively saves to current resource pack
void saveToPack();
// implements ResourceType functions as needed by ResourcePicker
uniqueID getUniqueID();
Sprite *getSprite( char inUseTrans=false, char inCacheOK=true );
static const char *getResourceType();
static Scene getDefaultResource();
char *getName() {
return getSceneName();
}
// blank object
static Scene *sBlankScene;
static void staticInit();
static void staticFree();
void print();
// not part of state that is saved to disk
// used only by editor
int mSelectedLayer;
// these are public to avoid needed to write a bunch of set/get
// functions
uniqueID mRoom;
unsigned char mRoomTrans;
char mObjectZeroFrozen;
SimpleVector<uniqueID> mObjects;
SimpleVector<intPair> mObjectOffsets;
SimpleVector<intPair> mSpeechOffsets;
SimpleVector<char> mSpeechFlipFlags;
SimpleVector<char> mSpeechBoxFlags;
SimpleVector<char> mLockedFlags;
SimpleVector<unsigned char> mObjectTrans;
protected:
void setupDefault();
// result destroyed by caller
unsigned char *makeBytes( int *outLength );
void readFromBytes( unsigned char *inBytes, int inLength );
void makeUniqueID();
char mName[11];
uniqueID mID;
};
#endif