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authorPaul Gilbert2015-05-25 11:04:34 -0400
committerPaul Gilbert2015-05-25 11:04:34 -0400
commit1a1010f0ab4164bb615283f9c332afbf97f702ca (patch)
treec50b376386cd3974f85a14d5a3a6819c82ac0cb3 /engines
parentbcb8c02ba178b79b8352bb58f38f429f7f39928c (diff)
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SHERLOCK: Cleanup of checkBgShapes and updateBackground
Diffstat (limited to 'engines')
-rw-r--r--engines/sherlock/people.cpp10
-rw-r--r--engines/sherlock/people.h13
-rw-r--r--engines/sherlock/scene.cpp81
-rw-r--r--engines/sherlock/scene.h6
-rw-r--r--engines/sherlock/sherlock.h2
-rw-r--r--engines/sherlock/talk.cpp8
6 files changed, 65 insertions, 55 deletions
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp
index 083e3c8d4c..bac147f489 100644
--- a/engines/sherlock/people.cpp
+++ b/engines/sherlock/people.cpp
@@ -114,7 +114,7 @@ People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) {
}
People::~People() {
- for (int idx = 0; idx < MAX_PLAYERS; ++idx) {
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (_data[idx]._walkLoaded)
delete _data[PLAYER]._images;
}
@@ -127,7 +127,7 @@ void People::reset() {
_data[0]._description = "Sherlock Holmes!";
// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
- int count = IS_SERRATED_SCALPEL ? 1 : MAX_PLAYERS;
+ int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
for (int idx = 0; idx < count; ++idx) {
Sprite &p = _data[idx];
@@ -197,7 +197,7 @@ bool People::loadWalk() {
result = true;
}
} else {
- for (int idx = 0; idx < MAX_PLAYERS; ++idx) {
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (!_data[idx]._walkLoaded && (_data[idx]._type == CHARACTER || _data[idx]._type == HIDDEN_CHARACTER)) {
if (_data[idx]._type == HIDDEN_CHARACTER)
_data[idx]._type = INVALID;
@@ -258,7 +258,7 @@ bool People::loadWalk() {
bool People::freeWalk() {
bool result = false;
- for (int idx = 0; idx < MAX_PLAYERS; ++idx) {
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (_data[idx]._walkLoaded) {
delete _data[idx]._images;
_data[idx]._images = nullptr;
@@ -700,7 +700,7 @@ void People::synchronize(Common::Serializer &s) {
s.syncAsSint16LE(_player._position.y);
s.syncAsSint16LE(_player._sequenceNumber);
} else {
- for (int idx = 0; idx < MAX_PLAYERS; ++idx) {
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Person &p = _data[idx];
s.syncAsSint16LE(p._position.x);
s.syncAsSint16LE(p._position.y);
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h
index a1968785db..72bdc515b7 100644
--- a/engines/sherlock/people.h
+++ b/engines/sherlock/people.h
@@ -34,7 +34,7 @@ enum PeopleId {
PLAYER = 0,
AL = 0,
PEG = 1,
- MAX_PLAYERS = 6,
+ MAX_CHARACTERS = 6,
MAX_NPC = 5,
MAX_NPC_PATH = 200
};
@@ -92,7 +92,7 @@ class SherlockEngine;
class People {
private:
SherlockEngine *_vm;
- Person _data[MAX_PLAYERS];
+ Person _data[MAX_CHARACTERS];
int _oldWalkSequence;
int _srcZone, _destZone;
public:
@@ -120,20 +120,15 @@ public:
~People();
Person &operator[](PeopleId id) {
- assert(id < MAX_PLAYERS);
+ assert(id < MAX_CHARACTERS);
return _data[id];
}
Person &operator[](int idx) {
- assert(idx < MAX_PLAYERS);
+ assert(idx < MAX_CHARACTERS);
return _data[idx];
}
/**
- * Returns true if Sherlock is visible on the screen and enabled
- */
- bool isHolmesActive() const { return _data[0]._walkLoaded && _holmesOn; }
-
- /**
* Reset the player data
*/
void reset();
diff --git a/engines/sherlock/scene.cpp b/engines/sherlock/scene.cpp
index 989927b9ba..d7519d5c47 100644
--- a/engines/sherlock/scene.cpp
+++ b/engines/sherlock/scene.cpp
@@ -833,11 +833,14 @@ void Scene::transitionToScene() {
updateBackground();
+ // Actually do the transition
if (screen._fadeStyle)
screen.randomTransition();
else
screen.blitFrom(screen._backBuffer1);
+ screen.update();
+ // Start any initial animation for the scene
if (cAnimNum != -1) {
CAnim &c = _cAnim[cAnimNum];
Common::Point pt = c._goto;
@@ -865,19 +868,26 @@ int Scene::toggleObject(const Common::String &name) {
void Scene::updateBackground() {
People &people = *_vm->_people;
- Screen &screen = *_vm->_screen;
- Sprite &player = people[AL];
-
- // Restrict drawing window
- screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
// Update Holmes if he's turned on
- if (people._holmesOn)
- player.adjustSprite();
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
+ if (people[idx]._type == CHARACTER)
+ people[idx].adjustSprite();
+ }
// Flag the bg shapes which need to be redrawn
- checkBgShapes(player._imageFrame, Common::Point(player._position.x / 100,
- player._position.y / 100));
+ checkBgShapes();
+
+ // Draw the shapes for the scene
+ drawAllShapes();
+}
+
+void Scene::drawAllShapes() {
+ People &people = *_vm->_people;
+ Screen &screen = *_vm->_screen;
+
+ // Restrict drawing window
+ screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
@@ -889,7 +899,7 @@ void Scene::updateBackground() {
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame,
- _canimShapes[idx]._position, _canimShapes[idx]._flags & OBJ_FLIPPED);
+ _canimShapes[idx]._position, _canimShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all active shapes which are normal and behind the person
@@ -902,33 +912,37 @@ void Scene::updateBackground() {
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
- _canimShapes[idx]._flags & OBJ_FLIPPED);
+ _canimShapes[idx]._flags & OBJ_FLIPPED);
}
- // Draw the player if he's active
- if (player._type == CHARACTER && people.isHolmesActive()) {
- bool flipped = player._sequenceNumber == WALK_LEFT || player._sequenceNumber == STOP_LEFT ||
- player._sequenceNumber == WALK_UPLEFT || player._sequenceNumber == STOP_UPLEFT ||
- player._sequenceNumber == WALK_DOWNRIGHT || player._sequenceNumber == STOP_DOWNRIGHT;
+ // Draw any active characters
+ for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
+ Person &p = people[idx];
+ if (p._type == CHARACTER && p._walkLoaded) {
+ bool flipped = IS_SERRATED_SCALPEL && (
+ p._sequenceNumber == WALK_LEFT || p._sequenceNumber == STOP_LEFT ||
+ p._sequenceNumber == WALK_UPLEFT || p._sequenceNumber == STOP_UPLEFT ||
+ p._sequenceNumber == WALK_DOWNRIGHT || p._sequenceNumber == STOP_DOWNRIGHT);
- screen._backBuffer->transBlitFrom(*player._imageFrame, Common::Point(player._position.x / 100,
- player._position.y / 100 - player.frameHeight()), flipped);
+ screen._backBuffer->transBlitFrom(*p._imageFrame, Common::Point(p._position.x / 100,
+ p._position.y / 100 - p.frameHeight()), flipped);
+ }
}
// Draw all static and active shapes that are NORMAL and are in front of the player
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
- _bgShapes[idx]._misc == NORMAL_FORWARD)
+ _bgShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
- _bgShapes[idx]._flags & OBJ_FLIPPED);
+ _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are NORMAL and are in front of the player
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
- _canimShapes[idx]._misc == NORMAL_FORWARD)
+ _canimShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
- _canimShapes[idx]._flags & OBJ_FLIPPED);
+ _canimShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active shapes that are FORWARD
@@ -938,9 +952,9 @@ void Scene::updateBackground() {
_bgShapes[idx].frameHeight());
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
- _bgShapes[idx]._misc == FORWARD)
+ _bgShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
- _bgShapes[idx]._flags & OBJ_FLIPPED);
+ _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are forward
@@ -948,7 +962,7 @@ void Scene::updateBackground() {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
- _canimShapes[idx]._flags & OBJ_FLIPPED);
+ _canimShapes[idx]._flags & OBJ_FLIPPED);
}
screen.resetDisplayBounds();
@@ -963,7 +977,11 @@ Exit *Scene::checkForExit(const Common::Rect &r) {
return nullptr;
}
-void Scene::checkBgShapes(ImageFrame *frame, const Common::Point &pt) {
+void Scene::checkBgShapes() {
+ People &people = *_vm->_people;
+ Person &holmes = people._player;
+ Common::Point pt(holmes._position.x / 100, holmes._position.y / 100);
+
// Iterate through the shapes
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
@@ -986,11 +1004,9 @@ void Scene::checkBgShapes(ImageFrame *frame, const Common::Point &pt) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
- }
- else if (!(obj._flags & 1)) {
+ } else if (!(obj._flags & 1)) {
obj._misc = BEHIND;
- }
- else if (obj._flags & 4) {
+ } else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
@@ -1345,8 +1361,7 @@ void Scene::doBgAnim() {
people[AL].adjustSprite();
// Flag the bg shapes which need to be redrawn
- checkBgShapes(people[AL]._imageFrame,
- Common::Point(people[AL]._position.x / 100, people[AL]._position.y / 100));
+ checkBgShapes();
if (_currentScene == 12 && IS_SERRATED_SCALPEL)
((Scalpel::ScalpelEngine *)_vm)->doMirror12();
@@ -1382,7 +1397,7 @@ void Scene::doBgAnim() {
}
// Draw the person if not animating
- if (people[AL]._type == CHARACTER && people.isHolmesActive()) {
+ if (people[AL]._type == CHARACTER && people[AL]._walkLoaded) {
// If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w;
int tempX = MIN(people[AL]._position.x / 100, xRight);
diff --git a/engines/sherlock/scene.h b/engines/sherlock/scene.h
index b0b5624840..806726868a 100644
--- a/engines/sherlock/scene.h
+++ b/engines/sherlock/scene.h
@@ -184,7 +184,7 @@ private:
* it will flag it as needing to be drawn. If a non-animating shape is
* colliding with another shape, it will also flag it as needing drawing
*/
- void checkBgShapes(ImageFrame *frame, const Common::Point &pt);
+ void checkBgShapes();
/**
* Restores objects to the correct status. This ensures that things like being opened or moved
@@ -192,6 +192,10 @@ private:
*/
void saveSceneStatus();
+ /**
+ * Draw all the shapes, people and NPCs in the correct order
+ */
+ void drawAllShapes();
public:
int _currentScene;
int _goToScene;
diff --git a/engines/sherlock/sherlock.h b/engines/sherlock/sherlock.h
index bf8c0d6aaf..467f20e381 100644
--- a/engines/sherlock/sherlock.h
+++ b/engines/sherlock/sherlock.h
@@ -60,7 +60,7 @@ enum GameType {
#define SHERLOCK_SCREEN_WIDTH _vm->_screen->w()
#define SHERLOCK_SCREEN_HEIGHT _vm->_screen->h()
-#define SHERLOCK_SCENE_HEIGHT 138
+#define SHERLOCK_SCENE_HEIGHT (IS_SERRATED_SCALPEL ? 138 : 480)
struct SherlockGameDescription;
diff --git a/engines/sherlock/talk.cpp b/engines/sherlock/talk.cpp
index e3f8c7b8dd..b4be5eed8b 100644
--- a/engines/sherlock/talk.cpp
+++ b/engines/sherlock/talk.cpp
@@ -1578,18 +1578,14 @@ OpcodeReturn Talk::cmdGotoScene(const byte *&str) {
OpcodeReturn Talk::cmdHolmesOff(const byte *&str) {
People &people = *_vm->_people;
- people._holmesOn = false;
- if (IS_ROSE_TATTOO)
- people[PLAYER]._type = REMOVE;
+ people[PLAYER]._type = REMOVE;
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdHolmesOn(const byte *&str) {
People &people = *_vm->_people;
- people._holmesOn = true;
- if (IS_ROSE_TATTOO)
- people[PLAYER]._type = CHARACTER;
+ people[PLAYER]._type = CHARACTER;
return RET_SUCCESS;
}