aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/scene.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/sherlock/scene.cpp')
-rw-r--r--engines/sherlock/scene.cpp1437
1 files changed, 1437 insertions, 0 deletions
diff --git a/engines/sherlock/scene.cpp b/engines/sherlock/scene.cpp
new file mode 100644
index 0000000000..328bf647d4
--- /dev/null
+++ b/engines/sherlock/scene.cpp
@@ -0,0 +1,1437 @@
+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "sherlock/scene.h"
+#include "sherlock/sherlock.h"
+#include "sherlock/screen.h"
+#include "sherlock/scalpel/scalpel.h"
+#include "sherlock/scalpel/scalpel_people.h"
+#include "sherlock/scalpel/scalpel_scene.h"
+#include "sherlock/tattoo/tattoo.h"
+#include "sherlock/tattoo/tattoo_scene.h"
+#include "sherlock/tattoo/tattoo_user_interface.h"
+
+namespace Sherlock {
+
+static const int FS_TRANS[8] = {
+ Scalpel::STOP_UP, Scalpel::STOP_UPRIGHT, Scalpel::STOP_RIGHT, Scalpel::STOP_DOWNRIGHT,
+ Scalpel::STOP_DOWN, Scalpel::STOP_DOWNLEFT, Scalpel::STOP_LEFT, Scalpel::STOP_UPLEFT
+};
+
+/*----------------------------------------------------------------*/
+
+BgFileHeader::BgFileHeader() {
+ _numStructs = -1;
+ _numImages = -1;
+ _numcAnimations = -1;
+ _descSize = -1;
+ _seqSize = -1;
+
+ // Serrated Scalpel
+ _fill = -1;
+
+ // Rose Tattoo
+ _scrollSize = -1;
+ _bytesWritten = -1;
+ _fadeStyle = -1;
+ Common::fill(&_palette[0], &_palette[PALETTE_SIZE], 0);
+}
+
+void BgFileHeader::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
+ _numStructs = s.readUint16LE();
+ _numImages = s.readUint16LE();
+ _numcAnimations = s.readUint16LE();
+ _descSize = s.readUint16LE();
+ _seqSize = s.readUint16LE();
+
+ if (isRoseTattoo) {
+ _scrollSize = s.readUint16LE();
+ _bytesWritten = s.readUint32LE();
+ _fadeStyle = s.readByte();
+ } else {
+ _fill = s.readUint16LE();
+
+ }
+}
+
+/*----------------------------------------------------------------*/
+
+void BgFileHeaderInfo::load(Common::SeekableReadStream &s) {
+ _filesize = s.readUint32LE();
+ _maxFrames = s.readByte();
+
+ char buffer[9];
+ s.read(buffer, 9);
+ _filename = Common::String(buffer);
+}
+
+void BgFileHeaderInfo::load3DO(Common::SeekableReadStream &s) {
+ _filesize = s.readUint32BE();
+ _maxFrames = s.readByte();
+
+ char buffer[9];
+ s.read(buffer, 9);
+ _filename = Common::String(buffer);
+ s.skip(2); // only on 3DO!
+}
+
+/*----------------------------------------------------------------*/
+
+void Exit::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
+ if (isRoseTattoo) {
+ char buffer[41];
+ s.read(buffer, 41);
+ _dest = Common::String(buffer);
+ }
+
+ left = s.readSint16LE();
+ top = s.readSint16LE();
+ setWidth(s.readUint16LE());
+ setHeight(s.readUint16LE());
+
+ _image = isRoseTattoo ? s.readByte() : 0;
+ _scene = s.readSint16LE();
+
+ if (!isRoseTattoo)
+ _allow = s.readSint16LE();
+
+ _newPosition.x = s.readSint16LE();
+ _newPosition.y = s.readSint16LE();
+ _newPosition._facing = s.readUint16LE();
+
+ if (isRoseTattoo)
+ _allow = s.readSint16LE();
+}
+
+void Exit::load3DO(Common::SeekableReadStream &s) {
+ left = s.readSint16BE();
+ top = s.readSint16BE();
+ setWidth(s.readUint16BE());
+ setHeight(s.readUint16BE());
+
+ _image = 0;
+ _scene = s.readSint16BE();
+
+ _allow = s.readSint16BE();
+
+ _newPosition.x = s.readSint16BE();
+ _newPosition.y = s.readSint16BE();
+ _newPosition._facing = s.readUint16BE();
+ s.skip(2); // Filler
+}
+
+/*----------------------------------------------------------------*/
+
+void SceneEntry::load(Common::SeekableReadStream &s) {
+ _startPosition.x = s.readSint16LE();
+ _startPosition.y = s.readSint16LE();
+ _startDir = s.readByte();
+ _allow = s.readByte();
+}
+
+void SceneEntry::load3DO(Common::SeekableReadStream &s) {
+ _startPosition.x = s.readSint16BE();
+ _startPosition.y = s.readSint16BE();
+ _startDir = s.readByte();
+ _allow = s.readByte();
+}
+
+void SceneSound::load(Common::SeekableReadStream &s) {
+ char buffer[9];
+ s.read(buffer, 8);
+ buffer[8] = '\0';
+
+ _name = Common::String(buffer);
+ _priority = s.readByte();
+}
+
+void SceneSound::load3DO(Common::SeekableReadStream &s) {
+ load(s);
+}
+
+/*----------------------------------------------------------------*/
+
+int ObjectArray::indexOf(const Object &obj) const {
+ for (uint idx = 0; idx < size(); ++idx) {
+ if (&(*this)[idx] == &obj)
+ return idx;
+ }
+
+ return -1;
+}
+
+/*----------------------------------------------------------------*/
+
+void ScaleZone::load(Common::SeekableReadStream &s) {
+ left = s.readSint16LE();
+ top = s.readSint16LE();
+ setWidth(s.readUint16LE());
+ setHeight(s.readUint16LE());
+
+ _topNumber = s.readByte();
+ _bottomNumber = s.readByte();
+}
+
+/*----------------------------------------------------------------*/
+
+void WalkArray::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
+ _pointsCount = (int8)s.readByte();
+
+ for (int idx = 0; idx < _pointsCount; ++idx) {
+ int x = s.readSint16LE();
+ int y = isRoseTattoo ? s.readSint16LE() : s.readByte();
+ push_back(Common::Point(x, y));
+ }
+}
+
+/*----------------------------------------------------------------*/
+
+Scene *Scene::init(SherlockEngine *vm) {
+ if (vm->getGameID() == GType_SerratedScalpel)
+ return new Scalpel::ScalpelScene(vm);
+ else
+ return new Tattoo::TattooScene(vm);
+}
+
+Scene::Scene(SherlockEngine *vm): _vm(vm) {
+ _sceneStats = new bool *[SCENES_COUNT];
+ _sceneStats[0] = new bool[SCENES_COUNT * 65];
+ Common::fill(&_sceneStats[0][0], &_sceneStats[0][SCENES_COUNT * 65], false);
+ for (int idx = 1; idx < SCENES_COUNT; ++idx) {
+ _sceneStats[idx] = _sceneStats[idx - 1] + 65;
+ }
+ _currentScene = -1;
+ _goToScene = -1;
+ _loadingSavedGame = false;
+ _walkedInScene = false;
+ _version = 0;
+ _compressed = false;
+ _invGraphicItems = 0;
+ _cAnimFramePause = 0;
+ _restoreFlag = false;
+ _animating = 0;
+ _doBgAnimDone = true;
+ _tempFadeStyle = 0;
+ _doBgAnimDone = false;
+}
+
+Scene::~Scene() {
+ freeScene();
+ delete[] _sceneStats[0];
+ delete[] _sceneStats;
+}
+
+void Scene::selectScene() {
+ Events &events = *_vm->_events;
+ People &people = *_vm->_people;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ UserInterface &ui = *_vm->_ui;
+
+ // Reset fields
+ ui._windowOpen = ui._infoFlag = false;
+ ui._menuMode = STD_MODE;
+
+ // Free any previous scene
+ freeScene();
+
+ // Load the scene
+ Common::String sceneFile = Common::String::format("res%02d", _goToScene);
+ // _rrmName gets set during loadScene()
+ // _rrmName is for ScalpelScene::startCAnim
+ _currentScene = _goToScene;
+ _goToScene = -1;
+
+ loadScene(sceneFile);
+
+ // If the fade style was changed from running a movie, then reset it
+ if (_tempFadeStyle) {
+ screen._fadeStyle = _tempFadeStyle;
+ _tempFadeStyle = 0;
+ }
+
+ people[HOLMES]._walkDest = Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
+ people[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
+
+ _restoreFlag = true;
+ events.clearEvents();
+
+ // If there were any scripts waiting to be run, but were interrupt by a running
+ // canimation (probably the last scene's exit canim), clear the _scriptMoreFlag
+ if (talk._scriptMoreFlag == 3)
+ talk._scriptMoreFlag = 0;
+}
+
+void Scene::freeScene() {
+ if (_currentScene == -1)
+ return;
+
+ _vm->_ui->clearWindow();
+ _vm->_talk->freeTalkVars();
+ _vm->_inventory->freeInv();
+ _vm->_music->freeSong();
+ _vm->_sound->freeLoadedSounds();
+
+ if (!_loadingSavedGame)
+ saveSceneStatus();
+ else
+ _loadingSavedGame = false;
+
+ _sequenceBuffer.clear();
+ _descText.clear();
+ _walkPoints.clear();
+ _cAnim.clear();
+ _bgShapes.clear();
+ _zones.clear();
+ _canimShapes.clear();
+
+ for (uint idx = 0; idx < _images.size(); ++idx)
+ delete _images[idx]._images;
+ _images.clear();
+
+ _currentScene = -1;
+}
+
+bool Scene::loadScene(const Common::String &filename) {
+ Events &events = *_vm->_events;
+ Music &music = *_vm->_music;
+ People &people = *_vm->_people;
+ Resources &res = *_vm->_res;
+ SaveManager &saves = *_vm->_saves;
+ Screen &screen = *_vm->_screen;
+ UserInterface &ui = *_vm->_ui;
+ bool flag;
+
+ _walkedInScene = false;
+
+ // Reset the list of walkable areas
+ _zones.clear();
+ _zones.push_back(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
+
+ _descText.clear();
+ _comments = "";
+ _bgShapes.clear();
+ _cAnim.clear();
+ _sequenceBuffer.clear();
+
+ //
+ // Load the room resource file for the scene
+ //
+
+ if (!IS_3DO) {
+ // PC version
+ Common::String roomFilename = filename + ".rrm";
+ _roomFilename = roomFilename;
+
+ flag = _vm->_res->exists(roomFilename);
+ if (flag) {
+ Common::SeekableReadStream *rrmStream = _vm->_res->load(roomFilename);
+
+ rrmStream->seek(39);
+ if (IS_SERRATED_SCALPEL) {
+ _version = rrmStream->readByte();
+ _compressed = _version == 10;
+ } else {
+ _compressed = rrmStream->readByte() > 0;
+ }
+
+ // Go to header and read it in
+ rrmStream->seek(rrmStream->readUint32LE());
+
+ BgFileHeader bgHeader;
+ bgHeader.load(*rrmStream, IS_ROSE_TATTOO);
+ _invGraphicItems = bgHeader._numImages + 1;
+
+ if (IS_ROSE_TATTOO) {
+ // Resize the screen if necessary
+ int fullWidth = SHERLOCK_SCREEN_WIDTH + bgHeader._scrollSize;
+ if (screen._backBuffer1.w() != fullWidth) {
+ screen._backBuffer1.create(fullWidth, SHERLOCK_SCREEN_HEIGHT);
+ screen._backBuffer2.create(fullWidth, SHERLOCK_SCREEN_HEIGHT);
+ }
+
+ // Handle initializing the palette
+ screen.initPaletteFade(bgHeader._bytesWritten);
+ rrmStream->read(screen._cMap, PALETTE_SIZE);
+ screen.translatePalette(screen._cMap);
+
+ paletteLoaded();
+
+ // Read in background
+ if (_compressed) {
+ res.decompress(*rrmStream, (byte *)screen._backBuffer1.getPixels(), fullWidth * SHERLOCK_SCREEN_HEIGHT);
+ } else {
+ rrmStream->read(screen._backBuffer1.getPixels(), fullWidth * SHERLOCK_SCREEN_HEIGHT);
+ }
+ }
+
+ // Read in the shapes header info
+ Common::Array<BgFileHeaderInfo> bgInfo;
+ bgInfo.resize(bgHeader._numStructs);
+
+ for (uint idx = 0; idx < bgInfo.size(); ++idx)
+ bgInfo[idx].load(*rrmStream);
+
+ // Read information
+ if (IS_ROSE_TATTOO) {
+ // Load shapes
+ Common::SeekableReadStream *infoStream = !_compressed ? rrmStream : res.decompress(*rrmStream, bgHeader._numStructs * 625);
+
+ _bgShapes.resize(bgHeader._numStructs);
+ for (int idx = 0; idx < bgHeader._numStructs; ++idx)
+ _bgShapes[idx].load(*infoStream, true);
+
+ if (_compressed)
+ delete infoStream;
+
+ // Load description text
+ _descText.resize(bgHeader._descSize);
+ if (_compressed)
+ res.decompress(*rrmStream, (byte *)&_descText[0], bgHeader._descSize);
+ else
+ rrmStream->read(&_descText[0], bgHeader._descSize);
+
+ // Load sequences
+ _sequenceBuffer.resize(bgHeader._seqSize);
+ if (_compressed)
+ res.decompress(*rrmStream, &_sequenceBuffer[0], bgHeader._seqSize);
+ else
+ rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
+ } else if (!_compressed) {
+ // Serrated Scalpel uncompressed info
+ _bgShapes.resize(bgHeader._numStructs);
+ for (int idx = 0; idx < bgHeader._numStructs; ++idx)
+ _bgShapes[idx].load(*rrmStream, false);
+
+ if (bgHeader._descSize) {
+ _descText.resize(bgHeader._descSize);
+ rrmStream->read(&_descText[0], bgHeader._descSize);
+ }
+
+ if (bgHeader._seqSize) {
+ _sequenceBuffer.resize(bgHeader._seqSize);
+ rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
+ }
+ } else {
+ // Serrated Scalpel compressed info
+ Common::SeekableReadStream *infoStream;
+
+ // Read shapes
+ infoStream = Resources::decompressLZ(*rrmStream, bgHeader._numStructs * 569);
+
+ _bgShapes.resize(bgHeader._numStructs);
+ for (int idx = 0; idx < bgHeader._numStructs; ++idx)
+ _bgShapes[idx].load(*infoStream, false);
+
+ delete infoStream;
+
+ // Read description texts
+ if (bgHeader._descSize) {
+ infoStream = Resources::decompressLZ(*rrmStream, bgHeader._descSize);
+
+ _descText.resize(bgHeader._descSize);
+ infoStream->read(&_descText[0], bgHeader._descSize);
+
+ delete infoStream;
+ }
+
+ // Read sequences
+ if (bgHeader._seqSize) {
+ infoStream = Resources::decompressLZ(*rrmStream, bgHeader._seqSize);
+
+ _sequenceBuffer.resize(bgHeader._seqSize);
+ infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
+
+ delete infoStream;
+ }
+ }
+
+ // Set up the list of images used by the scene
+ _images.resize(bgHeader._numImages + 1);
+ for (int idx = 0; idx < bgHeader._numImages; ++idx) {
+ _images[idx + 1]._filesize = bgInfo[idx]._filesize;
+ _images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
+
+ // Read in the image data
+ Common::SeekableReadStream *imageStream = _compressed ?
+ res.decompress(*rrmStream, bgInfo[idx]._filesize) :
+ rrmStream->readStream(bgInfo[idx]._filesize);
+
+ _images[idx + 1]._images = new ImageFile(*imageStream);
+
+ delete imageStream;
+ }
+
+ // Set up the bgShapes
+ for (int idx = 0; idx < bgHeader._numStructs; ++idx) {
+ _bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images;
+ _bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
+ &(*_bgShapes[idx]._images)[0];
+
+ _bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
+ _bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
+ _bgShapes[idx]._misc = 0;
+ _bgShapes[idx]._seqCounter = 0;
+ _bgShapes[idx]._seqCounter2 = 0;
+ _bgShapes[idx]._seqStack = 0;
+ _bgShapes[idx]._frameNumber = -1;
+ _bgShapes[idx]._oldPosition = Common::Point(0, 0);
+ _bgShapes[idx]._oldSize = Common::Point(1, 1);
+ }
+
+ // Load in cAnim list
+ _cAnim.clear();
+ if (bgHeader._numcAnimations) {
+ int animSize = IS_SERRATED_SCALPEL ? 65 : 47;
+ Common::SeekableReadStream *cAnimStream = _compressed ?
+ res.decompress(*rrmStream, animSize * bgHeader._numcAnimations) :
+ rrmStream->readStream(animSize * bgHeader._numcAnimations);
+
+ // Load cAnim offset table as well
+ uint32 *cAnimOffsetTablePtr = new uint32[bgHeader._numcAnimations];
+ uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr;
+ memset(cAnimOffsetTablePtr, 0, bgHeader._numcAnimations * sizeof(uint32));
+ if (IS_SERRATED_SCALPEL) {
+ // Save current stream offset
+ int32 curOffset = rrmStream->pos();
+ rrmStream->seek(44); // Seek to cAnim-Offset-Table
+ for (uint16 curCAnim = 0; curCAnim < bgHeader._numcAnimations; curCAnim++) {
+ *cAnimOffsetPtr = rrmStream->readUint32LE();
+ cAnimOffsetPtr++;
+ }
+ // Seek back to original stream offset
+ rrmStream->seek(curOffset);
+ }
+ // TODO: load offset table for Rose Tattoo as well
+
+ // Go to the start of the cAnimOffsetTable
+ cAnimOffsetPtr = cAnimOffsetTablePtr;
+
+ _cAnim.resize(bgHeader._numcAnimations);
+ for (uint idx = 0; idx < _cAnim.size(); ++idx) {
+ _cAnim[idx].load(*cAnimStream, IS_ROSE_TATTOO, *cAnimOffsetPtr);
+ cAnimOffsetPtr++;
+ }
+
+ delete cAnimStream;
+ delete[] cAnimOffsetTablePtr;
+ }
+
+
+
+ // Read in the room bounding areas
+ int size = rrmStream->readUint16LE();
+ Common::SeekableReadStream *boundsStream = !_compressed ? rrmStream :
+ res.decompress(*rrmStream, size);
+
+ _zones.resize(size / 10);
+ for (uint idx = 0; idx < _zones.size(); ++idx) {
+ _zones[idx].left = boundsStream->readSint16LE();
+ _zones[idx].top = boundsStream->readSint16LE();
+ _zones[idx].setWidth(boundsStream->readSint16LE() + 1);
+ _zones[idx].setHeight(boundsStream->readSint16LE() + 1);
+ boundsStream->skip(2); // Skip unused scene number field
+ }
+
+ if (_compressed)
+ delete boundsStream;
+
+ // Ensure we've reached the path version byte
+ if (rrmStream->readByte() != (IS_SERRATED_SCALPEL ? 254 : 251))
+ error("Invalid scene path data");
+
+ // Load the walk directory and walk data
+ assert(_zones.size() < MAX_ZONES);
+
+
+ for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
+ Common::fill(&_walkDirectory[idx1][0], &_walkDirectory[idx1][MAX_ZONES], 0);
+ for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
+ _walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
+ }
+
+ // Read in the walk data
+ size = rrmStream->readUint16LE();
+ Common::SeekableReadStream *walkStream = !_compressed ? rrmStream :
+ res.decompress(*rrmStream, size);
+
+ int startPos = walkStream->pos();
+ while ((walkStream->pos() - startPos) < size) {
+ _walkPoints.push_back(WalkArray());
+ _walkPoints[_walkPoints.size() - 1]._fileOffset = walkStream->pos() - startPos;
+ _walkPoints[_walkPoints.size() - 1].load(*walkStream, IS_ROSE_TATTOO);
+ }
+
+ if (_compressed)
+ delete walkStream;
+
+ // Translate the file offsets of the walk directory to indexes in the loaded walk data
+ for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
+ for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) {
+ int fileOffset = _walkDirectory[idx1][idx2];
+ if (fileOffset == -1)
+ continue;
+
+ uint dataIndex = 0;
+ while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != fileOffset)
+ ++dataIndex;
+ assert(dataIndex < _walkPoints.size());
+ _walkDirectory[idx1][idx2] = dataIndex;
+ }
+ }
+
+ if (IS_ROSE_TATTOO) {
+ // Read in the entrance
+ _entrance.load(*rrmStream);
+
+ // Load scale zones
+ _scaleZones.resize(rrmStream->readByte());
+ for (uint idx = 0; idx < _scaleZones.size(); ++idx)
+ _scaleZones[idx].load(*rrmStream);
+ }
+
+ // Read in the exits
+ int numExits = rrmStream->readByte();
+ _exits.resize(numExits);
+
+ for (int idx = 0; idx < numExits; ++idx)
+ _exits[idx].load(*rrmStream, IS_ROSE_TATTOO);
+
+ if (IS_SERRATED_SCALPEL)
+ // Read in the entrance
+ _entrance.load(*rrmStream);
+
+ // Initialize sound list
+ int numSounds = rrmStream->readByte();
+ _sounds.resize(numSounds);
+
+ for (int idx = 0; idx < numSounds; ++idx)
+ _sounds[idx].load(*rrmStream);
+
+ loadSceneSounds();
+
+ if (IS_ROSE_TATTOO) {
+ // Load the object sound list
+ char buffer[27];
+
+ _objSoundList.resize(rrmStream->readUint16LE());
+ for (uint idx = 0; idx < _objSoundList.size(); ++idx) {
+ rrmStream->read(buffer, 27);
+ _objSoundList[idx] = Common::String(buffer);
+ }
+ } else {
+ // Read in palette
+ rrmStream->read(screen._cMap, PALETTE_SIZE);
+ screen.translatePalette(screen._cMap);
+ Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap);
+
+ // Read in the background
+ Common::SeekableReadStream *bgStream = !_compressed ? rrmStream :
+ res.decompress(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
+
+ bgStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
+
+ if (_compressed)
+ delete bgStream;
+ }
+
+ // Backup the image and set the palette
+ screen._backBuffer2.blitFrom(screen._backBuffer1);
+ screen.setPalette(screen._cMap);
+
+ delete rrmStream;
+ }
+
+ } else {
+ // === 3DO version ===
+ _roomFilename = "rooms/" + filename + ".rrm";
+ flag = _vm->_res->exists(_roomFilename);
+ if (!flag)
+ error("loadScene: 3DO room data file not found");
+
+ Common::SeekableReadStream *roomStream = _vm->_res->load(_roomFilename);
+ uint32 roomStreamSize = roomStream->size();
+
+ // there should be at least all bytes of the header data
+ if (roomStreamSize < 128)
+ error("loadScene: 3DO room data file is too small");
+
+ // Read 3DO header
+ roomStream->skip(4); // UINT32: offset graphic data?
+ uint16 header3DO_numStructs = roomStream->readUint16BE();
+ uint16 header3DO_numImages = roomStream->readUint16BE();
+ uint16 header3DO_numAnimations = roomStream->readUint16BE();
+ roomStream->skip(6);
+
+ uint32 header3DO_bgInfo_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_bgInfo_size = roomStream->readUint32BE();
+ uint32 header3DO_bgShapes_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_bgShapes_size = roomStream->readUint32BE();
+ uint32 header3DO_descriptions_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_descriptions_size = roomStream->readUint32BE();
+ uint32 header3DO_sequence_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_sequence_size = roomStream->readUint32BE();
+ uint32 header3DO_cAnim_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_cAnim_size = roomStream->readUint32BE();
+ uint32 header3DO_roomBounding_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_roomBounding_size = roomStream->readUint32BE();
+ uint32 header3DO_walkDirectory_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_walkDirectory_size = roomStream->readUint32BE();
+ uint32 header3DO_walkData_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_walkData_size = roomStream->readUint32BE();
+ uint32 header3DO_exits_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_exits_size = roomStream->readUint32BE();
+ uint32 header3DO_entranceData_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_entranceData_size = roomStream->readUint32BE();
+ uint32 header3DO_soundList_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_soundList_size = roomStream->readUint32BE();
+ //uint32 header3DO_unknown_offset = roomStream->readUint32BE() + 0x80;
+ //uint32 header3DO_unknown_size = roomStream->readUint32BE();
+ roomStream->skip(8); // Skip over unknown offset+size
+ uint32 header3DO_bgGraphicData_offset = roomStream->readUint32BE() + 0x80;
+ uint32 header3DO_bgGraphicData_size = roomStream->readUint32BE();
+
+ // Calculate amount of entries
+ int32 header3DO_soundList_count = header3DO_soundList_size / 9;
+
+ _invGraphicItems = header3DO_numImages + 1;
+
+ // Verify all offsets
+ if (header3DO_bgInfo_offset >= roomStreamSize)
+ error("loadScene: 3DO bgInfo offset points outside of room file");
+ if (header3DO_bgInfo_size > (roomStreamSize - header3DO_bgInfo_offset))
+ error("loadScene: 3DO bgInfo size goes beyond room file");
+ if (header3DO_bgShapes_offset >= roomStreamSize)
+ error("loadScene: 3DO bgShapes offset points outside of room file");
+ if (header3DO_bgShapes_size > (roomStreamSize - header3DO_bgShapes_offset))
+ error("loadScene: 3DO bgShapes size goes beyond room file");
+ if (header3DO_descriptions_offset >= roomStreamSize)
+ error("loadScene: 3DO descriptions offset points outside of room file");
+ if (header3DO_descriptions_size > (roomStreamSize - header3DO_descriptions_offset))
+ error("loadScene: 3DO descriptions size goes beyond room file");
+ if (header3DO_sequence_offset >= roomStreamSize)
+ error("loadScene: 3DO sequence offset points outside of room file");
+ if (header3DO_sequence_size > (roomStreamSize - header3DO_sequence_offset))
+ error("loadScene: 3DO sequence size goes beyond room file");
+ if (header3DO_cAnim_offset >= roomStreamSize)
+ error("loadScene: 3DO cAnim offset points outside of room file");
+ if (header3DO_cAnim_size > (roomStreamSize - header3DO_cAnim_offset))
+ error("loadScene: 3DO cAnim size goes beyond room file");
+ if (header3DO_roomBounding_offset >= roomStreamSize)
+ error("loadScene: 3DO roomBounding offset points outside of room file");
+ if (header3DO_roomBounding_size > (roomStreamSize - header3DO_roomBounding_offset))
+ error("loadScene: 3DO roomBounding size goes beyond room file");
+ if (header3DO_walkDirectory_offset >= roomStreamSize)
+ error("loadScene: 3DO walkDirectory offset points outside of room file");
+ if (header3DO_walkDirectory_size > (roomStreamSize - header3DO_walkDirectory_offset))
+ error("loadScene: 3DO walkDirectory size goes beyond room file");
+ if (header3DO_walkData_offset >= roomStreamSize)
+ error("loadScene: 3DO walkData offset points outside of room file");
+ if (header3DO_walkData_size > (roomStreamSize - header3DO_walkData_offset))
+ error("loadScene: 3DO walkData size goes beyond room file");
+ if (header3DO_exits_offset >= roomStreamSize)
+ error("loadScene: 3DO exits offset points outside of room file");
+ if (header3DO_exits_size > (roomStreamSize - header3DO_exits_offset))
+ error("loadScene: 3DO exits size goes beyond room file");
+ if (header3DO_entranceData_offset >= roomStreamSize)
+ error("loadScene: 3DO entranceData offset points outside of room file");
+ if (header3DO_entranceData_size > (roomStreamSize - header3DO_entranceData_offset))
+ error("loadScene: 3DO entranceData size goes beyond room file");
+ if (header3DO_soundList_offset >= roomStreamSize)
+ error("loadScene: 3DO soundList offset points outside of room file");
+ if (header3DO_soundList_size > (roomStreamSize - header3DO_soundList_offset))
+ error("loadScene: 3DO soundList size goes beyond room file");
+ if (header3DO_bgGraphicData_offset >= roomStreamSize)
+ error("loadScene: 3DO bgGraphicData offset points outside of room file");
+ if (header3DO_bgGraphicData_size > (roomStreamSize - header3DO_bgGraphicData_offset))
+ error("loadScene: 3DO bgGraphicData size goes beyond room file");
+
+ // === BGINFO === read in the shapes header info
+ Common::Array<BgFileHeaderInfo> bgInfo;
+
+ uint32 expected3DO_bgInfo_size = header3DO_numStructs * 16;
+ if (expected3DO_bgInfo_size != header3DO_bgInfo_size) // Security check
+ error("loadScene: 3DO bgInfo size mismatch");
+
+ roomStream->seek(header3DO_bgInfo_offset);
+ bgInfo.resize(header3DO_numStructs);
+ for (uint idx = 0; idx < bgInfo.size(); ++idx)
+ bgInfo[idx].load3DO(*roomStream);
+
+ // === BGSHAPES === read in the shapes info
+ uint32 expected3DO_bgShapes_size = header3DO_numStructs * 588;
+ if (expected3DO_bgShapes_size != header3DO_bgShapes_size) // Security check
+ error("loadScene: 3DO bgShapes size mismatch");
+
+ roomStream->seek(header3DO_bgShapes_offset);
+ _bgShapes.resize(header3DO_numStructs);
+ for (int idx = 0; idx < header3DO_numStructs; ++idx)
+ _bgShapes[idx].load3DO(*roomStream);
+
+ // === DESCRIPTION === read description text
+ if (header3DO_descriptions_size) {
+ roomStream->seek(header3DO_descriptions_offset);
+ _descText.resize(header3DO_descriptions_size);
+ roomStream->read(&_descText[0], header3DO_descriptions_size);
+ }
+
+ // === SEQUENCE === read sequence buffer
+ if (header3DO_sequence_size) {
+ roomStream->seek(header3DO_sequence_offset);
+ _sequenceBuffer.resize(header3DO_sequence_size);
+ roomStream->read(&_sequenceBuffer[0], header3DO_sequence_size);
+ }
+
+ // === IMAGES === set up the list of images used by the scene
+ roomStream->seek(header3DO_bgGraphicData_offset);
+ _images.resize(header3DO_numImages + 1);
+ for (int idx = 0; idx < header3DO_numImages; ++idx) {
+ _images[idx + 1]._filesize = bgInfo[idx]._filesize;
+ _images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
+
+ // Read image data into memory
+ Common::SeekableReadStream *imageStream = roomStream->readStream(bgInfo[idx]._filesize);
+
+ // Load image data into an ImageFile array as room file data
+ // which is basically a fixed header, followed by a raw cel header, followed by regular cel data
+ _images[idx + 1]._images = new ImageFile3DO(*imageStream, true);
+
+ delete imageStream;
+ }
+
+ // === BGSHAPES === Set up the bgShapes
+ for (int idx = 0; idx < header3DO_numStructs; ++idx) {
+ _bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images;
+ _bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
+ &(*_bgShapes[idx]._images)[0];
+
+ _bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
+ _bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
+ _bgShapes[idx]._misc = 0;
+ _bgShapes[idx]._seqCounter = 0;
+ _bgShapes[idx]._seqCounter2 = 0;
+ _bgShapes[idx]._seqStack = 0;
+ _bgShapes[idx]._frameNumber = -1;
+ _bgShapes[idx]._oldPosition = Common::Point(0, 0);
+ _bgShapes[idx]._oldSize = Common::Point(1, 1);
+ }
+
+ // === CANIM === read cAnim list
+ _cAnim.clear();
+ if (header3DO_numAnimations) {
+ roomStream->seek(header3DO_cAnim_offset);
+ Common::SeekableReadStream *cAnimStream = roomStream->readStream(header3DO_cAnim_size);
+
+ uint32 *cAnimOffsetTablePtr = new uint32[header3DO_numAnimations];
+ uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr;
+ uint32 cAnimOffset = 0;
+ memset(cAnimOffsetTablePtr, 0, header3DO_numAnimations * sizeof(uint32));
+
+ // Seek to end of graphics data and load cAnim offset table from there
+ roomStream->seek(header3DO_bgGraphicData_offset + header3DO_bgGraphicData_size);
+ for (uint16 curCAnim = 0; curCAnim < header3DO_numAnimations; curCAnim++) {
+ cAnimOffset = roomStream->readUint32BE();
+ if (cAnimOffset >= roomStreamSize)
+ error("loadScene: 3DO cAnim entry offset points outside of room file");
+
+ *cAnimOffsetPtr = cAnimOffset;
+ cAnimOffsetPtr++;
+ }
+
+ // Go to the start of the cAnimOffsetTable
+ cAnimOffsetPtr = cAnimOffsetTablePtr;
+
+ _cAnim.resize(header3DO_numAnimations);
+ for (uint idx = 0; idx < _cAnim.size(); ++idx) {
+ _cAnim[idx].load3DO(*cAnimStream, *cAnimOffsetPtr);
+ cAnimOffsetPtr++;
+ }
+
+ delete cAnimStream;
+ delete[] cAnimOffsetTablePtr;
+ }
+
+ // === BOUNDING AREAS === Read in the room bounding areas
+ int roomBoundingCount = header3DO_roomBounding_size / 12;
+ uint32 expected3DO_roomBounding_size = roomBoundingCount * 12;
+ if (expected3DO_roomBounding_size != header3DO_roomBounding_size)
+ error("loadScene: 3DO roomBounding size mismatch");
+
+ roomStream->seek(header3DO_roomBounding_offset);
+ _zones.resize(roomBoundingCount);
+ for (uint idx = 0; idx < _zones.size(); ++idx) {
+ _zones[idx].left = roomStream->readSint16BE();
+ _zones[idx].top = roomStream->readSint16BE();
+ _zones[idx].setWidth(roomStream->readSint16BE() + 1);
+ _zones[idx].setHeight(roomStream->readSint16BE() + 1);
+ roomStream->skip(4); // skip UINT32
+ }
+
+ // === WALK DIRECTORY === Load the walk directory
+ uint32 expected3DO_walkDirectory_size = _zones.size() * _zones.size() * 2;
+ if (expected3DO_walkDirectory_size != header3DO_walkDirectory_size)
+ error("loadScene: 3DO walkDirectory size mismatch");
+
+ roomStream->seek(header3DO_walkDirectory_offset);
+ assert(_zones.size() < MAX_ZONES);
+ for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
+ for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
+ _walkDirectory[idx1][idx2] = roomStream->readSint16BE();
+ }
+
+ // === WALK DATA === Read in the walk data
+ roomStream->seek(header3DO_walkData_offset);
+
+ int startPos = roomStream->pos();
+ while ((roomStream->pos() - startPos) < (int)header3DO_walkData_size) {
+ _walkPoints.push_back(WalkArray());
+ _walkPoints[_walkPoints.size() - 1]._fileOffset = roomStream->pos() - startPos;
+ _walkPoints[_walkPoints.size() - 1].load(*roomStream, false);
+ }
+
+ // Translate the file offsets of the walk directory to indexes in the loaded walk data
+ for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
+ for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) {
+ int fileOffset = _walkDirectory[idx1][idx2];
+ if (fileOffset == -1)
+ continue;
+
+ uint dataIndex = 0;
+ while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != fileOffset)
+ ++dataIndex;
+ assert(dataIndex < _walkPoints.size());
+ _walkDirectory[idx1][idx2] = dataIndex;
+ }
+ }
+
+ // === EXITS === Read in the exits
+ roomStream->seek(header3DO_exits_offset);
+
+ int exitsCount = header3DO_exits_size / 20;
+
+ _exits.resize(exitsCount);
+ for (int idx = 0; idx < exitsCount; ++idx)
+ _exits[idx].load3DO(*roomStream);
+
+ // === ENTRANCE === Read in the entrance
+ if (header3DO_entranceData_size != 8)
+ error("loadScene: 3DO entranceData size mismatch");
+
+ roomStream->seek(header3DO_entranceData_offset);
+ _entrance.load3DO(*roomStream);
+
+ // === SOUND LIST === Initialize sound list
+ roomStream->seek(header3DO_soundList_offset);
+ _sounds.resize(header3DO_soundList_count);
+ for (int idx = 0; idx < header3DO_soundList_count; ++idx)
+ _sounds[idx].load3DO(*roomStream);
+
+ delete roomStream;
+
+ // === BACKGROUND PICTURE ===
+ // load from file rooms\[filename].bg
+ // it's uncompressed 15-bit RGB555 data
+
+ Common::String roomBackgroundFilename = "rooms/" + filename + ".bg";
+ flag = _vm->_res->exists(roomBackgroundFilename);
+ if (!flag)
+ error("loadScene: 3DO room background file not found (%s)", roomBackgroundFilename.c_str());
+
+ Common::File roomBackgroundStream;
+ if (!roomBackgroundStream.open(roomBackgroundFilename))
+ error("Could not open file - %s", roomBackgroundFilename.c_str());
+
+ int totalPixelCount = SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT;
+ uint16 *roomBackgroundDataPtr = NULL;
+ uint16 *pixelSourcePtr = NULL;
+ uint16 *pixelDestPtr = (uint16 *)screen._backBuffer1.getPixels();
+ uint16 curPixel = 0;
+ uint32 roomBackgroundStreamSize = roomBackgroundStream.size();
+ uint32 expectedBackgroundSize = totalPixelCount * 2;
+
+ // Verify file size of background file
+ if (expectedBackgroundSize != roomBackgroundStreamSize)
+ error("loadScene: 3DO room background file not expected size");
+
+ roomBackgroundDataPtr = new uint16[totalPixelCount];
+ roomBackgroundStream.read(roomBackgroundDataPtr, roomBackgroundStreamSize);
+ roomBackgroundStream.close();
+
+ // Convert data from RGB555 to RGB565
+ pixelSourcePtr = roomBackgroundDataPtr;
+ for (int pixels = 0; pixels < totalPixelCount; pixels++) {
+ curPixel = READ_BE_UINT16(pixelSourcePtr++);
+
+ byte curPixelRed = (curPixel >> 10) & 0x1F;
+ byte curPixelGreen = (curPixel >> 5) & 0x1F;
+ byte curPixelBlue = curPixel & 0x1F;
+ *pixelDestPtr = ((curPixelRed << 11) | (curPixelGreen << 6) | (curPixelBlue));
+ pixelDestPtr++;
+ }
+
+ delete[] roomBackgroundDataPtr;
+
+#if 0
+ // code to show the background
+ screen.blitFrom(screen._backBuffer1);
+ _vm->_events->wait(10000);
+#endif
+
+ // Backup the image
+ screen._backBuffer2.blitFrom(screen._backBuffer1);
+ }
+
+ // Handle drawing any on-screen interface
+ ui.drawInterface();
+
+ checkSceneStatus();
+
+ if (!saves._justLoaded) {
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (_bgShapes[idx]._type == HIDDEN && _bgShapes[idx]._aType == TALK_EVERY)
+ _bgShapes[idx].toggleHidden();
+ }
+
+ // Check for TURNON objects
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (_bgShapes[idx]._type == HIDDEN && (_bgShapes[idx]._flags & TURNON_OBJ))
+ _bgShapes[idx].toggleHidden();
+ }
+
+ // Check for TURNOFF objects
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & TURNOFF_OBJ) &&
+ _bgShapes[idx]._type != INVALID)
+ _bgShapes[idx].toggleHidden();
+ if (_bgShapes[idx]._type == HIDE_SHAPE)
+ // Hiding isn't needed, since objects aren't drawn yet
+ _bgShapes[idx]._type = HIDDEN;
+ }
+ }
+
+ checkSceneFlags(false);
+ checkInventory();
+
+ // Handle starting any music for the scene
+ if (IS_SERRATED_SCALPEL && music._musicOn && music.loadSong(_currentScene))
+ music.startSong();
+
+ // Load walking images if not already loaded
+ people.loadWalk();
+
+ // Transition to the scene and setup entrance co-ordinates and animations
+ transitionToScene();
+
+ // Player has not yet walked in this scene
+ _walkedInScene = false;
+ saves._justLoaded = false;
+
+ events.clearEvents();
+ return flag;
+}
+
+void Scene::loadSceneSounds() {
+ Sound &sound = *_vm->_sound;
+
+ for (uint idx = 0; idx < _sounds.size(); ++idx)
+ sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority);
+}
+
+void Scene::checkSceneStatus() {
+ if (_sceneStats[_currentScene][64]) {
+ for (uint idx = 0; idx < 64; ++idx) {
+ bool flag = _sceneStats[_currentScene][idx];
+
+ if (idx < _bgShapes.size()) {
+ Object &obj = _bgShapes[idx];
+
+ if (flag) {
+ // No shape to erase, so flag as hidden
+ obj._type = HIDDEN;
+ } else if (obj._images == nullptr || obj._images->size() == 0) {
+ // No shape
+ obj._type = NO_SHAPE;
+ } else {
+ obj._type = ACTIVE_BG_SHAPE;
+ }
+ } else {
+ // Finished checks
+ return;
+ }
+ }
+ }
+}
+
+void Scene::saveSceneStatus() {
+ // Flag any objects for the scene that have been altered
+ int count = MIN((int)_bgShapes.size(), 64);
+ for (int idx = 0; idx < count; ++idx) {
+ Object &obj = _bgShapes[idx];
+ _sceneStats[_currentScene][idx] = obj._type == HIDDEN || obj._type == REMOVE
+ || obj._type == HIDE_SHAPE || obj._type == INVALID;
+ }
+
+ // Flag scene as having been visited
+ _sceneStats[_currentScene][64] = true;
+}
+
+void Scene::checkSceneFlags(bool flag) {
+ SpriteType mode = flag ? HIDE_SHAPE : HIDDEN;
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ bool objectFlag = true;
+
+ if (o._requiredFlag[0] || o._requiredFlag[1]) {
+ if (o._requiredFlag[0] != 0)
+ objectFlag = _vm->readFlags(o._requiredFlag[0]);
+ if (o._requiredFlag[1] != 0)
+ objectFlag &= _vm->readFlags(o._requiredFlag[1]);
+
+ if (!objectFlag) {
+ // Kill object
+ if (o._type != HIDDEN && o._type != INVALID) {
+ if (o._images == nullptr || o._images->size() == 0)
+ // No shape to erase, so flag as hidden
+ o._type = HIDDEN;
+ else
+ // Flag it as needing to be hidden after first erasing it
+ o._type = mode;
+ }
+ } else if (IS_ROSE_TATTOO || o._requiredFlag[0] > 0) {
+ // Restore object
+ if (o._images == nullptr || o._images->size() == 0)
+ o._type = NO_SHAPE;
+ else
+ o._type = ACTIVE_BG_SHAPE;
+ }
+ }
+ }
+
+ // Check inventory for items to remove based on flag changes
+ for (int idx = 0; idx < _vm->_inventory->_holdings; ++idx) {
+ InventoryItem &ii = (*_vm->_inventory)[idx];
+ if (ii._requiredFlag && !_vm->readFlags(ii._requiredFlag)) {
+ // Kill object: move it after the active holdings
+ InventoryItem tempItem = (*_vm->_inventory)[idx];
+ _vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
+ _vm->_inventory->remove_at(idx);
+ _vm->_inventory->_holdings--;
+ }
+ }
+
+ // Check inactive inventory items for ones to reactivate based on flag changes
+ for (uint idx = _vm->_inventory->_holdings; idx < _vm->_inventory->size(); ++idx) {
+ InventoryItem &ii = (*_vm->_inventory)[idx];
+ if (ii._requiredFlag && _vm->readFlags(ii._requiredFlag)) {
+ // Restore object: move it after the active holdings
+ InventoryItem tempItem = (*_vm->_inventory)[idx];
+ _vm->_inventory->remove_at(idx);
+ _vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
+ _vm->_inventory->_holdings++;
+ }
+ }
+}
+
+void Scene::checkInventory() {
+ for (uint shapeIdx = 0; shapeIdx < _bgShapes.size(); ++shapeIdx) {
+ for (int invIdx = 0; invIdx < _vm->_inventory->_holdings; ++invIdx) {
+ if (_bgShapes[shapeIdx]._name.equalsIgnoreCase((*_vm->_inventory)[invIdx]._name)) {
+ _bgShapes[shapeIdx]._type = INVALID;
+ break;
+ }
+ }
+ }
+}
+
+void Scene::transitionToScene() {
+ People &people = *_vm->_people;
+ SaveManager &saves = *_vm->_saves;
+ Screen &screen = *_vm->_screen;
+ Talk &talk = *_vm->_talk;
+ Point32 &hSavedPos = people._savedPos;
+ int &hSavedFacing = people._savedPos._facing;
+
+ if (hSavedPos.x < 1) {
+ // No exit information from last scene-check entrance info
+ if (_entrance._startPosition.x < 1) {
+ // No entrance info either, so use defaults
+ if (IS_SERRATED_SCALPEL) {
+ hSavedPos = Point32(160 * FIXED_INT_MULTIPLIER, 100 * FIXED_INT_MULTIPLIER);
+ hSavedFacing = 4;
+ } else {
+ hSavedPos = people[HOLMES]._position;
+ hSavedFacing = people[HOLMES]._sequenceNumber;
+ }
+ } else {
+ // setup entrance info
+ hSavedPos.x = _entrance._startPosition.x * FIXED_INT_MULTIPLIER;
+ hSavedPos.y = _entrance._startPosition.y * FIXED_INT_MULTIPLIER;
+ if (IS_SERRATED_SCALPEL) {
+ hSavedPos.x /= 100;
+ hSavedPos.y /= 100;
+ }
+
+ hSavedFacing = _entrance._startDir;
+ }
+ } else {
+ // Exit information exists, translate it to real sequence info
+ // Note: If a savegame was just loaded, then the data is already correct.
+ // Otherwise, this is a linked scene or entrance info, and must be translated
+ if (hSavedFacing < 8 && !saves._justLoaded) {
+ hSavedFacing = FS_TRANS[hSavedFacing];
+ hSavedPos.x *= FIXED_INT_MULTIPLIER;
+ hSavedPos.y *= FIXED_INT_MULTIPLIER;
+ }
+ }
+
+ int cAnimNum = -1;
+
+ if (hSavedFacing < 101) {
+ // Standard info, so set it
+ people[HOLMES]._position = hSavedPos;
+ people[HOLMES]._sequenceNumber = hSavedFacing;
+
+ if (saves._justLoaded && IS_ROSE_TATTOO) {
+ Tattoo::TattooUserInterface &ui = *(Tattoo::TattooUserInterface *)_vm->_ui;
+
+ // For scrolling scenes, make sure the player is on-screen
+ ui._targetScroll.x = CLIP(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER -
+ SHERLOCK_SCREEN_WIDTH / 8 - 250, 0, screen._backBuffer1.w() - SHERLOCK_SCREEN_WIDTH);
+ screen._currentScroll = ui._targetScroll;
+ }
+ } else {
+ // It's canimation information
+ cAnimNum = hSavedFacing - 101;
+ }
+
+ // Reset positioning for next load
+ hSavedPos = Common::Point(-1, -1);
+ hSavedFacing = -1;
+
+ if (cAnimNum != -1) {
+ // Prevent Holmes from being drawn
+ people[HOLMES]._position = Common::Point(0, 0);
+ }
+
+ for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) {
+ Object &obj = _bgShapes[objIdx];
+
+ if (obj._aType > 1 && obj._type != INVALID && obj._type != HIDDEN) {
+ Common::Point topLeft = obj._position;
+ Common::Point bottomRight;
+
+ if (obj._type != NO_SHAPE) {
+ topLeft += obj._imageFrame->_offset;
+ bottomRight.x = topLeft.x + obj._imageFrame->_frame.w;
+ bottomRight.y = topLeft.y + obj._imageFrame->_frame.h;
+ } else {
+ bottomRight = topLeft + obj._noShapeSize;
+ }
+
+ if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains(
+ Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
+ people[HOLMES]._position.y / FIXED_INT_MULTIPLIER))) {
+ // Current point is already inside box - impact occurred on
+ // a previous call. So simply do nothing except talk until the
+ // player is clear of the box
+ switch (obj._aType) {
+ case FLAG_SET:
+ for (int useNum = 0; useNum < USE_COUNT; ++useNum) {
+ if (obj._use[useNum]._useFlag) {
+ if (!_vm->readFlags(obj._use[useNum]._useFlag))
+ _vm->setFlags(obj._use[useNum]._useFlag);
+ }
+
+ if (!talk._talkToAbort) {
+ for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
+ toggleObject(obj._use[useNum]._names[nameIdx]);
+ }
+ }
+ }
+
+ obj._type = HIDDEN;
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ }
+
+ updateBackground();
+
+ // Actually do the transition
+ if (screen._fadeStyle) {
+ if (!IS_3DO) {
+ // do pixel-transition for PC
+ screen.randomTransition();
+ } else {
+ // fade in for 3DO
+ screen.clear();
+ screen.fadeIntoScreen3DO(3);
+ }
+ } else {
+ screen.slamArea(screen._currentScroll.x, screen._currentScroll.y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
+ }
+ screen.update();
+
+ // Start any initial animation for the scene
+ if (cAnimNum != -1) {
+ CAnim &c = _cAnim[cAnimNum];
+ PositionFacing pt = c._goto[0];
+
+ c._goto[0].x = c._goto[0].y = -1;
+ people[HOLMES]._position = Common::Point(0, 0);
+
+ startCAnim(cAnimNum, 1);
+ c._goto[0] = pt;
+ }
+}
+
+int Scene::toggleObject(const Common::String &name) {
+ int count = 0;
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ if (name.equalsIgnoreCase(_bgShapes[idx]._name)) {
+ ++count;
+ _bgShapes[idx].toggleHidden();
+ }
+ }
+
+ return count;
+}
+
+void Scene::updateBackground() {
+ People &people = *_vm->_people;
+
+ // Update Holmes if he's turned on
+ 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();
+
+ // Draw the shapes for the scene
+ drawAllShapes();
+}
+
+Exit *Scene::checkForExit(const Common::Rect &r) {
+ for (uint idx = 0; idx < _exits.size(); ++idx) {
+ if (_exits[idx].intersects(r))
+ return &_exits[idx];
+ }
+
+ return nullptr;
+}
+
+int Scene::findBgShape(const Common::Point &pt) {
+ if (!_doBgAnimDone)
+ // New frame hasn't been drawn yet
+ return -1;
+
+ for (int idx = (int)_bgShapes.size() - 1; idx >= 0; --idx) {
+ Object &o = _bgShapes[idx];
+ if (o._type != INVALID && o._type != NO_SHAPE && o._type != HIDDEN
+ && o._aType <= PERSON) {
+ if (o.getNewBounds().contains(pt))
+ return idx;
+ } else if (o._type == NO_SHAPE) {
+ if (o.getNoShapeBounds().contains(pt))
+ return idx;
+ }
+ }
+
+ return -1;
+}
+
+int Scene::checkForZones(const Common::Point &pt, int zoneType) {
+ int matches = 0;
+
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &o = _bgShapes[idx];
+ if ((o._aType == zoneType && o._type != INVALID) && o._type != HIDDEN) {
+ Common::Rect r = o._type == NO_SHAPE ? o.getNoShapeBounds() : o.getNewBounds();
+
+ if (r.contains(pt)) {
+ ++matches;
+ o.setFlagsAndToggles();
+ _vm->_talk->talkTo(o._use[0]._target);
+ }
+ }
+ }
+
+ return matches;
+}
+
+int Scene::whichZone(const Common::Point &pt) {
+ for (uint idx = 0; idx < _zones.size(); ++idx) {
+ if (_zones[idx].contains(pt))
+ return idx;
+ }
+
+ return -1;
+}
+
+void Scene::synchronize(Serializer &s) {
+ if (s.isSaving())
+ saveSceneStatus();
+
+ if (s.isSaving()) {
+ s.syncAsSint16LE(_currentScene);
+ } else {
+ s.syncAsSint16LE(_goToScene);
+ _loadingSavedGame = true;
+ }
+
+ for (int sceneNum = 0; sceneNum < SCENES_COUNT; ++sceneNum) {
+ for (int flag = 0; flag < 65; ++flag) {
+ s.syncAsByte(_sceneStats[sceneNum][flag]);
+ }
+ }
+}
+
+void Scene::checkBgShapes() {
+ People &people = *_vm->_people;
+ Person &holmes = people[HOLMES];
+ Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
+
+ // Iterate through the shapes
+ for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
+ Object &obj = _bgShapes[idx];
+ if (obj._type == ACTIVE_BG_SHAPE || (IS_SERRATED_SCALPEL && obj._type == STATIC_BG_SHAPE)) {
+ if ((obj._flags & 5) == 1) {
+ obj._misc = (pt.y < (obj._position.y + obj.frameHeight() - 1)) ?
+ NORMAL_FORWARD : NORMAL_BEHIND;
+ } else if (!(obj._flags & OBJ_BEHIND)) {
+ obj._misc = BEHIND;
+ } else if (obj._flags & OBJ_FORWARD) {
+ obj._misc = FORWARD;
+ }
+ }
+ }
+}
+
+} // End of namespace Sherlock