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Diffstat (limited to 'engines/sherlock/scene.cpp')
-rw-r--r-- | engines/sherlock/scene.cpp | 1329 |
1 files changed, 1329 insertions, 0 deletions
diff --git a/engines/sherlock/scene.cpp b/engines/sherlock/scene.cpp new file mode 100644 index 0000000000..76fb7ae3a7 --- /dev/null +++ b/engines/sherlock/scene.cpp @@ -0,0 +1,1329 @@ +/* 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/scalpel/scalpel.h" +#include "sherlock/scalpel/scalpel_scene.h" +#include "sherlock/screen.h" +#include "sherlock/tattoo/tattoo.h" +#include "sherlock/tattoo/tattoo_scene.h" + +namespace Sherlock { + +static const int FS_TRANS[8] = { + STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN, + STOP_DOWNLEFT, STOP_LEFT, 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 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(); + + _people.x = s.readSint16LE(); + _people.y = s.readSint16LE(); + _peopleDir = s.readUint16LE(); + + if (isRoseTattoo) + _allow = s.readSint16LE(); +} + +/*----------------------------------------------------------------*/ + +void SceneEntry::load(Common::SeekableReadStream &s) { + _startPosition.x = s.readSint16LE(); + _startPosition.y = s.readSint16LE(); + _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(); +} + +/*----------------------------------------------------------------*/ + +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(); +} + +/*----------------------------------------------------------------*/ + +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) { + for (int idx = 0; idx < SCENES_COUNT; ++idx) + Common::fill(&_sceneStats[idx][0], &_sceneStats[idx][65], false); + _currentScene = -1; + _goToScene = -1; + _loadingSavedGame = false; + _walkedInScene = false; + _version = 0; + _lzwMode = false; + _invGraphicItems = 0; + _cAnimFramePause = 0; + _restoreFlag = false; + _animating = 0; + _doBgAnimDone = true; + _tempFadeStyle = 0; + _exitZone = -1; +} + +Scene::~Scene() { + freeScene(); +} + +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 = Common::String::format("res%02d.rrm", _goToScene); + _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._walkDest = Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER, + people[AL]._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->_talk->freeTalkVars(); + _vm->_inventory->freeInv(); + _vm->_music->freeSong(); + _vm->_sound->freeLoadedSounds(); + + if (!_loadingSavedGame) + saveSceneStatus(); + else + _loadingSavedGame = false; + + _sequenceBuffer.clear(); + _descText.clear(); + _walkData.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; + Map &map = *_vm->_map; + Music &music = *_vm->_music; + People &people = *_vm->_people; + Resources &res = *_vm->_res; + SaveManager &saves = *_vm->_saves; + Screen &screen = *_vm->_screen; + Sound &sound = *_vm->_sound; + Talk &talk = *_vm->_talk; + 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(); + + // Check if it's a scene we need to keep trakc track of how many times we've visited + for (int idx = (int)_sceneTripCounters.size() - 1; idx >= 0; --idx) { + if (_sceneTripCounters[idx]._sceneNumber == _currentScene) { + if (--_sceneTripCounters[idx]._numTimes == 0) { + _vm->setFlags(_sceneTripCounters[idx]._flag); + _sceneTripCounters.remove_at(idx); + } + } + } + + if (IS_ROSE_TATTOO) { + // Set the NPC paths for the scene + setNPCPath(0); + + // Handle loading music for the scene + if (sound._midiDrvLoaded) { + if (talk._scriptMoreFlag != 1 && talk._scriptMoreFlag != 3) + sound._nextSongName = Common::String::format("res%02d", _currentScene); + + // If it's a new song, then start it up + if (sound._currentSongName.compareToIgnoreCase(sound._nextSongName)) { + if (music.loadSong(sound._nextSongName)) { + sound.setMIDIVolume(sound._musicVolume); + if (music._musicOn) + music.startSong(); + } + } + } + } + + // + // Load the room resource file for the scene + // + + Common::String rrmFile = filename + ".rrm"; + flag = _vm->_res->exists(rrmFile); + if (flag) { + Common::SeekableReadStream *rrmStream = _vm->_res->load(rrmFile); + + rrmStream->seek(39); + if (IS_SERRATED_SCALPEL) { + _version = rrmStream->readByte(); + _lzwMode = _version == 10; + } else { + _lzwMode = 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) { + screen.initPaletteFade(bgHeader._bytesWritten); + rrmStream->read(screen._cMap, PALETTE_SIZE); + screen.translatePalette(screen._cMap); + screen.setupBGArea(screen._cMap); + + screen.initScrollVars(); + + // Read in background + if (_lzwMode) { + res.decompress(*rrmStream, (byte *)screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT); + } else { + rrmStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * 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 = !_lzwMode ? rrmStream : res.decompress(*rrmStream, bgHeader._numStructs * 625); + + _bgShapes.resize(bgHeader._numStructs); + for (int idx = 0; idx < bgHeader._numStructs; ++idx) + _bgShapes[idx].load(*infoStream, _vm->getGameID() == GType_RoseTattoo); + + if (_lzwMode) + delete infoStream; + + // Load description text + _descText.resize(bgHeader._descSize); + if (_lzwMode) + res.decompress(*rrmStream, (byte *)&_descText[0], bgHeader._descSize); + else + rrmStream->read(&_descText[0], bgHeader._descSize); + + // Load sequences + _sequenceBuffer.resize(bgHeader._seqSize); + if (_lzwMode) + res.decompress(*rrmStream, &_sequenceBuffer[0], bgHeader._seqSize); + else + rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize); + } else if (!_lzwMode) { + // 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 = _lzwMode ? + 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 = _lzwMode ? + res.decompress(*rrmStream, animSize * bgHeader._numcAnimations) : + rrmStream->readStream(animSize * bgHeader._numcAnimations); + + _cAnim.resize(bgHeader._numcAnimations); + for (uint idx = 0; idx < _cAnim.size(); ++idx) + _cAnim[idx].load(*canimStream, IS_ROSE_TATTOO); + + delete canimStream; + } + + // Read in the room bounding areas + int size = rrmStream->readUint16LE(); + Common::SeekableReadStream *boundsStream = !_lzwMode ? 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 (_lzwMode) + 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 + assert(_zones.size() < MAX_ZONES); + for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) { + for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) + _walkDirectory[idx1][idx2] = rrmStream->readSint16LE(); + } + + // Read in the walk data + size = rrmStream->readUint16LE(); + Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream : + res.decompress(*rrmStream, size); + + _walkData.resize(size); + walkStream->read(&_walkData[0], size); + + if (_lzwMode) + delete walkStream; + + 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 + _exitZone = -1; + 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 = !_lzwMode ? rrmStream : + res.decompress(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT); + + bgStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT); + + if (_lzwMode) + delete bgStream; + } + + // Backup the image and set the palette + screen._backBuffer2.blitFrom(screen._backBuffer1); + screen.setPalette(screen._cMap); + + delete rrmStream; + } + + // 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; + + if (!_vm->isDemo()) { + // Reset the previous map location and position on overhead map + map._oldCharPoint = _currentScene; + + if (IS_SERRATED_SCALPEL) { + map._overPos.x = (map[_currentScene].x - 6) * FIXED_INT_MULTIPLIER; + map._overPos.y = (map[_currentScene].y + 9) * FIXED_INT_MULTIPLIER; + + } + } + + 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]; + + if (o._requiredFlag) { + if (!_vm->readFlags(_bgShapes[idx]._requiredFlag)) { + // 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 (_bgShapes[idx]._requiredFlag > 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; + Common::Point &hSavedPos = people._hSavedPos; + int &hSavedFacing = people._hSavedFacing; + + 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 + hSavedPos = Common::Point(16000, 10000); + hSavedFacing = 4; + } else { + // setup entrance info + hSavedPos = _entrance._startPosition; + 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[PLAYER]._position = hSavedPos; + people[PLAYER]._sequenceNumber = hSavedFacing; + } 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[PLAYER]._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[PLAYER]._position.x / FIXED_INT_MULTIPLIER, + people[PLAYER]._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) + 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; + + c._goto = Common::Point(-1, -1); + people[AL]._position = Common::Point(0, 0); + + startCAnim(cAnimNum, 1); + c._goto = 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(); +} + +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) { + if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == BEHIND) + screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED); + } + + // Draw all canimations which are behind the person + 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); + } + + // Draw all active shapes which are normal and behind the person + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == NORMAL_BEHIND) + screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED); + } + + // Draw all canimations which are normal and behind the person + 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); + } + + // 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(*p._imageFrame, Common::Point(p._position.x / FIXED_INT_MULTIPLIER, + p._position.y / FIXED_INT_MULTIPLIER - 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) + screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, + _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) + screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position, + _canimShapes[idx]._flags & OBJ_FLIPPED); + } + + // Draw all static and active shapes that are FORWARD + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + _bgShapes[idx]._oldPosition = _bgShapes[idx]._position; + _bgShapes[idx]._oldSize = Common::Point(_bgShapes[idx].frameWidth(), + _bgShapes[idx].frameHeight()); + + if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) && + _bgShapes[idx]._misc == FORWARD) + screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, + _bgShapes[idx]._flags & OBJ_FLIPPED); + } + + // Draw all static and active canimations that are forward + for (uint idx = 0; idx < _canimShapes.size(); ++idx) { + 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); + } + + screen.resetDisplayBounds(); +} + +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::startCAnim(int cAnimNum, int playRate) { + Events &events = *_vm->_events; + Map &map = *_vm->_map; + People &people = *_vm->_people; + Resources &res = *_vm->_res; + Talk &talk = *_vm->_talk; + UserInterface &ui = *_vm->_ui; + Common::Point tpPos, walkPos; + int tpDir, walkDir; + int tFrames = 0; + int gotoCode = -1; + + // Validation + if (cAnimNum >= (int)_cAnim.size()) + // number out of bounds + return -1; + if (_canimShapes.size() >= 3 || playRate == 0) + // Too many active animations, or invalid play rate + return 0; + + CAnim &cAnim = _cAnim[cAnimNum]; + if (playRate < 0) { + // Reverse direction + walkPos = cAnim._teleportPos; + walkDir = cAnim._teleportDir; + tpPos = cAnim._goto; + tpDir = cAnim._gotoDir; + } else { + // Forward direction + walkPos = cAnim._goto; + walkDir = cAnim._gotoDir; + tpPos = cAnim._teleportPos; + tpDir = cAnim._teleportDir; + } + + CursorId oldCursor = events.getCursor(); + events.setCursor(WAIT); + + if (walkPos.x != -1) { + // Holmes must walk to the walk point before the cAnimation is started + if (people[AL]._position != walkPos) + people.walkToCoords(walkPos, walkDir); + } + + if (talk._talkToAbort) + return 1; + + // Add new anim shape entry for displaying the animation + _canimShapes.push_back(Object()); + Object &cObj = _canimShapes[_canimShapes.size() - 1]; + + // Copy the canimation into the bgShapes type canimation structure so it can be played + cObj._allow = cAnimNum + 1; // Keep track of the parent structure + cObj._name = _cAnim[cAnimNum]._name; // Copy name + + // Remove any attempt to draw object frame + if (cAnim._type == NO_SHAPE && cAnim._sequences[0] < 100) + cAnim._sequences[0] = 0; + + cObj._sequences = cAnim._sequences; + cObj._images = nullptr; + cObj._position = cAnim._position; + cObj._delta = Common::Point(0, 0); + cObj._type = cAnim._type; + cObj._flags = cAnim._flags; + + cObj._maxFrames = 0; + cObj._frameNumber = -1; + cObj._sequenceNumber = cAnimNum; + cObj._oldPosition = Common::Point(0, 0); + cObj._oldSize = Common::Point(0, 0); + cObj._goto = Common::Point(0, 0); + cObj._status = 0; + cObj._misc = 0; + cObj._imageFrame = nullptr; + + if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) { + if (tpPos.x != -1) + people[AL]._type = REMOVE; + + Common::String fname = cAnim._name + ".vgs"; + if (!res.isInCache(fname)) { + // Set up RRM scene data + Common::SeekableReadStream *rrmStream = res.load(_rrmName); + rrmStream->seek(44 + cAnimNum * 4); + rrmStream->seek(rrmStream->readUint32LE()); + + // Load the canimation into the cache + Common::SeekableReadStream *imgStream = !_lzwMode ? rrmStream->readStream(cAnim._size) : + Resources::decompressLZ(*rrmStream, cAnim._size); + res.addToCache(fname, *imgStream); + + delete imgStream; + delete rrmStream; + } + + // Now load the resource as an image + cObj._images = new ImageFile(fname); + cObj._imageFrame = &(*cObj._images)[0]; + cObj._maxFrames = cObj._images->size(); + + int frames = 0; + if (playRate < 0) { + // Reverse direction + // Count number of frames + while (cObj._sequences[frames] && frames < MAX_FRAME) + ++frames; + } else { + // Forward direction + Object::_countCAnimFrames = true; + + while (cObj._type == ACTIVE_BG_SHAPE) { + cObj.checkObject(); + ++frames; + + if (frames >= 1000) + error("CAnim has infinite loop sequence"); + } + + if (frames > 1) + --frames; + + Object::_countCAnimFrames = false; + + cObj._type = cAnim._type; + cObj._frameNumber = -1; + cObj._position = cAnim._position; + cObj._delta = Common::Point(0, 0); + } + + // Return if animation has no frames in it + if (frames == 0) + return -2; + + ++frames; + int repeat = ABS(playRate); + int dir; + + if (playRate < 0) { + // Play in reverse + dir = -2; + cObj._frameNumber = frames - 3; + } else { + dir = 0; + } + + tFrames = frames - 1; + int pauseFrame = (_cAnimFramePause) ? frames - _cAnimFramePause : -1; + + while (--frames) { + if (frames == pauseFrame) + ui.printObjectDesc(); + + doBgAnim(); + + // Repeat same frame + int temp = repeat; + while (--temp > 0) { + cObj._frameNumber--; + doBgAnim(); + + if (_vm->shouldQuit()) + return 0; + } + + cObj._frameNumber += dir; + } + + people[AL]._type = CHARACTER; + } + + // Teleport to ending coordinates if necessary + if (tpPos.x != -1) { + people[AL]._position = tpPos; // Place the player + people[AL]._sequenceNumber = tpDir; + people.gotoStand(people[AL]); + } + + if (playRate < 0) + // Reverse direction - set to end sequence + cObj._frameNumber = tFrames - 1; + + if (cObj._frameNumber <= 26) + gotoCode = cObj._sequences[cObj._frameNumber + 3]; + + // Unless anim shape has already been freed, set it to REMOVE so doBgAnim can free it + if (_canimShapes.indexOf(cObj) != -1) + cObj.checkObject(); + + if (gotoCode > 0 && !talk._talkToAbort) { + _goToScene = gotoCode; + + if (_goToScene < 97 && map[_goToScene].x) { + map._overPos = map[_goToScene]; + } + } + + people.loadWalk(); + + if (tpPos.x != -1 && !talk._talkToAbort) { + // Teleport to ending coordinates + people[AL]._position = tpPos; + people[AL]._sequenceNumber = tpDir; + + people.gotoStand(people[AL]); + } + + events.setCursor(oldCursor); + + return 1; +} + +int Scene::findBgShape(const Common::Rect &r) { + 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 (r.intersects(o.getNewBounds())) + return idx; + } else if (o._type == NO_SHAPE) { + if (r.intersects(o.getNoShapeBounds())) + 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; +} + +int Scene::closestZone(const Common::Point &pt) { + int dist = 1000; + int zone = -1; + + for (uint idx = 0; idx < _zones.size(); ++idx) { + Common::Point zc((_zones[idx].left + _zones[idx].right) / 2, + (_zones[idx].top + _zones[idx].bottom) / 2); + int d = ABS(zc.x - pt.x) + ABS(zc.y - pt.y); + + if (d < dist) { + // Found a closer zone + dist = d; + zone = idx; + } + } + + return zone; +} + +void Scene::synchronize(Common::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::setNPCPath(int npc) { + People &people = *_vm->_people; + Talk &talk = *_vm->_talk; + + people[npc].clearNPC(); + people[npc]._name = Common::String::format("WATS%.2dA", _currentScene); + + // If we're in the middle of a script that will continue once the scene is loaded, + // return without calling the path script + if (talk._scriptMoreFlag == 1 || talk._scriptMoreFlag == 3) + return; + + // Turn off all the NPCs, since the talk script will turn them back on as needed + for (uint idx = 0; idx < MAX_NPC; ++idx) + people[idx + 1]._type = INVALID; + + // Call the path script for the scene + Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene); + talk.talkTo(pathFile); +} + +void Scene::checkBgShapes() { + People &people = *_vm->_people; + Person &holmes = people._player; + 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 |