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+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_SCENE_H
+#define SHERLOCK_SCENE_H
+
+#include "common/scummsys.h"
+#include "common/array.h"
+#include "common/rect.h"
+#include "common/serializer.h"
+#include "sherlock/objects.h"
+#include "sherlock/resources.h"
+#include "sherlock/screen.h"
+
+namespace Sherlock {
+
+#define MAX_ZONES 40
+#define INFO_LINE 140
+
+class SherlockEngine;
+
+struct BgFileHeader {
+ int _numStructs;
+ int _numImages;
+ int _numcAnimations;
+ int _descSize;
+ int _seqSize;
+
+ // Serrated Scalpel
+ int _fill;
+
+ // Rose Tattoo
+ int _scrollSize;
+ int _bytesWritten; // Size of the main body of the RRM
+ int _fadeStyle; // Fade style
+ byte _palette[PALETTE_SIZE]; // Palette
+
+
+ BgFileHeader();
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+};
+
+struct BgFileHeaderInfo {
+ int _filesize; // How long images are
+ int _maxFrames; // How many unique frames in object
+ Common::String _filename; // Filename of object
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s);
+ void load3DO(Common::SeekableReadStream &s);
+};
+
+class Exit: public Common::Rect {
+public:
+ int _scene;
+ int _allow;
+ PositionFacing _newPosition;
+
+ Common::String _dest;
+ int _image; // Arrow image to use
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+ void load3DO(Common::SeekableReadStream &s);
+};
+
+struct SceneEntry {
+ Common::Point _startPosition;
+ int _startDir;
+ int _allow;
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s);
+ void load3DO(Common::SeekableReadStream &s);
+};
+
+struct SceneSound {
+ Common::String _name;
+ int _priority;
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s);
+ void load3DO(Common::SeekableReadStream &s);
+};
+
+class ObjectArray : public Common::Array<Object> {
+public:
+ /**
+ * Retuurn the index of the passed object in the array
+ */
+ int indexOf(const Object &obj) const;
+};
+
+class ScaleZone: public Common::Rect {
+public:
+ int _topNumber; // Numerator of scale size at the top of the zone
+ int _bottomNumber; // Numerator of scale size at the bottom of the zone
+
+ void load(Common::SeekableReadStream &s);
+};
+
+class WalkArray : public Common::Array < Common::Point > {
+public:
+ int _pointsCount;
+ int _fileOffset;
+
+ WalkArray() : _pointsCount(0), _fileOffset(-1) {}
+
+ /**
+ * Load data for the walk array entry
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+};
+
+class Scene {
+private:
+ bool _loadingSavedGame;
+
+ /**
+ * Loads sounds for the scene
+ */
+ void loadSceneSounds();
+
+ /**
+ * Set objects to their current persistent state. This includes things such as
+ * opening or moving them
+ */
+ void checkSceneStatus();
+
+ /**
+ * Checks scene objects against the player's inventory items. If there are any
+ * matching names, it means the given item has already been picked up, and should
+ * be hidden in the scene.
+ */
+ void checkInventory();
+
+ /**
+ * Set up any entrance co-ordinates or entrance canimations, and then transition
+ * in the scene
+ */
+ void transitionToScene();
+
+ /**
+ * Restores objects to the correct status. This ensures that things like being opened or moved
+ * will remain the same on future visits to the scene
+ */
+ void saveSceneStatus();
+protected:
+ SherlockEngine *_vm;
+ Common::String _roomFilename;
+
+ /**
+ * Loads the data associated for a given scene. The room resource file's format is:
+ * BGHEADER: Holds an index for the rest of the file
+ * STRUCTS: The objects for the scene
+ * IMAGES: The graphic information for the structures
+ *
+ * The _misc field of the structures contains the number of the graphic image
+ * that it should point to after loading; _misc is then set to 0.
+ */
+ virtual bool loadScene(const Common::String &filename);
+
+ /**
+ * Checks all the background shapes. If a background shape is animating,
+ * 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
+ */
+ virtual void checkBgShapes();
+
+ /**
+ * Draw all the shapes, people and NPCs in the correct order
+ */
+ virtual void drawAllShapes() = 0;
+
+ /**
+ * Called by loadScene when the palette is loaded for Rose Tattoo
+ */
+ virtual void paletteLoaded() {}
+
+ Scene(SherlockEngine *vm);
+public:
+ int _currentScene;
+ int _goToScene;
+ bool **_sceneStats;
+ bool _walkedInScene;
+ int _version;
+ bool _compressed;
+ int _invGraphicItems;
+ Common::String _comments;
+ Common::Array<char> _descText;
+ Common::Array<Common::Rect> _zones;
+ Common::Array<Object> _bgShapes;
+ Common::Array<CAnim> _cAnim;
+ Common::Array<byte> _sequenceBuffer;
+ Common::Array<SceneImage> _images;
+ int _walkDirectory[MAX_ZONES][MAX_ZONES];
+ Common::Array<WalkArray> _walkPoints;
+ Common::Array<Exit> _exits;
+ SceneEntry _entrance;
+ Common::Array<SceneSound> _sounds;
+ ObjectArray _canimShapes;
+ Common::Array<ScaleZone> _scaleZones;
+ Common::StringArray _objSoundList;
+ bool _restoreFlag;
+ int _animating;
+ bool _doBgAnimDone;
+ int _tempFadeStyle;
+ int _cAnimFramePause;
+public:
+ static Scene *init(SherlockEngine *vm);
+ virtual ~Scene();
+
+ /**
+ * Handles loading the scene specified by _goToScene
+ */
+ void selectScene();
+
+ /**
+ * Fres all the graphics and other dynamically allocated data for the scene
+ */
+ void freeScene();
+
+ /**
+ * Check the scene's objects against the game flags. If false is passed,
+ * it means the scene has just been loaded. A value of true means that the scene
+ * is in use (ie. not just loaded)
+ */
+ void checkSceneFlags(bool mode);
+
+ /**
+ * Check whether the passed area intersects with one of the scene's exits
+ */
+ Exit *checkForExit(const Common::Rect &r);
+
+ /**
+ * Scans through the object list to find one with a matching name, and will
+ * call toggleHidden with all matches found. Returns the numer of matches found
+ */
+ int toggleObject(const Common::String &name);
+
+ /**
+ * Checks to see if the given position in the scene belongs to a given zone type.
+ * If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
+ */
+ int checkForZones(const Common::Point &pt, int zoneType);
+
+ /**
+ * Check which zone the the given position is located in.
+ */
+ int whichZone(const Common::Point &pt);
+
+ /**
+ * Returns the index of the closest zone to a given point.
+ */
+ virtual int closestZone(const Common::Point &pt) = 0;
+
+ /**
+ * Attempts to find a background shape within the passed bounds. If found,
+ * it will return the shape number, or -1 on failure.
+ */
+ virtual int findBgShape(const Common::Point &pt);
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ virtual void synchronize(Serializer &s);
+public:
+ /**
+ * Draw all objects and characters.
+ */
+ virtual void doBgAnim() = 0;
+
+ /**
+ * Update the screen back buffer with all of the scene objects which need
+ * to be drawn
+ */
+ virtual void updateBackground();
+
+ /**
+ * Attempt to start a canimation sequence. It will load the requisite graphics, and
+ * then copy the canim object into the _canimShapes array to start the animation.
+ *
+ * @param cAnimNum The canim object within the current scene
+ * @param playRate Play rate. 0 is invalid; 1=normal speed, 2=1/2 speed, etc.
+ * A negative playRate can also be specified to play the animation in reverse
+ */
+ virtual int startCAnim(int cAnimNum, int playRate = 1) = 0;
+};
+
+} // End of namespace Sherlock
+
+#endif