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-rw-r--r--engines/sherlock/scene.h118
1 files changed, 106 insertions, 12 deletions
diff --git a/engines/sherlock/scene.h b/engines/sherlock/scene.h
index 9454a4e20b..0cbd775c56 100644
--- a/engines/sherlock/scene.h
+++ b/engines/sherlock/scene.h
@@ -57,14 +57,21 @@ struct BgFileHeader {
BgFileHeader();
- void synchronize(Common::SeekableReadStream &s, bool isRoseTattoo);
+
+ /**
+ * Load the data for the object
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
};
-struct BgfileheaderInfo {
+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);
};
@@ -78,6 +85,9 @@ public:
Common::String _dest;
int _image; // Arrow image to use
+ /**
+ * Load the data for the object
+ */
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
};
@@ -86,6 +96,9 @@ struct SceneEntry {
int _startDir;
int _allow;
+ /**
+ * Load the data for the object
+ */
void load(Common::SeekableReadStream &s);
};
@@ -93,11 +106,17 @@ struct SceneSound {
Common::String _name;
int _priority;
+ /**
+ * Load the data for the object
+ */
void load(Common::SeekableReadStream &s);
};
-class ObjectArray: public Common::Array<Object> {
+class ObjectArray : public Common::Array<Object> {
public:
+ /**
+ * Retuurn the index of the passed object in the array
+ */
int indexOf(const Object &obj) const;
};
@@ -113,33 +132,61 @@ class Scene {
private:
SherlockEngine *_vm;
Common::String _rrmName;
- int _selector;
- bool _lookHelp;
bool _loadingSavedGame;
+ /**
+ * Loads the data associated for a given scene. The .BGD 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.
+ */
bool loadScene(const Common::String &filename);
+ /**
+ * 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();
+ /**
+ * 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
+ */
void checkBgShapes(ImageFrame *frame, const Common::Point &pt);
+ /**
+ * 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();
public:
int _currentScene;
int _goToScene;
- bool _changes;
bool _sceneStats[SCENES_COUNT][65];
bool _savedStats[SCENES_COUNT][9];
- int _keyboardInput;
- int _oldKey, _help, _oldHelp;
- int _oldTemp, _temp;
bool _walkedInScene;
int _version;
bool _lzwMode;
@@ -165,37 +212,84 @@ public:
bool _doBgAnimDone;
int _tempFadeStyle;
int _cAnimFramePause;
- bool _invLookFlag;
public:
Scene(SherlockEngine *vm);
~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);
+ /**
+ * 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
+ */
int startCAnim(int cAnimNum, int playRate);
+ /**
+ * 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);
+ /**
+ * Animate all objects and people.
+ */
void doBgAnim();
- void clearInfo();
-
+ /**
+ * Attempts to find a background shape within the passed bounds. If found,
+ * it will return the shape number, or -1 on failure.
+ */
int findBgShape(const Common::Rect &r);
+ /**
+ * 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.
+ */
int closestZone(const Common::Point &pt);
+ /**
+ * Update the screen back buffer with all of the scene objects which need
+ * to be drawn
+ */
void updateBackground();
+ /**
+ * Synchronize the data for a savegame
+ */
void synchronize(Common::Serializer &s);
};