diff options
Diffstat (limited to 'engines/sherlock/scene.h')
-rw-r--r-- | engines/sherlock/scene.h | 118 |
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); }; |