diff options
Diffstat (limited to 'engines/sherlock/tattoo/tattoo_scene.cpp')
-rw-r--r-- | engines/sherlock/tattoo/tattoo_scene.cpp | 821 |
1 files changed, 821 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp new file mode 100644 index 0000000000..ba462ca255 --- /dev/null +++ b/engines/sherlock/tattoo/tattoo_scene.cpp @@ -0,0 +1,821 @@ +/* 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/tattoo/tattoo_scene.h" +#include "sherlock/tattoo/tattoo_people.h" +#include "sherlock/tattoo/tattoo_user_interface.h" +#include "sherlock/tattoo/tattoo.h" +#include "sherlock/events.h" +#include "sherlock/people.h" + +namespace Sherlock { + +namespace Tattoo { + +struct ShapeEntry { + Object *_shape; + TattooPerson *_person; + bool _isAnimation; + int _yp; + + ShapeEntry(TattooPerson *person, int yp) : _shape(nullptr), _person(person), _yp(yp), _isAnimation(false) {} + ShapeEntry(Object *shape, int yp) : _shape(shape), _person(nullptr), _yp(yp), _isAnimation(false) {} + ShapeEntry(int yp) : _shape(nullptr), _person(nullptr), _yp(yp), _isAnimation(true) {} +}; +typedef Common::List<ShapeEntry> ShapeList; + +static bool sortImagesY(const ShapeEntry &s1, const ShapeEntry &s2) { + return s1._yp <= s2._yp; +} + +/*----------------------------------------------------------------*/ + +TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm) { + _labTableScene = false; +} + +bool TattooScene::loadScene(const Common::String &filename) { + TattooEngine &vm = *(TattooEngine *)_vm; + Events &events = *_vm->_events; + Music &music = *_vm->_music; + Talk &talk = *_vm->_talk; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + + // If we're going to the first game scene after the intro sequence, flag it as finished + if (vm._runningProlog && _currentScene == STARTING_GAME_SCENE) { + vm._runningProlog = false; + events.showCursor(); + talk._talkToAbort = false; + } + + // 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); + } + } + } + + // Set the NPC paths for the scene + setNPCPath(0); + + // Handle loading music for the scene + if (music._musicOn) { + if (talk._scriptMoreFlag != 1 && talk._scriptMoreFlag != 3) + music._nextSongName = Common::String::format("res%02d", _currentScene); + + // If it's a new song, then start it up + if (music._currentSongName.compareToIgnoreCase(music._nextSongName)) { + if (music.loadSong(music._nextSongName)) { + music.setMIDIVolume(music._musicVolume); + if (music._musicOn) + music.startSong(); + } + } + } + + bool result = Scene::loadScene(filename); + + if (_currentScene != STARTING_INTRO_SCENE) { + // Set the menu/ui mode and whether we're in a lab table close-up scene + _labTableScene = _currentScene > 91 && _currentScene < 100; + ui._menuMode = _labTableScene ? LAB_MODE : STD_MODE; + + if (_labTableScene) + ui._labWidget.summonWindow(); + } + + return result; +} + +void TattooScene::drawAllShapes() { + TattooPeople &people = *(TattooPeople *)_vm->_people; + Screen &screen = *_vm->_screen; + ShapeList shapeList; + + // Draw all objects and animations that are set to behind + screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); + + // Draw all active shapes which are behind the person + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE && obj._misc == BEHIND) { + if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD) + screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position); + else + screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal); + } + } + + // Draw the animation if it is behind the person + if (_activeCAnim.active() && _activeCAnim._zPlacement == BEHIND) + screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position, + (_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal); + + screen.resetDisplayBounds(); + + // Queue drawing of all objects that are set to NORMAL. + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE && (obj._misc == NORMAL_BEHIND || obj._misc == NORMAL_FORWARD)) { + if (obj._scaleVal == SCALE_THRESHOLD) + shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->_offset.y + + obj._imageFrame->_height)); + else + shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->sDrawYOffset(obj._scaleVal) + + obj._imageFrame->sDrawYSize(obj._scaleVal))); + } + } + + // Queue drawing the animation if it is NORMAL and can fall in front of, or behind the people + if (_activeCAnim.active() && (_activeCAnim._zPlacement == NORMAL_BEHIND || _activeCAnim._zPlacement == NORMAL_FORWARD)) { + if (_activeCAnim._scaleVal == SCALE_THRESHOLD) + shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame._offset.y + + _activeCAnim._imageFrame._height)); + else + shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame.sDrawYOffset(_activeCAnim._scaleVal) + + _activeCAnim._imageFrame.sDrawYSize(_activeCAnim._scaleVal))); + } + + // Queue all active characters for drawing + for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { + if (people[idx]._type == CHARACTER && people[idx]._walkLoaded) + shapeList.push_back(ShapeEntry(&people[idx], people[idx]._position.y / FIXED_INT_MULTIPLIER)); + } + + // Sort the list + Common::sort(shapeList.begin(), shapeList.end(), sortImagesY); + + // Draw the list of shapes in order + for (ShapeList::iterator i = shapeList.begin(); i != shapeList.end(); ++i) { + ShapeEntry &se = *i; + + if (se._shape) { + // it's a bg shape + if (se._shape->_quickDraw && se._shape->_scaleVal == SCALE_THRESHOLD) + screen._backBuffer1.blitFrom(*se._shape->_imageFrame, se._shape->_position); + else + screen._backBuffer1.transBlitFrom(*se._shape->_imageFrame, se._shape->_position, + se._shape->_flags & OBJ_FLIPPED, 0, se._shape->_scaleVal); + } else if (se._isAnimation) { + // It's an active animation + screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position, + (_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal); + } else { + // Drawing person + TattooPerson &p = *se._person; + + p._tempX = p._position.x / FIXED_INT_MULTIPLIER; + p._tempScaleVal = getScaleVal(p._position); + Common::Point adjust = p._adjust; + + if (p._tempScaleVal == SCALE_THRESHOLD) { + p._tempX += adjust.x; + screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER + - p.frameHeight() - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal); + } else { + if (adjust.x) { + if (!p._tempScaleVal) + ++p._tempScaleVal; + + if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.x) + --adjust.x; + + adjust.x = adjust.x * SCALE_THRESHOLD / p._tempScaleVal; + + if (p._tempScaleVal >= SCALE_THRESHOLD) + ++adjust.x; + p._tempX += adjust.x; + } + + if (adjust.y) { + if (!p._tempScaleVal) + p._tempScaleVal++; + + if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.y) + --adjust.y; + + adjust.y = adjust.y * SCALE_THRESHOLD / p._tempScaleVal; + + if (p._tempScaleVal >= SCALE_THRESHOLD) + ++adjust.y; + } + + screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER + - p._imageFrame->sDrawYSize(p._tempScaleVal) - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal); + } + } + } + + // Draw all objects & canimations that are set to FORWARD. + // Draw all static and active shapes that are FORWARD + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE && obj._misc == FORWARD) { + if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD) + screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position); + else + screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal); + } + } + + // Draw the canimation if it is set as FORWARD + if (_activeCAnim.active() && _activeCAnim._zPlacement == FORWARD) + screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position, (_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal); + + // Draw all NO_SHAPE shapes which have their flag bits clear + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) + screen._backBuffer1.fillRect(obj.getNoShapeBounds(), 15); + } +} + +void TattooScene::paletteLoaded() { + Screen &screen = *_vm->_screen; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + + ui.setupBGArea(screen._cMap); + ui.initScrollVars(); +} + +void TattooScene::checkBgShapes() { + // Call the base scene method to handle bg shapes + Scene::checkBgShapes(); + + // Check for any active playing animation + if (_activeCAnim.active() && _activeCAnim._zPlacement != REMOVE) { + switch (_activeCAnim._flags & 3) { + case 0: + _activeCAnim._zPlacement = BEHIND; + break; + case 1: + _activeCAnim._zPlacement = ((_activeCAnim._position.y + _activeCAnim._imageFrame._frame.h - 1)) ? + NORMAL_FORWARD : NORMAL_BEHIND; + break; + case 2: + _activeCAnim._zPlacement = FORWARD; + break; + default: + break; + } + } +} + +void TattooScene::doBgAnimCheckCursor() { + Events &events = *_vm->_events; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + Common::Point mousePos = events.mousePos(); + + // If we're in Look Mode, make sure the cursor is the magnifying glass + if (ui._menuMode == LOOK_MODE && events.getCursor() != MAGNIFY) + events.setCursor(MAGNIFY); + + // See if the mouse is over any of the arrow zones, and if so, change the cursor to the correct + // arrow cursor indicating the direcetion of the exit + if (events.getCursor() == ARROW || events.getCursor() >= EXIT_ZONES_START) { + CursorId cursorId = ARROW; + + if (ui._menuMode == STD_MODE && ui._arrowZone != -1 && _currentScene != 90) { + for (uint idx = 0; idx < _exits.size(); ++idx) { + Exit &exit = _exits[idx]; + if (exit.contains(mousePos)) + cursorId = (CursorId)(exit._image + EXIT_ZONES_START); + } + } + + events.setCursor(cursorId); + } else { + events.animateCursorIfNeeded(); + } +} + +void TattooScene::doBgAnim() { + TattooEngine &vm = *(TattooEngine *)_vm; + Events &events = *_vm->_events; + TattooPeople &people = *(TattooPeople *)_vm->_people; + Screen &screen = *_vm->_screen; + Talk &talk = *_vm->_talk; + TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui); + + doBgAnimCheckCursor(); + + talk._talkToAbort = false; + + // Check the characters and sprites for updates + for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { + if (people[idx]._type == CHARACTER) + people[idx].checkSprite(); + } + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE) + _bgShapes[idx].checkObject(); + } + + // If one of the objects has signalled a call to a talk file, to go to another scene, exit immediately + if (_goToScene != -1) + return; + + // Erase any affected background areas + ui.doBgAnimEraseBackground(); + + doBgAnimUpdateBgObjectsAndAnim(); + + doBgAnimDrawSprites(); + + ui.drawInterface(); + + if (vm._creditsActive) + vm.blitCredits(); + + if (!vm._fastMode) + events.wait(3); + + if (screen._flushScreen) { + screen.slamArea(screen._currentScroll.x, screen._currentScroll.y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); + screen._flushScreen = false; + } + + screen._flushScreen = false; + _doBgAnimDone = true; + ui._drawMenu = false; + + for (int idx = 1; idx < MAX_CHARACTERS; ++idx) { + if (people[idx]._updateNPCPath) + people[idx].updateNPC(); + } +} + +void TattooScene::doBgAnimUpdateBgObjectsAndAnim() { + People &people = *_vm->_people; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE) + obj.adjustObject(); + } + + 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(); + drawAllShapes(); + + ui.drawMaskArea(true); +} + +void TattooScene::updateBackground() { + TattooPeople &people = *(TattooPeople *)_vm->_people; + Screen &screen = *_vm->_screen; + TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; + + Scene::updateBackground(); + + ui.drawMaskArea(false); + + screen._flushScreen = true; + + for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { + TattooPerson &p = people[idx]; + + if (p._type != INVALID) { + if (_goToScene == -1 || _cAnim.size() == 0) { + if (p._type == REMOVE) { + screen.slamArea(p._oldPosition.x, p._oldPosition.y, p._oldSize.x, p._oldSize.y); + p._type = INVALID; + } else { + if (p._tempScaleVal == SCALE_THRESHOLD) { + screen.flushImage(p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER + - p._imageFrame->_width), &p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y); + } else { + int ts = p._imageFrame->sDrawYSize(p._tempScaleVal); + int ty = p._position.y / FIXED_INT_MULTIPLIER - ts; + screen.flushScaleImage(p._imageFrame, Common::Point(p._tempX, ty), + &p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y, p._tempScaleVal); + } + } + } + } + } + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) { + if (_goToScene == -1) { + if (obj._scaleVal == SCALE_THRESHOLD) + screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y); + else + screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y, obj._scaleVal); + + if (obj._type == REMOVE) + obj._type = INVALID; + } + } + } + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (_goToScene == -1) { + if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) { + screen.slamRect(obj.getNoShapeBounds()); + screen.slamRect(obj.getOldBounds()); + } else if (obj._type == HIDE_SHAPE) { + if (obj._scaleVal == SCALE_THRESHOLD) + screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y); + else + screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y, obj._scaleVal); + obj._type = HIDDEN; + } + } + } + + screen._flushScreen = false; +} + +void TattooScene::doBgAnimDrawSprites() { + TattooPeople &people = *(TattooPeople *)_vm->_people; + Screen &screen = *_vm->_screen; + + for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { + TattooPerson &person = people[idx]; + + if (person._type != INVALID) { + if (_goToScene == -1 || _cAnim.size() == 0) { + if (person._type == REMOVE) { + screen.slamRect(person.getOldBounds()); + person._type = INVALID; + } else { + if (person._tempScaleVal == SCALE_THRESHOLD) { + screen.flushImage(person._imageFrame, Common::Point(person._tempX, person._position.y / FIXED_INT_MULTIPLIER + - person.frameHeight()), &person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y); + } else { + int ts = person._imageFrame->sDrawYSize(person._tempScaleVal); + int ty = person._position.y / FIXED_INT_MULTIPLIER - ts; + screen.flushScaleImage(person._imageFrame, Common::Point(person._tempX, ty), + &person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y, person._tempScaleVal); + } + } + } + } + } + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) { + if (_goToScene == -1) { + if (obj._scaleVal == SCALE_THRESHOLD) + screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y); + else + screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y, obj._scaleVal); + + if (obj._type == REMOVE) + obj._type = INVALID; + } + } + } + + for (uint idx = 0; idx < _bgShapes.size(); ++idx) { + Object &obj = _bgShapes[idx]; + + if (_goToScene == -1) { + if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) { + screen.slamRect(obj.getNoShapeBounds()); + screen.slamRect(obj.getOldBounds()); + } else if (obj._type == HIDE_SHAPE) { + if (obj._scaleVal == SCALE_THRESHOLD) + screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y); + else + screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, + &obj._oldSize.x, &obj._oldSize.y, obj._scaleVal); + obj._type = HIDDEN; + } + } + } + + if (_activeCAnim.active() || _activeCAnim._zPlacement == REMOVE) { + if (_activeCAnim._zPlacement != REMOVE) { + screen.flushImage(&_activeCAnim._imageFrame, _activeCAnim._position, _activeCAnim._oldBounds, _activeCAnim._scaleVal); + } else { + screen.slamRect(_activeCAnim._removeBounds); + _activeCAnim._removeBounds = Common::Rect(0, 0, 0, 0); + _activeCAnim._zPlacement = -1; // Reset _zPlacement so we don't REMOVE again + } + } +} + +int TattooScene::getScaleVal(const Point32 &pt) { + bool found = false; + int result = SCALE_THRESHOLD; + Common::Point pos(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER); + + for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) { + ScaleZone &sz = _scaleZones[idx]; + if (sz.contains(pos)) { + int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber; + result = 25600L / n; + // CHECKME: Shouldn't we set 'found' at this place? + } + } + + // If it wasn't found, we may be off screen to the left or right, so find the scale zone + // that would apply to the y val passed in disregarding the x + if (!found) { + for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) { + ScaleZone &sz = _scaleZones[idx]; + if (pos.y >= sz.top && pos.y < sz.bottom) { + int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber; + result = 25600L / n; + } + } + } + + return result; +} + +int TattooScene::startCAnim(int cAnimNum, int playRate) { + TattooEngine &vm = *(TattooEngine *)_vm; + Events &events = *_vm->_events; + TattooPeople &people = *(TattooPeople *)_vm->_people; + Resources &res = *_vm->_res; + Talk &talk = *_vm->_talk; + UserInterface &ui = *_vm->_ui; + + // Exit immediately if the anim number is out of range, or the anim doesn't have a position specified + if (cAnimNum < 0 || cAnimNum >= (int)_cAnim.size() || _cAnim[cAnimNum]._position.x == -1) + // Return out of range error + return -1; + + // Get the co-ordinates that the Player & NPC #1 must walk to and end on + CAnim &cAnim = _cAnim[cAnimNum]; + PositionFacing goto1 = cAnim._goto[0]; + PositionFacing goto2 = cAnim._goto[1]; + PositionFacing teleport1 = cAnim._teleport[0]; + PositionFacing teleport2 = cAnim._teleport[1]; + + // See if the Player must walk to a position before the animation starts + SpriteType savedPlayerType = people[HOLMES]._type; + if (goto1.x != -1 && people[HOLMES]._type == CHARACTER) { + if (people[HOLMES]._position != goto1) + people[HOLMES].walkToCoords(goto1, goto1._facing); + } + + if (talk._talkToAbort) + return 1; + + // See if NPC #1 must walk to a position before the animation starts + SpriteType savedNPCType = people[WATSON]._type; + if (goto2.x != -1 && people[WATSON]._type == CHARACTER) { + if (people[WATSON]._position != goto2) + people[WATSON].walkToCoords(goto2, goto2._facing); + } + + if (talk._talkToAbort) + return 1; + + // Turn the player (and NPC #1 if neccessary) off before running the canimation + if (teleport1.x != -1 && savedPlayerType == CHARACTER) + people[HOLMES]._type = REMOVE; + + if (teleport2.x != -1 && savedNPCType == CHARACTER) + people[WATSON]._type = REMOVE; + + if (ui._windowOpen) + ui.banishWindow(); + + //_activeCAnim._filesize = cAnim._size; + + // Open up the room resource file and get the data for the animation + Common::SeekableReadStream *stream = res.load(_roomFilename); + stream->seek(44 + cAnimNum * 4); + stream->seek(stream->readUint32LE()); + Common::SeekableReadStream *animStream = stream->readStream(cAnim._dataSize); + delete stream; + + // Set up the active animation + _activeCAnim._position = cAnim._position; + _activeCAnim._oldBounds = Common::Rect(0, 0, 0, 0); + _activeCAnim._flags = cAnim._flags; + _activeCAnim._scaleVal = cAnim._scaleVal; + _activeCAnim._zPlacement = 0; + + _activeCAnim.load(animStream, _compressed); + + while (_activeCAnim.active() && !_vm->shouldQuit()) { + // Get the next frame + _activeCAnim.getNextFrame(); + + // Draw the frame + doBgAnim(); + + // Check for Escape key being pressed to abort animation + events.pollEvents(); + if (events.kbHit()) { + Common::KeyState keyState = events.getKey(); + + if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) { + _vm->setFlags(-76); + _vm->setFlags(396); + _goToScene = STARTING_GAME_SCENE; + talk._talkToAbort = true; + _activeCAnim.close(); + } + } + } + + // Turn the people back on + people[HOLMES]._type = savedPlayerType; + if (teleport2.x != -1) + people[WATSON]._type = savedNPCType; + + // Teleport the Player to the ending coordinates if necessary + if (teleport1.x != -1 && savedPlayerType == CHARACTER) { + people[HOLMES]._position = teleport1; + people[HOLMES]._sequenceNumber = teleport1._facing; + people[HOLMES].gotoStand(); + } + + // Teleport Watson to the ending coordinates if necessary + if (teleport2.x != -1 && savedNPCType == CHARACTER) { + people[WATSON]._position = teleport2; + people[WATSON]._sequenceNumber = teleport2._facing; + people[WATSON].gotoStand(); + } + + // Flag the Canimation to be cleared + _activeCAnim._zPlacement = REMOVE; + _activeCAnim._removeBounds = _activeCAnim._oldBounds; + + // Free up the animation + _activeCAnim.close(); + + return 1; +} + +void TattooScene::setNPCPath(int npc) { + TattooPeople &people = *(TattooPeople *)_vm->_people; + SaveManager &saves = *_vm->_saves; + Talk &talk = *_vm->_talk; + + // Don't do initial scene setup if a savegame has just been loaded + if (saves._justLoaded) + return; + + 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 (int idx = 1; idx < MAX_CHARACTERS; ++idx) + people[idx]._type = INVALID; + + // Call the path script for the scene + Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene); + talk.talkTo(pathFile); +} + +int TattooScene::findBgShape(const Common::Point &pt) { + People &people = *_vm->_people; + + if (!_doBgAnimDone) + // New frame hasn't been drawn yet + return -1; + + int result = Scene::findBgShape(pt); + if (result == -1) { + if (_labTableScene) { + // Check for SOLID objects in the lab scene + 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 == SOLID) { + if (o.getNewBounds().contains(pt)) + return idx; + } + } + } + + // No shape found, so check whether a character is highlighted + for (int idx = 1; idx < MAX_CHARACTERS && result == -1; ++idx) { + Person &person = people[idx]; + + if (person._type == CHARACTER) { + int scaleVal = getScaleVal(person._position); + Common::Rect charRect; + + if (scaleVal == SCALE_THRESHOLD) + charRect = Common::Rect(person.frameWidth(), person.frameHeight()); + else + charRect = Common::Rect(person._imageFrame->sDrawXSize(scaleVal), person._imageFrame->sDrawYSize(scaleVal)); + charRect.moveTo(person._position.x / FIXED_INT_MULTIPLIER, person._position.y / FIXED_INT_MULTIPLIER + - charRect.height()); + + if (charRect.contains(pt)) + result = 1000 + idx; + } + } + } + + return result; +} + +void TattooScene::synchronize(Serializer &s) { + TattooEngine &vm = *(TattooEngine *)_vm; + Scene::synchronize(s); + + if (s.isLoading()) + vm._runningProlog = false; +} + +int TattooScene::closestZone(const Common::Point &pt) { + int zone = -1; + int dist = 9999; + int d; + + for (uint idx = 0; idx < _zones.size(); ++idx) { + Common::Rect &r = _zones[idx]; + + // Check the distance from the point to the center of the zone + d = ABS(r.left + (r.width() / 2) - pt.x) + ABS(r.top + (r.height() / 2) - pt.y); + if (d < dist) { + dist = d; + zone = idx; + } + + // Check the distance from the point to the upper left of the zone + d = ABS((int)(r.left - pt.x)) + ABS((int)(r.top - pt.y)); + if (d < dist) + { + dist = d; + zone = idx; + } + + // Check the distance from the point to the upper right of the zone + d = ABS(r.left + r.width() - pt.x) + ABS(r.top - pt.y); + if (d < dist) { + dist = d; + zone = idx; + } + + // Check the distance from the point to the lower left of the zone + d = ABS(r.left - pt.x) + ABS(r.top + r.height() - pt.y); + if (d < dist) { + dist = d; + zone = idx; + } + + // Check the distance from the point to the lower right of the zone + d = ABS(r.left + r.width() - pt.x) + ABS(r.top + r.height() - pt.y); + if (d < dist) { + dist = d; + zone = idx; + } + } + + return zone; +} + +} // End of namespace Tattoo + +} // End of namespace Sherlock |