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-rw-r--r--engines/sherlock/tattoo/tattoo_scene.cpp821
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
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--- /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