diff options
Diffstat (limited to 'engines/sherlock/tattoo/tattoo_scene.cpp')
-rw-r--r-- | engines/sherlock/tattoo/tattoo_scene.cpp | 126 |
1 files changed, 125 insertions, 1 deletions
diff --git a/engines/sherlock/tattoo/tattoo_scene.cpp b/engines/sherlock/tattoo/tattoo_scene.cpp index ce20f17730..a64c86b24b 100644 --- a/engines/sherlock/tattoo/tattoo_scene.cpp +++ b/engines/sherlock/tattoo/tattoo_scene.cpp @@ -803,10 +803,134 @@ void TattooScene::setupBGArea(const byte cMap[PALETTE_SIZE]) { } } +#define ADJUST_COORD(COORD) if (COORD != -1) COORD *= FIXED_INT_MULTIPLIER + int TattooScene::startCAnim(int cAnimNum, int playRate) { - error("TODO: startCAnim"); + 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]; + + // If the co-ordinates are valid (not -1), adjust them by the fixed int multiplier + ADJUST_COORD(goto1.x); + ADJUST_COORD(goto1.y); + ADJUST_COORD(goto2.x); + ADJUST_COORD(goto2.y); + ADJUST_COORD(teleport1.x); + ADJUST_COORD(teleport1.y); + ADJUST_COORD(teleport2.x); + ADJUST_COORD(teleport2.y); + + // 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(_rrmName); + stream->seek(44 + cAnimNum * 4); + stream->seek(stream->readUint32LE()); + Common::SeekableReadStream *animStream = stream->readStream(cAnim._size); + 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); + + while (_activeCAnim.active() && !_vm->shouldQuit()) { + doBgAnim(); + + 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 = 1; + 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; } +#undef ADJUST_COORD + void TattooScene::setNPCPath(int npc) { TattooPeople &people = *(TattooPeople *)_vm->_people; Talk &talk = *_vm->_talk; |