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+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_TATTOO_SCENE_H
+#define SHERLOCK_TATTOO_SCENE_H
+
+#include "common/scummsys.h"
+#include "sherlock/scene.h"
+
+namespace Sherlock {
+
+namespace Tattoo {
+
+enum {
+ STARTING_GAME_SCENE = 1, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 90, OVERHEAD_MAP = 100
+};
+
+struct SceneTripEntry {
+ int _flag;
+ int _sceneNumber;
+ int _numTimes;
+
+ SceneTripEntry() : _flag(0), _sceneNumber(0), _numTimes(0) {}
+ SceneTripEntry(int flag, int sceneNumber, int numTimes) : _flag(flag),
+ _sceneNumber(sceneNumber), _numTimes(numTimes) {}
+};
+
+class TattooScene : public Scene {
+private:
+ void doBgAnimCheckCursor();
+
+ /**
+ * Update the background objects and canimations as part of doBgAnim
+ */
+ void doBgAnimUpdateBgObjectsAndAnim();
+
+ void doBgAnimDrawSprites();
+
+ /**
+ * Resets the NPC path information when entering a new scene.
+ * @remarks The default talk file for the given NPC is set to WATS##A, where ## is
+ * the scene number being entered
+ */
+ void setNPCPath(int npc);
+protected:
+ /**
+ * Loads the data associated for a given scene. The room resource 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.
+ */
+ virtual bool loadScene(const Common::String &filename);
+
+ /**
+ * 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
+ */
+ virtual void checkBgShapes();
+
+ /**
+ * Draw all the shapes, people and NPCs in the correct order
+ */
+ virtual void drawAllShapes();
+
+ /**
+ * Called by loadScene when the palette is loaded for Rose Tattoo
+ */
+ virtual void paletteLoaded();
+
+ /**
+ * Synchronize the data for a savegame
+ */
+ virtual void synchronize(Serializer &s);
+
+ /**
+ * Returns the index of the closest zone to a given point.
+ */
+ virtual int closestZone(const Common::Point &pt);
+public:
+ StreamingImageFile _activeCAnim;
+ Common::Array<SceneTripEntry> _sceneTripCounters;
+ bool _labTableScene;
+public:
+ TattooScene(SherlockEngine *vm);
+
+ /**
+ * Returns the scale value for the passed co-ordinates. This is taken from the scene's
+ * scale zones, interpolating inbetween the top and bottom values of the zones as needed
+ */
+ int getScaleVal(const Point32 &pt);
+
+ /**
+ * Draw all objects and characters.
+ */
+ virtual void doBgAnim();
+
+ /**
+ * Update the screen back buffer with all of the scene objects which need
+ * to be drawn
+ */
+ virtual void updateBackground();
+
+ /**
+ * 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
+ */
+ virtual int startCAnim(int cAnimNum, int playRate = 1);
+
+ /**
+ * Attempts to find a background shape within the passed bounds. If found,
+ * it will return the shape number, or -1 on failure.
+ */
+ virtual int findBgShape(const Common::Point &pt);
+};
+
+} // End of namespace Tattoo
+
+} // End of namespace Sherlock
+
+#endif