/* 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_SCALPEL_MAP_H #define SHERLOCK_SCALPEL_MAP_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "common/str-array.h" #include "sherlock/surface.h" #include "sherlock/map.h" #include "sherlock/resources.h" namespace Sherlock { class SherlockEngine; namespace Scalpel { struct MapEntry : Common::Point { int _translate; MapEntry() : Common::Point(), _translate(-1) {} MapEntry(int posX, int posY, int translate) : Common::Point(posX, posY), _translate(translate) {} }; class MapPaths { private: int _numLocations; Common::Array< Common::Array > _paths; public: MapPaths(); /** * Load the data for the paths between locations on the map */ void load(int numLocations, Common::SeekableReadStream &s); /** * Get the path between two locations on the map */ const byte *getPath(int srcLocation, int destLocation); }; class ScalpelMap: public Map { private: Common::Array _points; // Map locations for each scene Common::StringArray _locationNames; MapPaths _paths; Common::Array _pathPoints; Common::Point _savedPos; Common::Point _savedSize; Surface _topLine; ImageFile *_mapCursors; ImageFile *_shapes; ImageFile *_iconShapes; WalkSequences _walkSequences; Point32 _lDrawnPos; int _point; bool _placesShown; int _cursorIndex; bool _drawMap; Surface _iconSave; protected: /** * Load data needed for the map */ void loadData(); /** * Load and initialize all the sprites that are needed for the map display */ void setupSprites(); /** * Free the sprites and data used by the map */ void freeSprites(); /** * Draws an icon for every place that's currently known */ void showPlaces(); /** * Makes a copy of the top rows of the screen that are used to display location names */ void saveTopLine(); /** * Erases anything shown in the top line by restoring the previously saved original map background */ void eraseTopLine(); /** * Prints the name of the specified icon */ void showPlaceName(int idx, bool highlighted); /** * Update all on-screen sprites to account for any scrolling of the map */ void updateMap(bool flushScreen); /** * Handle moving icon for player from their previous location on the map to a destination location */ void walkTheStreets(); /** * Save the area under the player's icon */ void saveIcon(ImageFrame *src, const Common::Point &pt); /** * Restore the area under the player's icon */ void restoreIcon(); /** * Handles highlighting map icons, showing their names */ void highlightIcon(const Common::Point &pt); public: ScalpelMap(SherlockEngine *vm); virtual ~ScalpelMap() {} const MapEntry &operator[](int idx) { return _points[idx]; } /** * Loads the list of points for locations on the map for each scene */ void loadPoints(int count, const int *xList, const int *yList, const int *transList); /** * Load the sequence data for player icon animations */ void loadSequences(int count, const byte *seq); /** * Show the map */ virtual int show(); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif