/* 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_SCENE_H #define SHERLOCK_SCALPEL_SCENE_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "common/serializer.h" #include "sherlock/objects.h" #include "sherlock/scene.h" #include "sherlock/screen.h" namespace Sherlock { namespace Scalpel { extern const int FS_TRANS[8]; enum { BLACKWOOD_CAPTURE = 2, BAKER_STREET = 4, DRAWING_ROOM = 12, STATION = 17, PUB_INTERIOR = 19, LAWYER_OFFICE = 27, BAKER_ST_EXTERIOR = 39, RESCUE_ANNA = 52, MOOREHEAD_DEATH = 53, EXIT_GAME = 55, BRUMWELL_SUICIDE = 70, OVERHEAD_MAP2 = 98, DARTS_GAME = 99, OVERHEAD_MAP = 100 }; class ScalpelScene : public Scene { private: void doBgAnimCheckCursor(); 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(); /** * Returns the index of the closest zone to a given point. */ virtual int closestZone(const Common::Point &pt); public: ScalpelScene(SherlockEngine *vm) : Scene(vm) {} virtual ~ScalpelScene(); /** * Draw all objects and characters. */ virtual void doBgAnim(); /** * 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 Scalpel } // End of namespace Sherlock #endif