/* 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/scene.h" #include "sherlock/sherlock.h" #include "sherlock/screen.h" #include "sherlock/scalpel/scalpel.h" #include "sherlock/scalpel/scalpel_people.h" #include "sherlock/scalpel/scalpel_scene.h" #include "sherlock/tattoo/tattoo.h" #include "sherlock/tattoo/tattoo_scene.h" #include "sherlock/tattoo/tattoo_user_interface.h" namespace Sherlock { static const int FS_TRANS[8] = { Scalpel::STOP_UP, Scalpel::STOP_UPRIGHT, Scalpel::STOP_RIGHT, Scalpel::STOP_DOWNRIGHT, Scalpel::STOP_DOWN, Scalpel::STOP_DOWNLEFT, Scalpel::STOP_LEFT, Scalpel::STOP_UPLEFT }; /*----------------------------------------------------------------*/ BgFileHeader::BgFileHeader() { _numStructs = -1; _numImages = -1; _numcAnimations = -1; _descSize = -1; _seqSize = -1; // Serrated Scalpel _fill = -1; // Rose Tattoo _scrollSize = -1; _bytesWritten = -1; _fadeStyle = -1; Common::fill(&_palette[0], &_palette[PALETTE_SIZE], 0); } void BgFileHeader::load(Common::SeekableReadStream &s, bool isRoseTattoo) { _numStructs = s.readUint16LE(); _numImages = s.readUint16LE(); _numcAnimations = s.readUint16LE(); _descSize = s.readUint16LE(); _seqSize = s.readUint16LE(); if (isRoseTattoo) { _scrollSize = s.readUint16LE(); _bytesWritten = s.readUint32LE(); _fadeStyle = s.readByte(); } else { _fill = s.readUint16LE(); } } /*----------------------------------------------------------------*/ void BgFileHeaderInfo::load(Common::SeekableReadStream &s) { _filesize = s.readUint32LE(); _maxFrames = s.readByte(); char buffer[9]; s.read(buffer, 9); _filename = Common::String(buffer); } void BgFileHeaderInfo::load3DO(Common::SeekableReadStream &s) { _filesize = s.readUint32BE(); _maxFrames = s.readByte(); char buffer[9]; s.read(buffer, 9); _filename = Common::String(buffer); s.skip(2); // only on 3DO! } /*----------------------------------------------------------------*/ void Exit::load(Common::SeekableReadStream &s, bool isRoseTattoo) { if (isRoseTattoo) { char buffer[41]; s.read(buffer, 41); _dest = Common::String(buffer); } left = s.readSint16LE(); top = s.readSint16LE(); setWidth(s.readUint16LE()); setHeight(s.readUint16LE()); _image = isRoseTattoo ? s.readByte() : 0; _scene = s.readSint16LE(); if (!isRoseTattoo) _allow = s.readSint16LE(); _newPosition.x = s.readSint16LE(); _newPosition.y = s.readSint16LE(); _newFacing = s.readUint16LE(); if (isRoseTattoo) _allow = s.readSint16LE(); } void Exit::load3DO(Common::SeekableReadStream &s) { left = s.readSint16BE(); top = s.readSint16BE(); setWidth(s.readUint16BE()); setHeight(s.readUint16BE()); _image = 0; _scene = s.readSint16BE(); _allow = s.readSint16BE(); _newPosition.x = s.readSint16BE(); _newPosition.y = s.readSint16BE(); _newFacing = s.readUint16BE(); s.skip(2); // Filler } /*----------------------------------------------------------------*/ void SceneEntry::load(Common::SeekableReadStream &s) { _startPosition.x = s.readSint16LE(); _startPosition.y = s.readSint16LE(); _startDir = s.readByte(); _allow = s.readByte(); } void SceneEntry::load3DO(Common::SeekableReadStream &s) { _startPosition.x = s.readSint16BE(); _startPosition.y = s.readSint16BE(); _startDir = s.readByte(); _allow = s.readByte(); } void SceneSound::load(Common::SeekableReadStream &s) { char buffer[9]; s.read(buffer, 8); buffer[8] = '\0'; _name = Common::String(buffer); _priority = s.readByte(); } void SceneSound::load3DO(Common::SeekableReadStream &s) { load(s); } /*----------------------------------------------------------------*/ int ObjectArray::indexOf(const Object &obj) const { for (uint idx = 0; idx < size(); ++idx) { if (&(*this)[idx] == &obj) return idx; } return -1; } /*----------------------------------------------------------------*/ void ScaleZone::load(Common::SeekableReadStream &s) { left = s.readSint16LE(); top = s.readSint16LE(); setWidth(s.readUint16LE()); setHeight(s.readUint16LE()); _topNumber = s.readByte(); _bottomNumber = s.readByte(); } /*----------------------------------------------------------------*/ void WalkArray::load(Common::SeekableReadStream &s, bool isRoseTattoo) { _pointsCount = (int8)s.readByte(); for (int idx = 0; idx < _pointsCount; ++idx) { int x = s.readSint16LE(); int y = isRoseTattoo ? s.readSint16LE() : s.readByte(); push_back(Common::Point(x, y)); } } /*----------------------------------------------------------------*/ Scene *Scene::init(SherlockEngine *vm) { if (vm->getGameID() == GType_SerratedScalpel) return new Scalpel::ScalpelScene(vm); else return new Tattoo::TattooScene(vm); } Scene::Scene(SherlockEngine *vm): _vm(vm) { _sceneStats = new bool *[SCENES_COUNT]; _sceneStats[0] = new bool[SCENES_COUNT * 65]; Common::fill(&_sceneStats[0][0], &_sceneStats[0][SCENES_COUNT * 65], false); for (int idx = 1; idx < SCENES_COUNT; ++idx) { _sceneStats[idx] = _sceneStats[idx - 1] + 65; } _currentScene = -1; _goToScene = -1; _loadingSavedGame = false; _walkedInScene = false; _version = 0; _lzwMode = false; _invGraphicItems = 0; _cAnimFramePause = 0; _restoreFlag = false; _animating = 0; _doBgAnimDone = true; _tempFadeStyle = 0; _exitZone = -1; } Scene::~Scene() { freeScene(); delete[] _sceneStats[0]; delete[] _sceneStats; } void Scene::selectScene() { Events &events = *_vm->_events; People &people = *_vm->_people; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; UserInterface &ui = *_vm->_ui; // Reset fields ui._windowOpen = ui._infoFlag = false; ui._menuMode = STD_MODE; // Free any previous scene freeScene(); // Load the scene Common::String sceneFile = Common::String::format("res%02d", _goToScene); // _rrmName gets set during loadScene() // _rrmName is for ScalpelScene::startCAnim _currentScene = _goToScene; _goToScene = -1; loadScene(sceneFile); // If the fade style was changed from running a movie, then reset it if (_tempFadeStyle) { screen._fadeStyle = _tempFadeStyle; _tempFadeStyle = 0; } people._walkDest = Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER, people[HOLMES]._position.y / FIXED_INT_MULTIPLIER); _restoreFlag = true; events.clearEvents(); // If there were any scripts waiting to be run, but were interrupt by a running // canimation (probably the last scene's exit canim), clear the _scriptMoreFlag if (talk._scriptMoreFlag == 3) talk._scriptMoreFlag = 0; } void Scene::freeScene() { if (_currentScene == -1) return; _vm->_talk->freeTalkVars(); _vm->_inventory->freeInv(); _vm->_music->freeSong(); _vm->_sound->freeLoadedSounds(); if (!_loadingSavedGame) saveSceneStatus(); else _loadingSavedGame = false; _sequenceBuffer.clear(); _descText.clear(); _walkPoints.clear(); _cAnim.clear(); _bgShapes.clear(); _zones.clear(); _canimShapes.clear(); for (uint idx = 0; idx < _images.size(); ++idx) delete _images[idx]._images; _images.clear(); _currentScene = -1; } bool Scene::loadScene(const Common::String &filename) { Events &events = *_vm->_events; Music &music = *_vm->_music; People &people = *_vm->_people; Resources &res = *_vm->_res; SaveManager &saves = *_vm->_saves; Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; bool flag; _walkedInScene = false; // Reset the list of walkable areas _zones.clear(); _zones.push_back(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT)); _descText.clear(); _comments = ""; _bgShapes.clear(); _cAnim.clear(); _sequenceBuffer.clear(); // // Load the room resource file for the scene // if (_vm->getPlatform() != Common::kPlatform3DO) { // PC version Common::String roomFilename = filename + ".rrm"; _roomFilename = roomFilename; flag = _vm->_res->exists(roomFilename); if (flag) { Common::SeekableReadStream *rrmStream = _vm->_res->load(roomFilename); rrmStream->seek(39); if (IS_SERRATED_SCALPEL) { _version = rrmStream->readByte(); _lzwMode = _version == 10; } else { _lzwMode = rrmStream->readByte() > 0; } // Go to header and read it in rrmStream->seek(rrmStream->readUint32LE()); BgFileHeader bgHeader; bgHeader.load(*rrmStream, IS_ROSE_TATTOO); _invGraphicItems = bgHeader._numImages + 1; if (IS_ROSE_TATTOO) { screen.initPaletteFade(bgHeader._bytesWritten); rrmStream->read(screen._cMap, PALETTE_SIZE); screen.translatePalette(screen._cMap); paletteLoaded(); // Read in background if (_lzwMode) { res.decompress(*rrmStream, (byte *)screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT); } else { rrmStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT); } } // Read in the shapes header info Common::Array bgInfo; bgInfo.resize(bgHeader._numStructs); for (uint idx = 0; idx < bgInfo.size(); ++idx) bgInfo[idx].load(*rrmStream); // Read information if (IS_ROSE_TATTOO) { // Load shapes Common::SeekableReadStream *infoStream = !_lzwMode ? rrmStream : res.decompress(*rrmStream, bgHeader._numStructs * 625); _bgShapes.resize(bgHeader._numStructs); for (int idx = 0; idx < bgHeader._numStructs; ++idx) _bgShapes[idx].load(*infoStream, _vm->getGameID() == GType_RoseTattoo); if (_lzwMode) delete infoStream; // Load description text _descText.resize(bgHeader._descSize); if (_lzwMode) res.decompress(*rrmStream, (byte *)&_descText[0], bgHeader._descSize); else rrmStream->read(&_descText[0], bgHeader._descSize); // Load sequences _sequenceBuffer.resize(bgHeader._seqSize); if (_lzwMode) res.decompress(*rrmStream, &_sequenceBuffer[0], bgHeader._seqSize); else rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize); } else if (!_lzwMode) { // Serrated Scalpel uncompressed info _bgShapes.resize(bgHeader._numStructs); for (int idx = 0; idx < bgHeader._numStructs; ++idx) _bgShapes[idx].load(*rrmStream, false); if (bgHeader._descSize) { _descText.resize(bgHeader._descSize); rrmStream->read(&_descText[0], bgHeader._descSize); } if (bgHeader._seqSize) { _sequenceBuffer.resize(bgHeader._seqSize); rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize); } } else { // Serrated Scalpel compressed info Common::SeekableReadStream *infoStream; // Read shapes infoStream = Resources::decompressLZ(*rrmStream, bgHeader._numStructs * 569); _bgShapes.resize(bgHeader._numStructs); for (int idx = 0; idx < bgHeader._numStructs; ++idx) _bgShapes[idx].load(*infoStream, false); delete infoStream; // Read description texts if (bgHeader._descSize) { infoStream = Resources::decompressLZ(*rrmStream, bgHeader._descSize); _descText.resize(bgHeader._descSize); infoStream->read(&_descText[0], bgHeader._descSize); delete infoStream; } // Read sequences if (bgHeader._seqSize) { infoStream = Resources::decompressLZ(*rrmStream, bgHeader._seqSize); _sequenceBuffer.resize(bgHeader._seqSize); infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize); delete infoStream; } } // Set up the list of images used by the scene _images.resize(bgHeader._numImages + 1); for (int idx = 0; idx < bgHeader._numImages; ++idx) { _images[idx + 1]._filesize = bgInfo[idx]._filesize; _images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames; // Read in the image data Common::SeekableReadStream *imageStream = _lzwMode ? res.decompress(*rrmStream, bgInfo[idx]._filesize) : rrmStream->readStream(bgInfo[idx]._filesize); _images[idx + 1]._images = new ImageFile(*imageStream); delete imageStream; } // Set up the bgShapes for (int idx = 0; idx < bgHeader._numStructs; ++idx) { _bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images; _bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr : &(*_bgShapes[idx]._images)[0]; _bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]); _bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset]; _bgShapes[idx]._misc = 0; _bgShapes[idx]._seqCounter = 0; _bgShapes[idx]._seqCounter2 = 0; _bgShapes[idx]._seqStack = 0; _bgShapes[idx]._frameNumber = -1; _bgShapes[idx]._oldPosition = Common::Point(0, 0); _bgShapes[idx]._oldSize = Common::Point(1, 1); } // Load in cAnim list _cAnim.clear(); if (bgHeader._numcAnimations) { int animSize = IS_SERRATED_SCALPEL ? 65 : 47; Common::SeekableReadStream *cAnimStream = _lzwMode ? res.decompress(*rrmStream, animSize * bgHeader._numcAnimations) : rrmStream->readStream(animSize * bgHeader._numcAnimations); // Load cAnim offset table as well uint32 *cAnimOffsetTablePtr = new uint32[bgHeader._numcAnimations]; uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr; memset(cAnimOffsetTablePtr, 0, bgHeader._numcAnimations); if (IS_SERRATED_SCALPEL) { // Save current stream offset int32 curOffset = rrmStream->pos(); rrmStream->seek(44); // Seek to cAnim-Offset-Table for (uint16 curCAnim = 0; curCAnim < bgHeader._numcAnimations; curCAnim++) { *cAnimOffsetPtr = rrmStream->readUint32LE(); cAnimOffsetPtr++; } // Seek back to original stream offset rrmStream->seek(curOffset); } // TODO: load offset table for Rose Tattoo as well // Go to the start of the cAnimOffsetTable cAnimOffsetPtr = cAnimOffsetTablePtr; _cAnim.resize(bgHeader._numcAnimations); for (uint idx = 0; idx < _cAnim.size(); ++idx) { _cAnim[idx].load(*cAnimStream, IS_ROSE_TATTOO, *cAnimOffsetPtr); cAnimOffsetPtr++; } delete cAnimStream; delete[] cAnimOffsetTablePtr; } // Read in the room bounding areas int size = rrmStream->readUint16LE(); Common::SeekableReadStream *boundsStream = !_lzwMode ? rrmStream : res.decompress(*rrmStream, size); _zones.resize(size / 10); for (uint idx = 0; idx < _zones.size(); ++idx) { _zones[idx].left = boundsStream->readSint16LE(); _zones[idx].top = boundsStream->readSint16LE(); _zones[idx].setWidth(boundsStream->readSint16LE() + 1); _zones[idx].setHeight(boundsStream->readSint16LE() + 1); boundsStream->skip(2); // Skip unused scene number field } if (_lzwMode) delete boundsStream; // Ensure we've reached the path version byte if (rrmStream->readByte() != (IS_SERRATED_SCALPEL ? 254 : 251)) error("Invalid scene path data"); // Load the walk directory and walk data assert(_zones.size() < MAX_ZONES); for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) { Common::fill(&_walkDirectory[idx1][0], &_walkDirectory[idx1][MAX_ZONES], 0); for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) _walkDirectory[idx1][idx2] = rrmStream->readSint16LE(); } // Read in the walk data size = rrmStream->readUint16LE(); Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream : res.decompress(*rrmStream, size); int startPos = walkStream->pos(); while ((walkStream->pos() - startPos) < size) { _walkPoints.push_back(WalkArray()); _walkPoints[_walkPoints.size() - 1]._fileOffset = walkStream->pos() - startPos; _walkPoints[_walkPoints.size() - 1].load(*walkStream, IS_ROSE_TATTOO); } if (_lzwMode) delete walkStream; // Translate the file offsets of the walk directory to indexes in the loaded walk data for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) { for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) { int fileOffset = _walkDirectory[idx1][idx2]; if (fileOffset == -1) continue; uint dataIndex = 0; while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != fileOffset) ++dataIndex; assert(dataIndex < _walkPoints.size()); _walkDirectory[idx1][idx2] = dataIndex; } } if (IS_ROSE_TATTOO) { // Read in the entrance _entrance.load(*rrmStream); // Load scale zones _scaleZones.resize(rrmStream->readByte()); for (uint idx = 0; idx < _scaleZones.size(); ++idx) _scaleZones[idx].load(*rrmStream); } // Read in the exits _exitZone = -1; int numExits = rrmStream->readByte(); _exits.resize(numExits); for (int idx = 0; idx < numExits; ++idx) _exits[idx].load(*rrmStream, IS_ROSE_TATTOO); if (IS_SERRATED_SCALPEL) // Read in the entrance _entrance.load(*rrmStream); // Initialize sound list int numSounds = rrmStream->readByte(); _sounds.resize(numSounds); for (int idx = 0; idx < numSounds; ++idx) _sounds[idx].load(*rrmStream); loadSceneSounds(); if (IS_ROSE_TATTOO) { // Load the object sound list char buffer[27]; _objSoundList.resize(rrmStream->readUint16LE()); for (uint idx = 0; idx < _objSoundList.size(); ++idx) { rrmStream->read(buffer, 27); _objSoundList[idx] = Common::String(buffer); } } else { // Read in palette rrmStream->read(screen._cMap, PALETTE_SIZE); screen.translatePalette(screen._cMap); Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap); // Read in the background Common::SeekableReadStream *bgStream = !_lzwMode ? rrmStream : res.decompress(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT); bgStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT); if (_lzwMode) delete bgStream; } // Backup the image and set the palette screen._backBuffer2.blitFrom(screen._backBuffer1); screen.setPalette(screen._cMap); delete rrmStream; } } else { // === 3DO version === _roomFilename = "rooms/" + filename + ".rrm"; flag = _vm->_res->exists(_roomFilename); if (!flag) error("loadScene: 3DO room data file not found"); Common::SeekableReadStream *roomStream = _vm->_res->load(_roomFilename); // Read 3DO header roomStream->skip(4); // UINT32: offset graphic data? uint16 header3DO_numStructs = roomStream->readUint16BE(); uint16 header3DO_numImages = roomStream->readUint16BE(); uint16 header3DO_numAnimations = roomStream->readUint16BE(); roomStream->skip(6); uint32 header3DO_bgInfo_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_bgInfo_size = roomStream->readUint32BE(); uint32 header3DO_bgShapes_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_bgShapes_size = roomStream->readUint32BE(); uint32 header3DO_descriptions_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_descriptions_size = roomStream->readUint32BE(); uint32 header3DO_sequence_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_sequence_size = roomStream->readUint32BE(); uint32 header3DO_cAnim_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_cAnim_size = roomStream->readUint32BE(); uint32 header3DO_roomBounding_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_roomBounding_size = roomStream->readUint32BE(); uint32 header3DO_walkDirectory_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_walkDirectory_size = roomStream->readUint32BE(); uint32 header3DO_walkData_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_walkData_size = roomStream->readUint32BE(); uint32 header3DO_exits_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_exits_size = roomStream->readUint32BE(); uint32 header3DO_entranceData_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_entranceData_size = roomStream->readUint32BE(); uint32 header3DO_soundList_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_soundList_size = roomStream->readUint32BE(); uint32 header3DO_unknown_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_unknown_size = roomStream->readUint32BE(); uint32 header3DO_bgGraphicData_offset = roomStream->readUint32BE() + 0x80; uint32 header3DO_bgGraphicData_size = roomStream->readUint32BE(); int32 header3DO_soundList_count = header3DO_soundList_size / 9; _invGraphicItems = header3DO_numImages + 1; // === BGINFO === read in the shapes header info Common::Array bgInfo; roomStream->seek(header3DO_bgInfo_offset); bgInfo.resize(header3DO_numStructs); for (uint idx = 0; idx < bgInfo.size(); ++idx) bgInfo[idx].load3DO(*roomStream); // === BGSHAPES === read in the shapes info roomStream->seek(header3DO_bgShapes_offset); _bgShapes.resize(header3DO_numStructs); for (int idx = 0; idx < header3DO_numStructs; ++idx) _bgShapes[idx].load3DO(*roomStream); // === DESCRIPTION === read description text if (header3DO_descriptions_size) { roomStream->seek(header3DO_descriptions_offset); _descText.resize(header3DO_descriptions_size); roomStream->read(&_descText[0], header3DO_descriptions_size); } // === SEQUENCE === read sequence buffer if (header3DO_sequence_size) { roomStream->seek(header3DO_sequence_offset); _sequenceBuffer.resize(header3DO_sequence_size); roomStream->read(&_sequenceBuffer[0], header3DO_sequence_size); } // === IMAGES === set up the list of images used by the scene roomStream->seek(header3DO_bgGraphicData_offset); _images.resize(header3DO_numImages + 1); for (int idx = 0; idx < header3DO_numImages; ++idx) { _images[idx + 1]._filesize = bgInfo[idx]._filesize; _images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames; // Read image data into memory Common::SeekableReadStream *imageStream = roomStream->readStream(bgInfo[idx]._filesize); // Load image data into an ImageFile array as room file data // which is basically a fixed header, followed by a raw cel header, followed by regular cel data _images[idx + 1]._images = new ImageFile3DO(*imageStream, true); delete imageStream; } // === BGSHAPES === Set up the bgShapes for (int idx = 0; idx < header3DO_numStructs; ++idx) { _bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images; _bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr : &(*_bgShapes[idx]._images)[0]; _bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]); _bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset]; _bgShapes[idx]._misc = 0; _bgShapes[idx]._seqCounter = 0; _bgShapes[idx]._seqCounter2 = 0; _bgShapes[idx]._seqStack = 0; _bgShapes[idx]._frameNumber = -1; _bgShapes[idx]._oldPosition = Common::Point(0, 0); _bgShapes[idx]._oldSize = Common::Point(1, 1); } // === CANIM === read cAnim list _cAnim.clear(); if (header3DO_numAnimations) { roomStream->seek(header3DO_cAnim_offset); Common::SeekableReadStream *cAnimStream = roomStream->readStream(header3DO_cAnim_size); uint32 *cAnimOffsetTablePtr = new uint32[header3DO_numAnimations]; uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr; memset(cAnimOffsetTablePtr, 0, header3DO_numAnimations); // Seek to end of graphics data and load cAnim offset table from there roomStream->seek(header3DO_bgGraphicData_offset + header3DO_bgGraphicData_size); for (uint16 curCAnim = 0; curCAnim < header3DO_numAnimations; curCAnim++) { *cAnimOffsetPtr = roomStream->readUint32BE(); cAnimOffsetPtr++; } // Go to the start of the cAnimOffsetTable cAnimOffsetPtr = cAnimOffsetTablePtr; _cAnim.resize(header3DO_numAnimations); for (uint idx = 0; idx < _cAnim.size(); ++idx) { _cAnim[idx].load3DO(*cAnimStream, *cAnimOffsetPtr); cAnimOffsetPtr++; } delete cAnimStream; delete[] cAnimOffsetTablePtr; } // === BOUNDING AREAS === Read in the room bounding areas int roomBoundingCount = header3DO_roomBounding_size / 12; roomStream->seek(header3DO_roomBounding_offset); _zones.resize(roomBoundingCount); for (uint idx = 0; idx < _zones.size(); ++idx) { _zones[idx].left = roomStream->readSint16BE(); _zones[idx].top = roomStream->readSint16BE(); _zones[idx].setWidth(roomStream->readSint16BE() + 1); _zones[idx].setHeight(roomStream->readSint16BE() + 1); roomStream->skip(4); // skip UINT32 } // === WALK DIRECTORY === Load the walk directory roomStream->seek(header3DO_walkDirectory_offset); assert(_zones.size() < MAX_ZONES); for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) { for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) _walkDirectory[idx1][idx2] = roomStream->readSint16BE(); } // === WALK DATA === Read in the walk data roomStream->seek(header3DO_walkData_offset); int startPos = roomStream->pos(); while ((roomStream->pos() - startPos) < header3DO_walkData_size) { _walkPoints.push_back(WalkArray()); _walkPoints[_walkPoints.size() - 1]._fileOffset = roomStream->pos() - startPos; _walkPoints[_walkPoints.size() - 1].load(*roomStream, false); } // Translate the file offsets of the walk directory to indexes in the loaded walk data for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) { for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) { int fileOffset = _walkDirectory[idx1][idx2]; if (fileOffset == -1) continue; uint dataIndex = 0; while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != fileOffset) ++dataIndex; assert(dataIndex < _walkPoints.size()); _walkDirectory[idx1][idx2] = dataIndex; } } // === EXITS === Read in the exits roomStream->seek(header3DO_exits_offset); int exitsCount = header3DO_exits_size / 20; _exitZone = -1; _exits.resize(exitsCount); for (int idx = 0; idx < exitsCount; ++idx) _exits[idx].load3DO(*roomStream); // === ENTRANCE === Read in the entrance roomStream->seek(header3DO_entranceData_offset); _entrance.load3DO(*roomStream); // === SOUND LIST === Initialize sound list roomStream->seek(header3DO_soundList_offset); _sounds.resize(header3DO_soundList_count); for (int idx = 0; idx < header3DO_soundList_count; ++idx) _sounds[idx].load3DO(*roomStream); delete roomStream; // === BACKGROUND PICTURE === // load from file rooms\[filename].bg // it's uncompressed 15-bit RGB555 data Common::String roomBackgroundFilename = "rooms/" + filename + ".bg"; flag = _vm->_res->exists(roomBackgroundFilename); if (!flag) error("loadScene: 3DO room background file not found (%s)", roomBackgroundFilename.c_str()); Common::File roomBackgroundStream; if (!roomBackgroundStream.open(roomBackgroundFilename)) error("Could not load file - %s", roomBackgroundFilename.c_str()); int totalPixelCount = SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT; uint16 *roomBackgroundDataPtr = NULL; uint16 *pixelSourcePtr = NULL; uint16 *pixelDestPtr = (uint16 *)screen._backBuffer1.getPixels(); uint16 curPixel = 0; roomBackgroundDataPtr = new uint16[totalPixelCount]; roomBackgroundStream.read(roomBackgroundDataPtr, totalPixelCount * 2); roomBackgroundStream.close(); // Convert data from RGB555 to RGB565 pixelSourcePtr = roomBackgroundDataPtr; for (int pixels = 0; pixels < totalPixelCount; pixels++) { curPixel = READ_BE_UINT16(pixelSourcePtr++); byte curPixelRed = (curPixel >> 10) & 0x1F; byte curPixelGreen = (curPixel >> 5) & 0x1F; byte curPixelBlue = curPixel & 0x1F; *pixelDestPtr = ((curPixelRed << 11) | (curPixelGreen << 6) | (curPixelBlue)); pixelDestPtr++; } delete[] roomBackgroundDataPtr; #if 0 // code to show the background screen.blitFrom(screen._backBuffer1); _vm->_events->wait(10000); #endif // Backup the image screen._backBuffer2.blitFrom(screen._backBuffer1); } // Handle drawing any on-screen interface ui.drawInterface(); checkSceneStatus(); if (!saves._justLoaded) { for (uint idx = 0; idx < _bgShapes.size(); ++idx) { if (_bgShapes[idx]._type == HIDDEN && _bgShapes[idx]._aType == TALK_EVERY) _bgShapes[idx].toggleHidden(); } // Check for TURNON objects for (uint idx = 0; idx < _bgShapes.size(); ++idx) { if (_bgShapes[idx]._type == HIDDEN && (_bgShapes[idx]._flags & TURNON_OBJ)) _bgShapes[idx].toggleHidden(); } // Check for TURNOFF objects for (uint idx = 0; idx < _bgShapes.size(); ++idx) { if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & TURNOFF_OBJ) && _bgShapes[idx]._type != INVALID) _bgShapes[idx].toggleHidden(); if (_bgShapes[idx]._type == HIDE_SHAPE) // Hiding isn't needed, since objects aren't drawn yet _bgShapes[idx]._type = HIDDEN; } } checkSceneFlags(false); checkInventory(); // Handle starting any music for the scene if (IS_SERRATED_SCALPEL && music._musicOn && music.loadSong(_currentScene)) music.startSong(); // Load walking images if not already loaded people.loadWalk(); // Transition to the scene and setup entrance co-ordinates and animations transitionToScene(); // Player has not yet walked in this scene _walkedInScene = false; saves._justLoaded = false; events.clearEvents(); return flag; } void Scene::loadSceneSounds() { Sound &sound = *_vm->_sound; for (uint idx = 0; idx < _sounds.size(); ++idx) sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority); } void Scene::checkSceneStatus() { if (_sceneStats[_currentScene][64]) { for (uint idx = 0; idx < 64; ++idx) { bool flag = _sceneStats[_currentScene][idx]; if (idx < _bgShapes.size()) { Object &obj = _bgShapes[idx]; if (flag) { // No shape to erase, so flag as hidden obj._type = HIDDEN; } else if (obj._images == nullptr || obj._images->size() == 0) { // No shape obj._type = NO_SHAPE; } else { obj._type = ACTIVE_BG_SHAPE; } } else { // Finished checks return; } } } } void Scene::saveSceneStatus() { // Flag any objects for the scene that have been altered int count = MIN((int)_bgShapes.size(), 64); for (int idx = 0; idx < count; ++idx) { Object &obj = _bgShapes[idx]; _sceneStats[_currentScene][idx] = obj._type == HIDDEN || obj._type == REMOVE || obj._type == HIDE_SHAPE || obj._type == INVALID; } // Flag scene as having been visited _sceneStats[_currentScene][64] = true; } void Scene::checkSceneFlags(bool flag) { SpriteType mode = flag ? HIDE_SHAPE : HIDDEN; for (uint idx = 0; idx < _bgShapes.size(); ++idx) { Object &o = _bgShapes[idx]; if (o._requiredFlag) { if (!_vm->readFlags(_bgShapes[idx]._requiredFlag)) { // Kill object if (o._type != HIDDEN && o._type != INVALID) { if (o._images == nullptr || o._images->size() == 0) // No shape to erase, so flag as hidden o._type = HIDDEN; else // Flag it as needing to be hidden after first erasing it o._type = mode; } } else if (_bgShapes[idx]._requiredFlag > 0) { // Restore object if (o._images == nullptr || o._images->size() == 0) o._type = NO_SHAPE; else o._type = ACTIVE_BG_SHAPE; } } } // Check inventory for items to remove based on flag changes for (int idx = 0; idx < _vm->_inventory->_holdings; ++idx) { InventoryItem &ii = (*_vm->_inventory)[idx]; if (ii._requiredFlag && !_vm->readFlags(ii._requiredFlag)) { // Kill object: move it after the active holdings InventoryItem tempItem = (*_vm->_inventory)[idx]; _vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem); _vm->_inventory->remove_at(idx); _vm->_inventory->_holdings--; } } // Check inactive inventory items for ones to reactivate based on flag changes for (uint idx = _vm->_inventory->_holdings; idx < _vm->_inventory->size(); ++idx) { InventoryItem &ii = (*_vm->_inventory)[idx]; if (ii._requiredFlag && _vm->readFlags(ii._requiredFlag)) { // Restore object: move it after the active holdings InventoryItem tempItem = (*_vm->_inventory)[idx]; _vm->_inventory->remove_at(idx); _vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem); _vm->_inventory->_holdings++; } } } void Scene::checkInventory() { for (uint shapeIdx = 0; shapeIdx < _bgShapes.size(); ++shapeIdx) { for (int invIdx = 0; invIdx < _vm->_inventory->_holdings; ++invIdx) { if (_bgShapes[shapeIdx]._name.equalsIgnoreCase((*_vm->_inventory)[invIdx]._name)) { _bgShapes[shapeIdx]._type = INVALID; break; } } } } void Scene::transitionToScene() { People &people = *_vm->_people; SaveManager &saves = *_vm->_saves; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; Point32 &hSavedPos = people._hSavedPos; int &hSavedFacing = people._hSavedFacing; if (hSavedPos.x < 1) { // No exit information from last scene-check entrance info if (_entrance._startPosition.x < 1) { // No entrance info either, so use defaults if (IS_SERRATED_SCALPEL) { hSavedPos = Point32(160 * FIXED_INT_MULTIPLIER, 100 * FIXED_INT_MULTIPLIER); hSavedFacing = 4; } else { hSavedPos = people[HOLMES]._position; hSavedFacing = people[HOLMES]._sequenceNumber; } } else { // setup entrance info hSavedPos.x = _entrance._startPosition.x * FIXED_INT_MULTIPLIER; hSavedPos.y = _entrance._startPosition.y * FIXED_INT_MULTIPLIER; if (IS_SERRATED_SCALPEL) { hSavedPos.x /= 100; hSavedPos.y /= 100; } hSavedFacing = _entrance._startDir; } } else { // Exit information exists, translate it to real sequence info // Note: If a savegame was just loaded, then the data is already correct. // Otherwise, this is a linked scene or entrance info, and must be translated if (hSavedFacing < 8 && !saves._justLoaded) { hSavedFacing = FS_TRANS[hSavedFacing]; hSavedPos.x *= FIXED_INT_MULTIPLIER; hSavedPos.y *= FIXED_INT_MULTIPLIER; } } int cAnimNum = -1; if (hSavedFacing < 101) { // Standard info, so set it people[HOLMES]._position = hSavedPos; people[HOLMES]._sequenceNumber = hSavedFacing; } else { // It's canimation information cAnimNum = hSavedFacing - 101; } // Reset positioning for next load hSavedPos = Common::Point(-1, -1); hSavedFacing = -1; if (cAnimNum != -1) { // Prevent Holmes from being drawn people[HOLMES]._position = Common::Point(0, 0); } for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) { Object &obj = _bgShapes[objIdx]; if (obj._aType > 1 && obj._type != INVALID && obj._type != HIDDEN) { Common::Point topLeft = obj._position; Common::Point bottomRight; if (obj._type != NO_SHAPE) { topLeft += obj._imageFrame->_offset; bottomRight.x = topLeft.x + obj._imageFrame->_frame.w; bottomRight.y = topLeft.y + obj._imageFrame->_frame.h; } else { bottomRight = topLeft + obj._noShapeSize; } if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains( Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER, people[HOLMES]._position.y / FIXED_INT_MULTIPLIER))) { // Current point is already inside box - impact occurred on // a previous call. So simply do nothing except talk until the // player is clear of the box switch (obj._aType) { case FLAG_SET: for (int useNum = 0; useNum < USE_COUNT; ++useNum) { if (obj._use[useNum]._useFlag) { if (!_vm->readFlags(obj._use[useNum]._useFlag)) _vm->setFlags(obj._use[useNum]._useFlag); } if (!talk._talkToAbort) { for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) { toggleObject(obj._use[useNum]._names[nameIdx]); } } } obj._type = HIDDEN; break; default: break; } } } } updateBackground(); // Actually do the transition if (screen._fadeStyle) { if (_vm->getPlatform() != Common::kPlatform3DO) { // do pixel-transition for PC screen.randomTransition(); } else { // fade in for 3DO screen.clear(); screen.fadeIntoScreen3DO(3); } } else { screen.blitFrom(screen._backBuffer1); } screen.update(); // Start any initial animation for the scene if (cAnimNum != -1) { CAnim &c = _cAnim[cAnimNum]; PositionFacing pt = c._goto[0]; c._goto[0].x = c._goto[0].y = -1; people[HOLMES]._position = Common::Point(0, 0); startCAnim(cAnimNum, 1); c._goto[0] = pt; } } int Scene::toggleObject(const Common::String &name) { int count = 0; for (uint idx = 0; idx < _bgShapes.size(); ++idx) { if (name.equalsIgnoreCase(_bgShapes[idx]._name)) { ++count; _bgShapes[idx].toggleHidden(); } } return count; } void Scene::updateBackground() { People &people = *_vm->_people; // Update Holmes if he's turned on 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(); // Draw the shapes for the scene drawAllShapes(); } Exit *Scene::checkForExit(const Common::Rect &r) { for (uint idx = 0; idx < _exits.size(); ++idx) { if (_exits[idx].intersects(r)) return &_exits[idx]; } return nullptr; } int Scene::findBgShape(const Common::Rect &r) { if (!_doBgAnimDone) // New frame hasn't been drawn yet return -1; 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 <= PERSON) { if (r.intersects(o.getNewBounds())) return idx; } else if (o._type == NO_SHAPE) { if (r.intersects(o.getNoShapeBounds())) return idx; } } return -1; } int Scene::findBgShape(const Common::Point &pt) { return findBgShape(Common::Rect(pt.x, pt.y, pt.x + 1, pt.y + 1)); } int Scene::checkForZones(const Common::Point &pt, int zoneType) { int matches = 0; for (uint idx = 0; idx < _bgShapes.size(); ++idx) { Object &o = _bgShapes[idx]; if ((o._aType == zoneType && o._type != INVALID) && o._type != HIDDEN) { Common::Rect r = o._type == NO_SHAPE ? o.getNoShapeBounds() : o.getNewBounds(); if (r.contains(pt)) { ++matches; o.setFlagsAndToggles(); _vm->_talk->talkTo(o._use[0]._target); } } } return matches; } int Scene::whichZone(const Common::Point &pt) { for (uint idx = 0; idx < _zones.size(); ++idx) { if (_zones[idx].contains(pt)) return idx; } return -1; } int Scene::closestZone(const Common::Point &pt) { int dist = 1000; int zone = -1; for (uint idx = 0; idx < _zones.size(); ++idx) { Common::Point zc((_zones[idx].left + _zones[idx].right) / 2, (_zones[idx].top + _zones[idx].bottom) / 2); int d = ABS(zc.x - pt.x) + ABS(zc.y - pt.y); if (d < dist) { // Found a closer zone dist = d; zone = idx; } } return zone; } void Scene::synchronize(Serializer &s) { if (s.isSaving()) saveSceneStatus(); if (s.isSaving()) { s.syncAsSint16LE(_currentScene); } else { s.syncAsSint16LE(_goToScene); _loadingSavedGame = true; } for (int sceneNum = 0; sceneNum < SCENES_COUNT; ++sceneNum) { for (int flag = 0; flag < 65; ++flag) { s.syncAsByte(_sceneStats[sceneNum][flag]); } } } void Scene::checkBgShapes() { People &people = *_vm->_people; Person &holmes = people[HOLMES]; Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER); // Iterate through the shapes for (uint idx = 0; idx < _bgShapes.size(); ++idx) { Object &obj = _bgShapes[idx]; if (obj._type == ACTIVE_BG_SHAPE || (IS_SERRATED_SCALPEL && obj._type == STATIC_BG_SHAPE)) { if ((obj._flags & 5) == 1) { obj._misc = (pt.y < (obj._position.y + obj.frameHeight() - 1)) ? NORMAL_FORWARD : NORMAL_BEHIND; } else if (!(obj._flags & OBJ_BEHIND)) { obj._misc = BEHIND; } else if (obj._flags & OBJ_FORWARD) { obj._misc = FORWARD; } } } } } // End of namespace Sherlock