/* 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_SCENE_H #define SHERLOCK_SCENE_H #include "common/scummsys.h" #include "common/array.h" #include "common/rect.h" #include "common/serializer.h" #include "sherlock/objects.h" #include "sherlock/resources.h" #include "sherlock/screen.h" namespace Sherlock { #define SCENES_COUNT 63 #define MAX_ZONES 40 #define INFO_LINE 140 class SherlockEngine; struct BgFileHeader { int _numStructs; int _numImages; int _numcAnimations; int _descSize; int _seqSize; // Serrated Scalpel int _fill; // Rose Tattoo int _scrollSize; int _bytesWritten; // Size of the main body of the RRM int _fadeStyle; // Fade style byte _palette[PALETTE_SIZE]; // Palette BgFileHeader(); /** * Load the data for the object */ void load(Common::SeekableReadStream &s, bool isRoseTattoo); }; struct BgFileHeaderInfo { int _filesize; // How long images are int _maxFrames; // How many unique frames in object Common::String _filename; // Filename of object /** * Load the data for the object */ void load(Common::SeekableReadStream &s); }; class Exit: public Common::Rect { public: int _scene; int _allow; Common::Point _people; int _peopleDir; Common::String _dest; int _image; // Arrow image to use /** * Load the data for the object */ void load(Common::SeekableReadStream &s, bool isRoseTattoo); }; struct SceneEntry { Common::Point _startPosition; int _startDir; int _allow; /** * Load the data for the object */ void load(Common::SeekableReadStream &s); }; struct SceneSound { Common::String _name; int _priority; /** * Load the data for the object */ void load(Common::SeekableReadStream &s); }; class ObjectArray : public Common::Array { public: /** * Retuurn the index of the passed object in the array */ int indexOf(const Object &obj) const; }; class ScaleZone: public Common::Rect { public: int _topNumber; // Numerator of scale size at the top of the zone int _bottomNumber; // Numerator of scale size at the bottom of the zone void load(Common::SeekableReadStream &s); }; struct SceneTripEntry { bool _flag; int _sceneNumber; int _numTimes; SceneTripEntry() : _flag(false), _sceneNumber(0), _numTimes(0) {} SceneTripEntry(bool flag, int sceneNumber, int numTimes) : _flag(flag), _sceneNumber(sceneNumber), _numTimes(numTimes) {} }; class Scene { private: Common::String _rrmName; bool _loadingSavedGame; /** * Loads sounds for the scene */ void loadSceneSounds(); /** * Set objects to their current persistent state. This includes things such as * opening or moving them */ void checkSceneStatus(); /** * Checks scene objects against the player's inventory items. If there are any * matching names, it means the given item has already been picked up, and should * be hidden in the scene. */ void checkInventory(); /** * Set up any entrance co-ordinates or entrance canimations, and then transition * in the scene */ void transitionToScene(); /** * Restores objects to the correct status. This ensures that things like being opened or moved * will remain the same on future visits to the scene */ void saveSceneStatus(); protected: SherlockEngine *_vm; /** * 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() = 0; Scene(SherlockEngine *vm); public: int _currentScene; int _goToScene; bool _sceneStats[SCENES_COUNT][65]; bool _savedStats[SCENES_COUNT][9]; bool _walkedInScene; int _version; bool _lzwMode; int _invGraphicItems; Common::String _comments; Common::Array _descText; Common::Array _zones; Common::Array _bgShapes; Common::Array _cAnim; Common::Array _sequenceBuffer; Common::Array _images; int _walkDirectory[MAX_ZONES][MAX_ZONES]; Common::Array _walkData; Common::Array _exits; int _exitZone; SceneEntry _entrance; Common::Array _sounds; ObjectArray _canimShapes; Common::Array _scaleZones; Common::StringArray _objSoundList; bool _restoreFlag; int _animating; bool _doBgAnimDone; int _tempFadeStyle; int _cAnimFramePause; Common::Array _sceneTripCounters; public: static Scene *init(SherlockEngine *vm); virtual ~Scene(); /** * Handles loading the scene specified by _goToScene */ void selectScene(); /** * Fres all the graphics and other dynamically allocated data for the scene */ void freeScene(); /** * Check the scene's objects against the game flags. If false is passed, * it means the scene has just been loaded. A value of true means that the scene * is in use (ie. not just loaded) */ void checkSceneFlags(bool mode); /** * Check whether the passed area intersects with one of the scene's exits */ Exit *checkForExit(const Common::Rect &r); /** * 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 */ int startCAnim(int cAnimNum, int playRate); /** * Scans through the object list to find one with a matching name, and will * call toggleHidden with all matches found. Returns the numer of matches found */ int toggleObject(const Common::String &name); /** * Attempts to find a background shape within the passed bounds. If found, * it will return the shape number, or -1 on failure. */ int findBgShape(const Common::Rect &r); /** * Checks to see if the given position in the scene belongs to a given zone type. * If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone. */ int checkForZones(const Common::Point &pt, int zoneType); /** * Check which zone the the given position is located in. */ int whichZone(const Common::Point &pt); /** * Returns the index of the closest zone to a given point. */ int closestZone(const Common::Point &pt); /** * Synchronize the data for a savegame */ void synchronize(Common::Serializer &s); /** * 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); public: /** * Draw all objects and characters. */ virtual void doBgAnim() = 0; /** * Update the screen back buffer with all of the scene objects which need * to be drawn */ virtual void updateBackground(); }; } // End of namespace Sherlock #endif