/* 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" 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; int _fill; void synchronize(Common::SeekableReadStream &s); }; struct BgfileheaderInfo { int _filesize; // How long images are int _maxFrames; // How many unique frames in object Common::String _filename; // Filename of object void synchronize(Common::SeekableReadStream &s); }; struct Exit { Common::Rect _bounds; int _scene; int _allow; Common::Point _people; int _peopleDir; void synchronize(Common::SeekableReadStream &s); }; struct SceneEntry { Common::Point _startPosition; int _startDir; int _allow; void synchronize(Common::SeekableReadStream &s); }; struct SceneSound { Common::String _name; int _priority; void synchronize(Common::SeekableReadStream &s); }; class ObjectArray: public Common::Array { public: int indexOf(const Object &obj) const; }; class Scene { private: SherlockEngine *_vm; Common::String _rrmName; int _selector; bool _lookHelp; bool _loadingSavedGame; bool loadScene(const Common::String &filename); void checkSceneStatus(); void checkInventory(); void transitionToScene(); void checkBgShapes(ImageFrame *frame, const Common::Point &pt); void saveSceneStatus(); public: int _currentScene; int _goToScene; bool _changes; bool _sceneStats[SCENES_COUNT][65]; bool _savedStats[SCENES_COUNT][9]; int _keyboardInput; int _oldKey, _help, _oldHelp; int _oldTemp, _temp; 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; SceneEntry _entrance; Common::Array _sounds; ObjectArray _canimShapes; bool _restoreFlag; int _animating; bool _doBgAnimDone; int _tempFadeStyle; int _cAnimFramePause; bool _invLookFlag; public: Scene(SherlockEngine *vm); ~Scene(); void selectScene(); void freeScene(); void checkSceneFlags(bool mode); Exit *checkForExit(const Common::Rect &r); int startCAnim(int cAnimNum, int playRate); int toggleObject(const Common::String &name); void doBgAnim(); void clearInfo(); int findBgShape(const Common::Rect &r); int checkForZones(const Common::Point &pt, int zoneType); int whichZone(const Common::Point &pt); int closestZone(const Common::Point &pt); void updateBackground(); void synchronize(Common::Serializer &s); }; } // End of namespace Sherlock #endif