/* 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_TATTOO_SCENE_H #define SHERLOCK_TATTOO_SCENE_H #include "common/scummsys.h" #include "sherlock/scene.h" #include "sherlock/tattoo/widget_lab.h" namespace Sherlock { namespace Tattoo { extern const int FS_TRANS[8]; enum { STARTING_GAME_SCENE = 1, WEARY_PUNT = 52, TRAIN_RIDE = 69, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 90, OVERHEAD_MAP = 100 }; struct SceneTripEntry { int _flag; int _sceneNumber; int _numTimes; SceneTripEntry() : _flag(0), _sceneNumber(0), _numTimes(0) {} SceneTripEntry(int flag, int sceneNumber, int numTimes) : _flag(flag), _sceneNumber(sceneNumber), _numTimes(numTimes) {} }; class TattooScene : public Scene { private: WidgetLab _labWidget; void doBgAnimCheckCursor(); /** * Update the background objects and canimations as part of doBgAnim */ void doBgAnimUpdateBgObjectsAndAnim(); void doBgAnimDrawSprites(); /** * 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); 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(); /** * Called by loadScene when the palette is loaded for Rose Tattoo */ virtual void paletteLoaded(); /** * Synchronize the data for a savegame */ virtual void synchronize(Serializer &s); /** * Returns the index of the closest zone to a given point. */ virtual int closestZone(const Common::Point &pt); public: StreamingImageFile _activeCAnim; Common::Array _sceneTripCounters; bool _labTableScene; public: TattooScene(SherlockEngine *vm); /** * Returns the scale value for the passed co-ordinates. This is taken from the scene's * scale zones, interpolating inbetween the top and bottom values of the zones as needed */ int getScaleVal(const Point32 &pt); /** * Fres all the graphics and other dynamically allocated data for the scene */ virtual void freeScene(); /** * Draw all objects and characters. */ virtual void doBgAnim(); /** * Update the screen back buffer with all of the scene objects which need * to be drawn */ virtual void updateBackground(); /** * 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 Tattoo } // End of namespace Sherlock #endif