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/* 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_OBJECTS_H
#define SHERLOCK_OBJECTS_H
#include "common/scummsys.h"
#include "common/rect.h"
#include "common/str-array.h"
#include "common/str.h"
#include "sherlock/image_file.h"
#include "sherlock/fixed_text.h"
#include "sherlock/saveload.h"
namespace Sherlock {
class SherlockEngine;
enum ObjectAllow {
ALLOW_MOVE = 1, ALLOW_OPEN = 2, ALLOW_CLOSE = 4
};
enum SpriteType {
INVALID = 0,
CHARACTER = 1,
CURSOR = 2,
STATIC_BG_SHAPE = 3, // Background shape that doesn't animate
ACTIVE_BG_SHAPE = 4, // Background shape that animates
REMOVE = 5, // Object should be removed next frame
NO_SHAPE = 6, // Background object with no shape
HIDDEN = 7, // Hidden backgruond object
HIDE_SHAPE = 8, // Object needs to be hidden
// Rose Tattoo
HIDDEN_CHARACTER = 128
};
enum AType {
OBJECT = 0,
PERSON = 1,
SOLID = 2,
TALK = 3, // Standard talk zone
FLAG_SET = 4,
DELTA = 5,
WALK_AROUND = 6,
TALK_EVERY = 7, // Talk zone that turns on every room visit
TALK_MOVE = 8, // Talk zone that only activates when Holmes moves
PAL_CHANGE = 9, // Changes the palette down so that it gets darker
PAL_CHANGE2 = 10, // Same as PAL_CHANGE, except that it goes up
SCRIPT_ZONE = 11, // If this is clicked in, it is activated
BLANK_ZONE = 12, // This masks out other objects when entered
NOWALK_ZONE = 13 // Player cannot walk here
};
// Different levels for sprites to be at
enum {
BEHIND = 0, NORMAL_BEHIND = 1, NORMAL_FORWARD = 2, FORWARD = 3
};
#define MAX_HOLMES_SEQUENCE 16
#define MAX_FRAME 30
#define FIXED_INT_MULTIPLIER 1000
// code put into sequences to defines 1-10 type seqs
#define SEQ_TO_CODE 67
#define FLIP_CODE (64 + 128)
#define SOUND_CODE (34 + 128)
#define HIDE_CODE (7+128) // Code for hiding/unhiding an object from a Sequence
#define CALL_TALK_CODE (8+128) // Code for call a Talk File from a Sequence
#define TELEPORT_CODE (9+128) // Code for setting Teleport Data (X,Y)
#define MOVE_CODE (10+128) // Code for setting Movement Delta (X,Y)
#define GOTO_CODE 228
#define TALK_SEQ_CODE 252 // Code specifying start of talk sequence frames in a Sequence
#define TALK_LISTEN_CODE 251 // Code specifying start of talk listen frames in a Sequence
#define ALLOW_TALK_CODE 250
#define UPPER_LIMIT 0
#define LOWER_LIMIT (IS_SERRATED_SCALPEL ? CONTROLS_Y : SHERLOCK_SCREEN_HEIGHT)
#define LEFT_LIMIT 0
#define RIGHT_LIMIT SHERLOCK_SCREEN_WIDTH
class Point32 {
public:
int x;
int y;
Point32() : x(0), y(0) {}
Point32(int x1, int y1) : x(x1), y(y1) {}
Point32(const Common::Point &pt) : x(pt.x), y(pt.y) {}
bool operator==(const Point32 &p) const { return x == p.x && y == p.y; }
bool operator!=(const Point32 &p) const { return x != p.x || y != p.y; }
Point32 operator+(const Point32 &delta) const { return Point32(x + delta.x, y + delta.y); }
Point32 operator-(const Point32 &delta) const { return Point32(x - delta.x, y - delta.y); }
operator Common::Point() { return Common::Point(x, y); }
void operator+=(const Point32 &delta) { x += delta.x; y += delta.y; }
void operator-=(const Point32 &delta) { x -= delta.x; y -= delta.y; }
};
class PositionFacing : public Point32 {
public:
int _facing;
PositionFacing() : Point32(), _facing(0) {}
PositionFacing(int xp, int yp, int theFacing) : Point32(xp, yp), _facing(theFacing) {}
PositionFacing &operator=(const Point32 &pt) {
x = pt.x; y = pt.y;
return *this;
}
};
struct WalkSequence {
Common::String _vgsName;
bool _horizFlip;
Common::Array<byte> _sequences;
WalkSequence() : _horizFlip(false) {}
const byte &operator[](int idx) { return _sequences[idx]; }
/**
* Load data for the sequence from a stream
*/
void load(Common::SeekableReadStream &s);
};
class WalkSequences : public Common::Array < WalkSequence > {
public:
WalkSequences &operator=(const WalkSequences &src);
};
enum { REVERSE_DIRECTION = 0x80 };
#define NAMES_COUNT 4
struct ActionType {
int _cAnimNum;
int _cAnimSpeed;
Common::String _names[NAMES_COUNT];
int _useFlag; // Which flag USE will set (if any)
ActionType();
/**
* Load the data for the action
*/
void load(Common::SeekableReadStream &s);
};
struct UseType: public ActionType {
Common::String _target;
Common::String _verb;
UseType();
/**
* Load the data for the UseType
*/
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
void load3DO(Common::SeekableReadStream &s);
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
};
class BaseObject {
protected:
static SherlockEngine *_vm;
protected:
/**
* This will check to see if the object has reached the end of a sequence.
* If it has, it switch to whichever next sequence should be started.
* @returns true if the end of a sequence was reached
*/
bool checkEndOfSequence();
/**
* Scans through the sequences array and finds the designated sequence.
* It then sets the frame number of the start of that sequence
*/
void setObjSequence(int seq, bool wait);
public:
static bool _countCAnimFrames;
public:
SpriteType _type; // Type of object/sprite
Common::String _description; // Description lines
byte *_sequences; // Holds animation sequences
ImageFile *_images; // Sprite images
ImageFrame *_imageFrame; // Pointer to shape in the images
int _sequenceNumber; // Sequence being used
int _startSeq; // Frame sequence starts at
int _walkCount; // Walk counter
int _allow; // Allowed UI commands
int _frameNumber; // Frame number in rame sequence to draw
Point32 _position; // Current position
Point32 _delta; // Momvement amount
Common::Point _oldPosition; // Old position
Common::Point _oldSize; // Image's old size
Point32 _goto; // Walk destination
int _lookFlag; // Which flag LOOK will set (if any)
int _requiredFlag[2]; // Object will be hidden if not set
Common::Point _noShapeSize; // Size of a NO_SHAPE
int _status; // Status (open/closed, moved/not)
int8 _misc; // Misc field -- use varies with type
int _maxFrames; // Number of frames
int _flags; // Tells if object can be walked behind
AType _aType; // Tells if this is an object, person, talk, etc.
int _lookFrames; // How many frames to play of the look anim before pausing
int _seqCounter; // How many times this sequence has been executed
PositionFacing _lookPosition; // Where to walk when examining object
int _lookcAnim;
int _seqStack; // Allows gosubs to return to calling frame
int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
uint _descOffset; // Tells where description starts in DescText
int _seqCounter2; // Counter of calling frame sequence
uint _seqSize; // Tells where description starts
UseType _use[6]; // Serrated Scalpel uses 4, Rose Tattoo 6
int _quickDraw; // Flag telling whether to use quick draw routine or not
int _scaleVal; // Tells how to scale the sprite
int _gotoSeq; // Used by Talk to tell which sequence to goto when able
int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
int _restoreSlot; // Used when talk returns to the previous sequence
public:
BaseObject();
virtual ~BaseObject() {}
static void setVm(SherlockEngine *vm);
/**
* Returns true if the the object has an Allow Talk Code in the sequence that it's
* currently running, specified by the _talkSeq field of the object. If it's 0,
* then it's a regular sequence. If it's not 0 but below 128, then it's a Talk Sequence.
* If it's above 128, then it's one of the Listen sequences.
*/
bool hasAborts() const;
/**
* Check the state of the object
*/
void checkObject();
/**
* Checks for codes
* @param name The name to check for codes
* @param messages Provides a lookup list of messages that can be printed
* @returns 0 if no codes are found, 1 if codes were found
*/
int checkNameForCodes(const Common::String &name, FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
/**
* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
* so that it points to the beginning of the sequence number's talk sequence in the object's
* sequence buffer
* @param seq Which sequence to use (if there's more than 1)
* @remarks 1: First talk seq, 2: second talk seq, etc.
*/
virtual void setObjTalkSequence(int seq) {}
};
class Sprite: public BaseObject {
public:
Common::String _name;
Common::String _examine; // Examine in-depth description
Common::String _pickUp; // Message for if you can't pick up object
WalkSequences _walkSequences; // Holds animation sequences
Common::Point _noShapeSize; // Size of a NO_SHAPE
int _status; // Status: open/closed, moved/not moved
int8 _misc; // Miscellaneous use
// Rose Tattoo fields
ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
ImageFile *_altImages; // Images used for alternate NPC sequences
int _altSeq; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
int _centerWalk; // Flag telling the walk code to offset the walk destination
Common::Point _adjust; // Fine tuning adjustment to position when drawn
int _oldWalkSequence;
public:
Sprite(): BaseObject() { clear(); }
virtual ~Sprite() {}
static void setVm(SherlockEngine *vm) { _vm = vm; }
/**
* Reset the data for the sprite
*/
void clear();
/**
* Updates the image frame poiner for the sprite
*/
void setImageFrame();
/**
* Checks the sprite's position to see if it's collided with any special objects
*/
void checkSprite();
/**
* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
* so that it points to the beginning of the sequence number's talk sequence in the object's
* sequence buffer
* @param seq Which sequence to use (if there's more than 1)
* @remarks 1: First talk seq, 2: second talk seq, etc.
*/
virtual void setObjTalkSequence(int seq) {}
/**
* Return frame width
*/
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
/**
* Return frame height
*/
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
/**
* Returns the old bounsd for the sprite from the previous frame
*/
const Common::Rect getOldBounds() const;
/**
* This adjusts the sprites position, as well as it's animation sequence:
*/
virtual void adjustSprite() = 0;
/**
* Bring a moving character using the sprite to a standing position
*/
virtual void gotoStand() = 0;
/**
* Set the variables for moving a character from one poisition to another
* in a straight line
*/
virtual void setWalking() = 0;
};
enum { OBJ_BEHIND = 1, OBJ_FLIPPED = 2, OBJ_FORWARD = 4, TURNON_OBJ = 0x20, TURNOFF_OBJ = 0x40 };
#define USE_COUNT 4
class Object: public BaseObject {
public:
Common::String _name; // Name
Common::String _examine; // Examine in-depth description
int _sequenceOffset;
int _pickup;
int _defaultCommand; // Default right-click command
// Serrated Scalpel fields
int _pickupFlag; // Which flag PICKUP will set (if any)
ActionType _aOpen; // Holds data for moving object
ActionType _aClose;
ActionType _aMove;
Object();
virtual ~Object() {}
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
void load3DO(Common::SeekableReadStream &s);
/**
* Toggle the type of an object between hidden and active
*/
void toggleHidden();
/**
* Handle setting any flags associated with the object
*/
void setFlagsAndToggles();
/**
* Adjusts the sprite's position and animation sequence, advancing by 1 frame.
* If the end of the sequence is reached, the appropriate action is taken.
*/
void adjustObject();
/**
* Handles trying to pick up an object. If allowed, plays an y necessary animation for picking
* up the item, and then adds it to the player's inventory
*/
int pickUpObject(FixedTextActionId fixedTextActionId = kFixedTextAction_Invalid);
/**
* Return the frame width
*/
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
/**
* Return the frame height
*/
int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
/**
* Returns the current bounds for the sprite
*/
const Common::Rect getNewBounds() const;
/**
* Returns the bounds for a sprite without a shape
*/
const Common::Rect getNoShapeBounds() const;
/**
* Returns the old bounsd for the sprite from the previous frame
*/
const Common::Rect getOldBounds() const;
/**
* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
* so that it points to the beginning of the sequence number's talk sequence in the object's
* sequence buffer
* @param seq Which sequence to use (if there's more than 1)
* @remarks 1: First talk seq, 2: second talk seq, etc.
*/
virtual void setObjTalkSequence(int seq);
};
struct CAnim {
Common::String _name; // Name
Common::Point _position; // Position
int _dataSize; // Size of uncompressed animation data
uint32 _dataOffset; // offset within room file of animation data
int _flags; // Tells if can be walked behind
PositionFacing _goto[2]; // Position Holmes (and NPC in Rose Tattoo) should walk to before anim starts
PositionFacing _teleport[2]; // Location Holmes (and NPC) shoul teleport to after playing canim
// Scalpel specific
byte _sequences[MAX_FRAME]; // Animation sequences
SpriteType _type;
// Rose Tattoo specific
int _scaleVal; // How much the canim is scaled
/**
* Load the data for the animation
*/
void load(Common::SeekableReadStream &s, bool isRoseTattoo, uint32 dataOffset);
void load3DO(Common::SeekableReadStream &s, uint32 dataOffset);
};
struct SceneImage {
ImageFile *_images; // Object images
int _maxFrames; // How many frames in object
int _filesize; // File size
SceneImage();
};
} // End of namespace Sherlock
#endif
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