1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
|
/* 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"
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; }
};
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];
ActionType();
/**
* Load the data for the action
*/
void load(Common::SeekableReadStream &s);
};
struct UseType: public ActionType {
int _useFlag; // Which flag USE will set (if any)
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);
};
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 _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; // 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
Point32 _lookPosition; // Where to walk when examining object
int _lookFacing; // Direction to face 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 _requiredFlags1; // This flag must also be set, or the sprite is hidden
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
int _sequenceNumber; // Sequence being used
Common::Point _noShapeSize; // Size of a NO_SHAPE
int _status; // Status: open/closed, moved/not moved
int8 _misc; // Miscellaneous use
// Rose Tattoo fields
int _startSeq; // Frame sequence starts at
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 _sequenceNumber;
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);
};
class PositionFacing : public Point32 {
public:
int _facing;
PositionFacing() : Point32(), _facing(0) {}
};
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);
};
class CAnimStream {
ImageFile *_images;
int _frameNumber;
public:
ImageFrame *_imageFrame;
Common::Point _position; // Animation position
Common::Rect _oldBounds; // Bounds of previous frame
Common::Rect _removeBounds; // Remove area for just drawn frame
int _flags; // Flags
int _scaleVal; // Specifies the scale amount
int _zPlacement; // Used by doBgAnim for determining Z order
public:
CAnimStream();
~CAnimStream();
/**
* Load the animation's images
*/
void load(Common::SeekableReadStream *stream);
/**
* Close any currently active animation
*/
void close();
/**
* Get the next frame of the animation
*/
void getNextFrame();
/**
* Returns whether the animation is active
*/
bool active() const { return _imageFrame != nullptr; }
};
struct SceneImage {
ImageFile *_images; // Object images
int _maxFrames; // How many frames in object
int _filesize; // File size
SceneImage();
} ;
} // End of namespace Sherlock
#endif
|