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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_SCALPEL_MAP_H
#define SHERLOCK_SCALPEL_MAP_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/str-array.h"
#include "sherlock/surface.h"
#include "sherlock/map.h"
#include "sherlock/resources.h"
namespace Sherlock {
class SherlockEngine;
namespace Scalpel {
struct MapEntry : Common::Point {
int _translate;
MapEntry() : Common::Point(), _translate(-1) {}
MapEntry(int posX, int posY, int translate) : Common::Point(posX, posY), _translate(translate) {}
};
class MapPaths {
private:
int _numLocations;
Common::Array< Common::Array<byte> > _paths;
public:
MapPaths();
/**
* Load the data for the paths between locations on the map
*/
void load(int numLocations, Common::SeekableReadStream &s);
/**
* Get the path between two locations on the map
*/
const byte *getPath(int srcLocation, int destLocation);
};
class ScalpelMap: public Map {
private:
Common::Array<MapEntry> _points; // Map locations for each scene
Common::StringArray _locationNames;
MapPaths _paths;
Common::Array<Common::Point> _pathPoints;
Common::Point _savedPos;
Common::Point _savedSize;
Surface _topLine;
ImageFile *_mapCursors;
ImageFile *_shapes;
ImageFile *_iconShapes;
WalkSequences _walkSequences;
Point32 _lDrawnPos;
int _point;
bool _placesShown;
int _cursorIndex;
bool _drawMap;
Surface _iconSave;
protected:
/**
* Load data needed for the map
*/
void loadData();
/**
* Load and initialize all the sprites that are needed for the map display
*/
void setupSprites();
/**
* Free the sprites and data used by the map
*/
void freeSprites();
/**
* Draws an icon for every place that's currently known
*/
void showPlaces();
/**
* Makes a copy of the top rows of the screen that are used to display location names
*/
void saveTopLine();
/**
* Erases anything shown in the top line by restoring the previously saved original map background
*/
void eraseTopLine();
/**
* Prints the name of the specified icon
*/
void showPlaceName(int idx, bool highlighted);
/**
* Update all on-screen sprites to account for any scrolling of the map
*/
void updateMap(bool flushScreen);
/**
* Handle moving icon for player from their previous location on the map to a destination location
*/
void walkTheStreets();
/**
* Save the area under the player's icon
*/
void saveIcon(ImageFrame *src, const Common::Point &pt);
/**
* Restore the area under the player's icon
*/
void restoreIcon();
/**
* Handles highlighting map icons, showing their names
*/
void highlightIcon(const Common::Point &pt);
public:
ScalpelMap(SherlockEngine *vm);
virtual ~ScalpelMap() {}
const MapEntry &operator[](int idx) { return _points[idx]; }
/**
* Loads the list of points for locations on the map for each scene
*/
void loadPoints(int count, const int *xList, const int *yList, const int *transList);
/**
* Load the sequence data for player icon animations
*/
void loadSequences(int count, const byte *seq);
/**
* Show the map
*/
virtual int show();
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif
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