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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.
*
*/
#include "sherlock/scalpel/scalpel_scene.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/events.h"
#include "sherlock/people.h"
#include "sherlock/screen.h"
namespace Sherlock {
namespace Scalpel {
void ScalpelScene::drawAllShapes() {
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
// Restrict drawing window
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == BEHIND)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all active shapes which are normal and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all canimations which are normal and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw any active characters
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Person &p = people[idx];
if (p._type == CHARACTER && p._walkLoaded) {
bool flipped = IS_SERRATED_SCALPEL && (
p._sequenceNumber == WALK_LEFT || p._sequenceNumber == STOP_LEFT ||
p._sequenceNumber == WALK_UPLEFT || p._sequenceNumber == STOP_UPLEFT ||
p._sequenceNumber == WALK_DOWNRIGHT || p._sequenceNumber == STOP_DOWNRIGHT);
screen._backBuffer->transBlitFrom(*p._imageFrame, Common::Point(p._position.x / FIXED_INT_MULTIPLIER,
p._position.y / FIXED_INT_MULTIPLIER - p.frameHeight()), flipped);
}
}
// Draw all static and active shapes that are NORMAL and are in front of the player
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
_bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are NORMAL and are in front of the player
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active shapes that are FORWARD
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
_bgShapes[idx]._oldPosition = _bgShapes[idx]._position;
_bgShapes[idx]._oldSize = Common::Point(_bgShapes[idx].frameWidth(),
_bgShapes[idx].frameHeight());
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
_bgShapes[idx]._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are forward
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & OBJ_FLIPPED);
}
screen.resetDisplayBounds();
}
void ScalpelScene::checkBgShapes() {
People &people = *_vm->_people;
Person &holmes = people._player;
Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
// Call the base scene method to handle bg shapes
Scene::checkBgShapes();
// Iterate through the canim list
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &obj = _canimShapes[idx];
if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
} else if (!(obj._flags & 1)) {
obj._misc = BEHIND;
} else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
}
}
void ScalpelScene::doBgAnimCheckCursor() {
Inventory &inv = *_vm->_inventory;
Events &events = *_vm->_events;
Sound &sound = *_vm->_sound;
UserInterface &ui = *_vm->_ui;
Common::Point mousePos = events.mousePos();
events.animateCursorIfNeeded();
if (ui._menuMode == LOOK_MODE) {
if (mousePos.y > CONTROLS_Y1)
events.setCursor(ARROW);
else if (mousePos.y < CONTROLS_Y)
events.setCursor(MAGNIFY);
}
// Check for setting magnifying glass cursor
if (ui._menuMode == INV_MODE || ui._menuMode == USE_MODE || ui._menuMode == GIVE_MODE) {
if (inv._invMode == INVMODE_LOOK) {
// Only show Magnifying glass cursor if it's not on the inventory command line
if (mousePos.y < CONTROLS_Y || mousePos.y >(CONTROLS_Y1 + 13))
events.setCursor(MAGNIFY);
else
events.setCursor(ARROW);
} else {
events.setCursor(ARROW);
}
}
if (sound._diskSoundPlaying && !*sound._soundIsOn) {
// Loaded sound just finished playing
sound.freeDigiSound();
}
}
void ScalpelScene::doBgAnim() {
ScalpelEngine &vm = *((ScalpelEngine *)_vm);
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
doBgAnimCheckCursor();
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
talk._talkToAbort = false;
if (_restoreFlag) {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (people[idx]._type == CHARACTER)
people[idx].checkSprite();
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
_bgShapes[idx].checkObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.checkObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type != INVALID && _canimShapes[idx]._type != REMOVE)
_canimShapes[idx].checkObject();
}
if (_currentScene == 12)
vm.eraseMirror12();
// Restore the back buffer from the back buffer 2 in the changed area
Common::Rect bounds(people[AL]._oldPosition.x, people[AL]._oldPosition.y,
people[AL]._oldPosition.x + people[AL]._oldSize.x,
people[AL]._oldPosition.y + people[AL]._oldSize.y);
Common::Point pt(bounds.left, bounds.top);
if (people[AL]._type == CHARACTER)
screen.restoreBackground(bounds);
else if (people[AL]._type == REMOVE)
screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds);
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(o.getOldBounds());
}
if (people._portraitLoaded)
screen.restoreBackground(Common::Rect(
people._portrait._oldPosition.x, people._portrait._oldPosition.y,
people._portrait._oldPosition.x + people._portrait._oldSize.x,
people._portrait._oldPosition.y + people._portrait._oldSize.y
));
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && ((o._flags & OBJ_BEHIND) == 0)) {
// Restore screen area
screen._backBuffer->blitFrom(screen._backBuffer2, o._position,
Common::Rect(o._position.x, o._position.y,
o._position.x + o._noShapeSize.x, o._position.y + o._noShapeSize.y));
o._oldPosition = o._position;
o._oldSize = o._noShapeSize;
}
}
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(Common::Rect(o._oldPosition.x, o._oldPosition.y,
o._oldPosition.x + o._oldSize.x, o._oldPosition.y + o._oldSize.y));
}
}
//
// Update the background objects and canimations
//
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == NO_SHAPE)
o.adjustObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.adjustObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type != INVALID)
_canimShapes[idx].adjustObject();
}
if (people[AL]._type == CHARACTER && people._holmesOn)
people[AL].adjustSprite();
// Flag the bg shapes which need to be redrawn
checkBgShapes();
if (_currentScene == 12)
vm.doMirror12();
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all active shapes which are HAPPEN and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all canimations which are NORMAL and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw the person if not animating
if (people[AL]._type == CHARACTER && people[AL]._walkLoaded) {
// If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w;
int tempX = MIN(people[AL]._position.x / FIXED_INT_MULTIPLIER, xRight);
bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT ||
people[AL]._sequenceNumber == WALK_UPLEFT || people[AL]._sequenceNumber == STOP_UPLEFT ||
people[AL]._sequenceNumber == WALK_DOWNRIGHT || people[AL]._sequenceNumber == STOP_DOWNRIGHT;
screen._backBuffer->transBlitFrom(*people[AL]._imageFrame,
Common::Point(tempX, people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL]._imageFrame->_frame.h), flipped);
}
// Draw all static and active shapes are NORMAL and are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are NORMAL and are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all static and active shapes that are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw any active portrait
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
screen._backBuffer->transBlitFrom(*people._portrait._imageFrame,
people._portrait._position, people._portrait._flags & OBJ_FLIPPED);
// Draw all static and active canimations that are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all NO_SHAPE shapes which have flag bit 0 clear
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Bring the newly built picture to the screen
if (_animating == 2) {
_animating = 0;
screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
} else {
if (people[AL]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) {
if (people[AL]._type == REMOVE) {
screen.slamRect(Common::Rect(
people[AL]._oldPosition.x, people[AL]._oldPosition.y,
people[AL]._oldPosition.x + people[AL]._oldSize.x,
people[AL]._oldPosition.y + people[AL]._oldSize.y
));
people[AL]._type = INVALID;
} else {
screen.flushImage(people[AL]._imageFrame,
Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER,
people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL].frameHeight()),
&people[AL]._oldPosition.x, &people[AL]._oldPosition.y,
&people[AL]._oldSize.x, &people[AL]._oldSize.y);
}
}
if (_currentScene == 12)
vm.flushMirror12();
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == REMOVE) && _goToScene == -1) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
if (people._portraitLoaded) {
if (people._portrait._type == REMOVE)
screen.slamRect(Common::Rect(
people._portrait._position.x, people._portrait._position.y,
people._portrait._position.x + people._portrait._delta.x,
people._portrait._position.y + people._portrait._delta.y
));
else
screen.flushImage(people._portrait._imageFrame, people._portrait._position,
&people._portrait._oldPosition.x, &people._portrait._oldPosition.y,
&people._portrait._oldSize.x, &people._portrait._oldSize.y);
if (people._portrait._type == REMOVE)
people._portrait._type = INVALID;
}
if (_goToScene == -1) {
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0) {
screen.slamArea(o._position.x, o._position.y, o._oldSize.x, o._oldSize.y);
screen.slamArea(o._oldPosition.x, o._oldPosition.y, o._oldSize.x, o._oldSize.y);
} else if (o._type == HIDE_SHAPE) {
// Hiding shape, so flush it out and mark it as hidden
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
o._type = HIDDEN;
}
}
}
for (int idx = _canimShapes.size() - 1; idx >= 0; --idx) {
Object &o = _canimShapes[idx];
if (o._type == INVALID) {
// Anim shape was invalidated by checkEndOfSequence, so at this point we can remove it
_canimShapes.remove_at(idx);
} else if (o._type == REMOVE) {
if (_goToScene == -1)
screen.slamArea(o._position.x, o._position.y, o._delta.x, o._delta.y);
// Shape for an animation is no longer needed, so remove it completely
_canimShapes.remove_at(idx);
} else if (o._type == ACTIVE_BG_SHAPE) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
}
_restoreFlag = true;
_doBgAnimDone = true;
events.wait(3);
screen.resetDisplayBounds();
// Check if the method was called for calling a portrait, and a talk was
// interrupting it. This talk file would not have been executed at the time,
// since we needed to finish the 'doBgAnim' to finish clearing the portrait
if (people._clearingThePortrait && talk._scriptMoreFlag == 3) {
// Reset the flags and call to talk
people._clearingThePortrait = false;
talk._scriptMoreFlag = 0;
talk.talkTo(talk._scriptName);
}
}
} // End of namespace Scalpel
} // End of namespace Sherlock
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