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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_SCENE_H
#define SHERLOCK_SCALPEL_SCENE_H

#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "sherlock/objects.h"
#include "sherlock/scene.h"
#include "sherlock/screen.h"

namespace Sherlock {

namespace Scalpel {

extern const int FS_TRANS[8];

enum { BLACKWOOD_CAPTURE = 2, BAKER_STREET = 4, DRAWING_ROOM = 12, STATION = 17, PUB_INTERIOR = 19,
	LAWYER_OFFICE = 27, BAKER_ST_EXTERIOR = 39, RESCUE_ANNA = 52, MOOREHEAD_DEATH = 53, EXIT_GAME = 55,
	BRUMWELL_SUICIDE = 70, OVERHEAD_MAP2 = 98, DARTS_GAME = 99, OVERHEAD_MAP = 100 };

class ScalpelScene : public Scene {
private:
	void doBgAnimCheckCursor();
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();

	/**
	 * Returns the index of the closest zone to a given point.
	 */
	virtual int closestZone(const Common::Point &pt);
public:
	ScalpelScene(SherlockEngine *vm) : Scene(vm) {}

	virtual ~ScalpelScene();

	/**
	 * Draw all objects and characters.
	 */
	virtual void doBgAnim();

	/**
	 * 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 Scalpel

} // End of namespace Sherlock

#endif