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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_SCENE_H
#define SHERLOCK_SCENE_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "sherlock/objects.h"
#include "sherlock/resources.h"
namespace Sherlock {
#define SCENES_COUNT 63
#define MAX_ZONES 40
#define INFO_LINE 140
class SherlockEngine;
struct BgFileHeader {
int _numStructs;
int _numImages;
int _numcAnimations;
int _descSize;
int _seqSize;
int _fill;
void synchronize(Common::SeekableReadStream &s);
};
struct BgfileheaderInfo {
int _filesize; // How long images are
int _maxFrames; // How many unique frames in object
Common::String _filename; // Filename of object
void synchronize(Common::SeekableReadStream &s);
};
struct Exit {
Common::Rect _bounds;
int _scene;
int _allow;
Common::Point _people;
int _peopleDir;
void synchronize(Common::SeekableReadStream &s);
};
struct SceneEntry {
Common::Point _startPosition;
int _startDir;
int _allow;
void synchronize(Common::SeekableReadStream &s);
};
struct SceneSound {
Common::String _name;
int _priority;
void synchronize(Common::SeekableReadStream &s);
};
class ObjectArray: public Common::Array<Object> {
public:
int indexOf(const Object &obj) const;
};
class Scene {
private:
SherlockEngine *_vm;
Common::String _rrmName;
int _selector;
bool _lookHelp;
bool _loadingSavedGame;
bool loadScene(const Common::String &filename);
void checkSceneStatus();
void checkInventory();
void transitionToScene();
void checkBgShapes(ImageFrame *frame, const Common::Point &pt);
void saveSceneStatus();
public:
int _currentScene;
int _goToScene;
bool _changes;
bool _sceneStats[SCENES_COUNT][65];
bool _savedStats[SCENES_COUNT][9];
int _keyboardInput;
int _oldKey, _help, _oldHelp;
int _oldTemp, _temp;
bool _walkedInScene;
int _version;
bool _lzwMode;
int _invGraphicItems;
Common::String _comments;
Common::Array<char> _descText;
Common::Array<Common::Rect> _zones;
Common::Array<Object> _bgShapes;
Common::Array<CAnim> _cAnim;
Common::Array<byte> _sequenceBuffer;
Common::Array<SceneImage> _images;
int _walkDirectory[MAX_ZONES][MAX_ZONES];
Common::Array<byte> _walkData;
Common::Array<Exit> _exits;
SceneEntry _entrance;
Common::Array<SceneSound> _sounds;
ObjectArray _canimShapes;
bool _restoreFlag;
int _animating;
bool _doBgAnimDone;
int _tempFadeStyle;
int _cAnimFramePause;
bool _invLookFlag;
public:
Scene(SherlockEngine *vm);
~Scene();
void selectScene();
void freeScene();
void checkSceneFlags(bool mode);
Exit *checkForExit(const Common::Rect &r);
int startCAnim(int cAnimNum, int playRate);
int toggleObject(const Common::String &name);
void doBgAnim();
void clearInfo();
int findBgShape(const Common::Rect &r);
int checkForZones(const Common::Point &pt, int zoneType);
int whichZone(const Common::Point &pt);
int closestZone(const Common::Point &pt);
void updateBackground();
void synchronize(Common::Serializer &s);
};
} // End of namespace Sherlock
#endif
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