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
|
/* 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;
/**
* Load the data for the object
*/
void load(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
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct Exit {
Common::Rect _bounds;
int _scene;
int _allow;
Common::Point _people;
int _peopleDir;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct SceneEntry {
Common::Point _startPosition;
int _startDir;
int _allow;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct SceneSound {
Common::String _name;
int _priority;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
class ObjectArray : public Common::Array<Object> {
public:
/**
* Retuurn the index of the passed object in the array
*/
int indexOf(const Object &obj) const;
};
class Scene {
private:
SherlockEngine *_vm;
Common::String _rrmName;
int _selector;
bool _lookHelp;
bool _loadingSavedGame;
/**
* Loads the data associated for a given scene. The .BGD 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.
*/
bool loadScene(const Common::String &filename);
/**
* Set objects to their current persistent state. This includes things such as
* opening or moving them
*/
void checkSceneStatus();
/**
* Checks scene objects against the player's inventory items. If there are any
* matching names, it means the given item has already been picked up, and should
* be hidden in the scene.
*/
void checkInventory();
/**
* Set up any entrance co-ordinates or entrance canimations, and then transition
* in the scene
*/
void transitionToScene();
/**
* 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
*/
void checkBgShapes(ImageFrame *frame, const Common::Point &pt);
/**
* Restores objects to the correct status. This ensures that things like being opened or moved
* will remain the same on future visits to the scene
*/
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();
/**
* Handles loading the scene specified by _goToScene
*/
void selectScene();
/**
* Fres all the graphics and other dynamically allocated data for the scene
*/
void freeScene();
/**
* Check the scene's objects against the game flags. If false is passed,
* it means the scene has just been loaded. A value of true means that the scene
* is in use (ie. not just loaded)
*/
void checkSceneFlags(bool mode);
/**
* Check whether the passed area intersects with one of the scene's exits
*/
Exit *checkForExit(const Common::Rect &r);
/**
* 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
*/
int startCAnim(int cAnimNum, int playRate);
/**
* Scans through the object list to find one with a matching name, and will
* call toggleHidden with all matches found. Returns the numer of matches found
*/
int toggleObject(const Common::String &name);
/**
* Animate all objects and people.
*/
void doBgAnim();
/**
* Attempts to find a background shape within the passed bounds. If found,
* it will return the shape number, or -1 on failure.
*/
int findBgShape(const Common::Rect &r);
/**
* Checks to see if the given position in the scene belongs to a given zone type.
* If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
*/
int checkForZones(const Common::Point &pt, int zoneType);
/**
* Check which zone the the given position is located in.
*/
int whichZone(const Common::Point &pt);
/**
* Returns the index of the closest zone to a given point.
*/
int closestZone(const Common::Point &pt);
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
void updateBackground();
/**
* Synchronize the data for a savegame
*/
void synchronize(Common::Serializer &s);
};
} // End of namespace Sherlock
#endif
|