aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/tattoo/tattoo_scene.cpp
blob: e40b4d6a9c8f9e61468769f03d6c098069d92f06 (plain)
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
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
/* 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/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_people.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/events.h"
#include "sherlock/people.h"

namespace Sherlock {

namespace Tattoo {

const int FS_TRANS[8] = {
	STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN, STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
};

/*----------------------------------------------------------------*/

struct ShapeEntry {
	Object *_shape;
	TattooPerson *_person;
	bool _isAnimation;
	int _yp;

	ShapeEntry(TattooPerson *person, int yp) : _shape(nullptr), _person(person), _yp(yp), _isAnimation(false) {}
	ShapeEntry(Object *shape, int yp) : _shape(shape), _person(nullptr), _yp(yp), _isAnimation(false) {}
	ShapeEntry(int yp) : _shape(nullptr), _person(nullptr), _yp(yp), _isAnimation(true) {}
};
typedef Common::List<ShapeEntry> ShapeList;

static bool sortImagesY(const ShapeEntry &s1, const ShapeEntry &s2) {
	return s1._yp <= s2._yp;
}

/*----------------------------------------------------------------*/

TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm), _labWidget(vm) {
	_labTableScene = false;
}

bool TattooScene::loadScene(const Common::String &filename) {
	TattooEngine &vm = *(TattooEngine *)_vm;
	Events &events = *_vm->_events;
	Music &music = *_vm->_music;
	Talk &talk = *_vm->_talk;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;

	// If we're going to the first game scene after the intro sequence, flag it as finished
	if (vm._runningProlog && _currentScene == STARTING_GAME_SCENE) {
		vm._runningProlog = false;
		events.showCursor();
		talk._talkToAbort = false;
	}

	// Check if it's a scene we need to keep trakc track of how many times we've visited
	for (int idx = (int)_sceneTripCounters.size() - 1; idx >= 0; --idx) {
		if (_sceneTripCounters[idx]._sceneNumber == _currentScene) {
			if (--_sceneTripCounters[idx]._numTimes == 0) {
				_vm->setFlags(_sceneTripCounters[idx]._flag);
				_sceneTripCounters.remove_at(idx);
			}
		}
	}

	// Set the NPC paths for the scene
	setNPCPath(0);

	// Handle loading music for the scene
	if (music._musicOn) {
		if (talk._scriptMoreFlag != 1 && talk._scriptMoreFlag != 3)
			music._nextSongName = Common::String::format("res%02d", _currentScene);

		// If it's a new song, then start it up
		if (music._currentSongName.compareToIgnoreCase(music._nextSongName)) {
			if (music.loadSong(music._nextSongName)) {
				music.setMIDIVolume(music._musicVolume);
				if (music._musicOn)
					music.startSong();
			}
		}
	}

	bool result = Scene::loadScene(filename);

	if (_currentScene != STARTING_INTRO_SCENE) {
		// Set the menu/ui mode and whether we're in a lab table close-up scene
		_labTableScene = _currentScene > 91 && _currentScene < 100;
		ui._menuMode = _labTableScene ? LAB_MODE : STD_MODE;

		if (_labTableScene)
			ui.addFixedWidget(&_labWidget);
	}

	return result;
}

void TattooScene::drawAllShapes() {
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	Screen &screen = *_vm->_screen;
	ShapeList shapeList;

	// Draw all objects and animations that are set to behind
	screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));

	// Draw all active shapes which are behind the person
	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE && obj._misc == BEHIND) {
			if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD)
				screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position);
			else
				screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal);
		}
	}

	// Draw the animation if it is behind the person
	if (_activeCAnim.active() && _activeCAnim._zPlacement == BEHIND)
		screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position,
			(_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);

	screen.resetDisplayBounds();

	// Queue drawing of all objects that are set to NORMAL.
	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE && (obj._misc == NORMAL_BEHIND || obj._misc == NORMAL_FORWARD)) {
			if (obj._scaleVal == SCALE_THRESHOLD)
				shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->_offset.y +
					obj._imageFrame->_height));
			else
				shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->sDrawYOffset(obj._scaleVal) +
					obj._imageFrame->sDrawYSize(obj._scaleVal)));
		}
	}

	// Queue drawing the animation if it is NORMAL and can fall in front of, or behind the people
	if (_activeCAnim.active() && (_activeCAnim._zPlacement == NORMAL_BEHIND || _activeCAnim._zPlacement == NORMAL_FORWARD)) {
		if (_activeCAnim._scaleVal == SCALE_THRESHOLD)
			shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame._offset.y +
				_activeCAnim._imageFrame._height));
		else
			shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame.sDrawYOffset(_activeCAnim._scaleVal) +
				_activeCAnim._imageFrame.sDrawYSize(_activeCAnim._scaleVal)));
	}

	// Queue all active characters for drawing
	for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
		if (people[idx]._type == CHARACTER && people[idx]._walkLoaded)
			shapeList.push_back(ShapeEntry(&people[idx], people[idx]._position.y / FIXED_INT_MULTIPLIER));
	}

	// Sort the list
	Common::sort(shapeList.begin(), shapeList.end(), sortImagesY);

	// Draw the list of shapes in order
	for (ShapeList::iterator i = shapeList.begin(); i != shapeList.end(); ++i) {
		ShapeEntry &se = *i;

		if (se._shape) {
			// it's a bg shape
			if (se._shape->_quickDraw && se._shape->_scaleVal == SCALE_THRESHOLD)
				screen._backBuffer1.blitFrom(*se._shape->_imageFrame, se._shape->_position);
			else
				screen._backBuffer1.transBlitFrom(*se._shape->_imageFrame, se._shape->_position,
					se._shape->_flags & OBJ_FLIPPED, 0, se._shape->_scaleVal);
		} else if (se._isAnimation) {
			// It's an active animation
			screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position,
				(_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);
		} else {
			// Drawing person
			TattooPerson &p = *se._person;

			p._tempX = p._position.x / FIXED_INT_MULTIPLIER;
			p._tempScaleVal = getScaleVal(p._position);
			Common::Point adjust = p._adjust;

			if (p._tempScaleVal == SCALE_THRESHOLD) {
				p._tempX += adjust.x;
				screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
					- p.frameHeight() - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal);
			} else {
				if (adjust.x) {
					if (!p._tempScaleVal)
						++p._tempScaleVal;

					if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.x)
						--adjust.x;

					adjust.x = adjust.x * SCALE_THRESHOLD / p._tempScaleVal;

					if (p._tempScaleVal >= SCALE_THRESHOLD)
						++adjust.x;
					p._tempX += adjust.x;
				}

				if (adjust.y) {
					if (!p._tempScaleVal)
						p._tempScaleVal++;

					if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.y)
						--adjust.y;

					adjust.y = adjust.y * SCALE_THRESHOLD / p._tempScaleVal;

					if (p._tempScaleVal >= SCALE_THRESHOLD)
						++adjust.y;
				}

				screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
					- p._imageFrame->sDrawYSize(p._tempScaleVal) - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal);
			}
		}
	}

	// Draw all objects & canimations that are set to FORWARD.
	// Draw all static and active shapes that are FORWARD
	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE && obj._misc == FORWARD) {
			if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD)
				screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position);
			else
				screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal);
		}
	}

	// Draw the canimation if it is set as FORWARD
	if (_activeCAnim.active() && _activeCAnim._zPlacement == FORWARD)
		screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position, (_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);

	// Draw all NO_SHAPE shapes which have their flag bits clear
	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];
		if (obj._type == NO_SHAPE && (obj._flags & 1) == 0)
			screen._backBuffer1.fillRect(obj.getNoShapeBounds(), 15);
	}
}

void TattooScene::paletteLoaded() {
	Screen &screen = *_vm->_screen;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;

	ui.setupBGArea(screen._cMap);
	ui.initScrollVars();
}

void TattooScene::checkBgShapes() {
	// Call the base scene method to handle bg shapes
	Scene::checkBgShapes();

	// Check for any active playing animation
	if (_activeCAnim.active() && _activeCAnim._zPlacement != REMOVE) {
		switch (_activeCAnim._flags & 3) {
		case 0:
			_activeCAnim._zPlacement = BEHIND;
			break;
		case 1:
			_activeCAnim._zPlacement = ((_activeCAnim._position.y + _activeCAnim._imageFrame._frame.h - 1)) ?
				NORMAL_FORWARD : NORMAL_BEHIND;
			break;
		case 2:
			_activeCAnim._zPlacement = FORWARD;
			break;
		default:
			break;
		}
	}
}

void TattooScene::doBgAnimCheckCursor() {
	Events &events = *_vm->_events;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
	Common::Point mousePos = events.mousePos();

	// If we're in Look Mode, make sure the cursor is the magnifying glass
	if (ui._menuMode == LOOK_MODE && events.getCursor() != MAGNIFY)
		events.setCursor(MAGNIFY);

	// See if the mouse is over any of the arrow zones, and if so, change the cursor to the correct
	// arrow cursor indicating the direcetion of the exit
	if (events.getCursor() == ARROW || events.getCursor() >= EXIT_ZONES_START) {
		CursorId cursorId = ARROW;

		if (ui._menuMode == STD_MODE && ui._arrowZone != -1 && _currentScene != 90) {
			for (uint idx = 0; idx < _exits.size(); ++idx) {
				Exit &exit = _exits[idx];
				if (exit.contains(mousePos))
					cursorId = (CursorId)(exit._image + EXIT_ZONES_START);
			}
		}

		events.setCursor(cursorId);
	} else {
		events.animateCursorIfNeeded();
	}
}

void TattooScene::doBgAnim() {
	TattooEngine &vm = *(TattooEngine *)_vm;
	Events &events = *_vm->_events;
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	Screen &screen = *_vm->_screen;
	Talk &talk = *_vm->_talk;
	TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui);

	doBgAnimCheckCursor();

	talk._talkToAbort = false;

	// Check the characters and sprites for updates
	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 one of the objects has signalled a call to a talk file, to go to another scene, exit immediately
	if (_goToScene != -1)
		return;

	// Erase any affected background areas
	ui.doBgAnimEraseBackground();

	doBgAnimUpdateBgObjectsAndAnim();

	doBgAnimDrawSprites();

	ui.drawInterface();

	if (ui._creditsWidget.active())
		ui._creditsWidget.blitCredits();

	if (!vm._fastMode)
		events.wait(3);

	if (screen._flushScreen) {
		screen.slamArea(screen._currentScroll.x, screen._currentScroll.y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
		screen._flushScreen = false;
	}

	screen._flushScreen = false;
	_doBgAnimDone = true;
	ui._drawMenu = false;

	for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
		if (people[idx]._updateNPCPath)
			people[idx].updateNPC();
	}
}

void TattooScene::doBgAnimUpdateBgObjectsAndAnim() {
	People &people = *_vm->_people;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;

	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];
		if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE)
			obj.adjustObject();
	}

	for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
		if (people[idx]._type == CHARACTER)
			people[idx].adjustSprite();
	}

	// Flag the bg shapes which need to be redrawn
	checkBgShapes();
	drawAllShapes();

	ui.drawMaskArea(true);
}

void TattooScene::updateBackground() {
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	Screen &screen = *_vm->_screen;
	TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;

	Scene::updateBackground();

	ui.drawMaskArea(false);

	screen._flushScreen = true;

	for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
		TattooPerson &p = people[idx];

		if (p._type != INVALID) {
			if (_goToScene == -1 || _cAnim.size() == 0) {
				if (p._type == REMOVE) {
					screen.slamArea(p._oldPosition.x, p._oldPosition.y, p._oldSize.x, p._oldSize.y);
					p._type = INVALID;
				} else {
					if (p._tempScaleVal == SCALE_THRESHOLD) {
						screen.flushImage(p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
							- p._imageFrame->_width), &p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y);
					}  else {
						int ts = p._imageFrame->sDrawYSize(p._tempScaleVal);
						int ty = p._position.y / FIXED_INT_MULTIPLIER - ts;
						screen.flushScaleImage(p._imageFrame, Common::Point(p._tempX, ty),
							&p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y, p._tempScaleVal);
					}
				}
			}
		}
	}

	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) {
			if (_goToScene == -1) {
				if (obj._scaleVal == SCALE_THRESHOLD)
					screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y);
				else
					screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);

				if (obj._type == REMOVE)
					obj._type = INVALID;
			}
		}
	}

	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (_goToScene == -1) {
			if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
				screen.slamRect(obj.getNoShapeBounds());
				screen.slamRect(obj.getOldBounds());
			} else if (obj._type == HIDE_SHAPE) {
				if (obj._scaleVal == SCALE_THRESHOLD)
					screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y);
				else
					screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
				obj._type = HIDDEN;
			}
		}
	}

	screen._flushScreen = false;
}

void TattooScene::doBgAnimDrawSprites() {
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	Screen &screen = *_vm->_screen;

	for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
		TattooPerson &person = people[idx];

		if (person._type != INVALID) {
			if (_goToScene == -1 || _cAnim.size() == 0) {
				if (person._type == REMOVE) {
					screen.slamRect(person.getOldBounds());
					person._type = INVALID;
				} else {
					if (person._tempScaleVal == SCALE_THRESHOLD) {
						screen.flushImage(person._imageFrame, Common::Point(person._tempX, person._position.y / FIXED_INT_MULTIPLIER
							- person.frameHeight()), &person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y);
					}  else {
						int ts = person._imageFrame->sDrawYSize(person._tempScaleVal);
						int ty  = person._position.y / FIXED_INT_MULTIPLIER - ts;
						screen.flushScaleImage(person._imageFrame, Common::Point(person._tempX, ty),
							&person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y, person._tempScaleVal);
					}
				}
			}
		}
	}

	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) {
			if (_goToScene == -1) {
				if (obj._scaleVal == SCALE_THRESHOLD)
					screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, 
					&obj._oldSize.x, &obj._oldSize.y);
				else
					screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y, 
					&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);

				if (obj._type == REMOVE)
					obj._type = INVALID;
			}
		}
	}

	for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
		Object &obj = _bgShapes[idx];

		if (_goToScene == -1) {
			if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
				screen.slamRect(obj.getNoShapeBounds());
				screen.slamRect(obj.getOldBounds());
			} else if (obj._type == HIDE_SHAPE) {
				if (obj._scaleVal == SCALE_THRESHOLD)
					screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y);
				else
					screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
						&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
				obj._type = HIDDEN;
			}
		}
	}

	if (_activeCAnim.active() || _activeCAnim._zPlacement == REMOVE) {
		if (_activeCAnim._zPlacement != REMOVE) {
			screen.flushImage(&_activeCAnim._imageFrame, _activeCAnim._position, _activeCAnim._oldBounds, _activeCAnim._scaleVal);
		} else {
			screen.slamRect(_activeCAnim._removeBounds);
			_activeCAnim._removeBounds = Common::Rect(0, 0, 0, 0);
			_activeCAnim._zPlacement = -1;		// Reset _zPlacement so we don't REMOVE again
		}
	}
}

int TattooScene::getScaleVal(const Point32 &pt) {
	bool found = false;
	int result = SCALE_THRESHOLD;
	Common::Point pos(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER);

	for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) {
		ScaleZone &sz = _scaleZones[idx];
		if (sz.contains(pos)) {
			int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber;
			result = 25600L / n;
			// CHECKME: Shouldn't we set 'found' at this place?
		}
	}

	// If it wasn't found, we may be off screen to the left or right, so find the scale zone 
	// that would apply to the y val passed in disregarding the x
	if (!found) {
		for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) {
			ScaleZone &sz = _scaleZones[idx];
			if (pos.y >= sz.top && pos.y < sz.bottom) {
				int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber;
				result = 25600L / n;
			}
		}
	}

	return result;
}

int TattooScene::startCAnim(int cAnimNum, int playRate) {
	TattooEngine &vm = *(TattooEngine *)_vm;
	Events &events = *_vm->_events;
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	Resources &res = *_vm->_res;
	Talk &talk = *_vm->_talk;
	UserInterface &ui = *_vm->_ui;

	// Exit immediately if the anim number is out of range, or the anim doesn't have a position specified
	if (cAnimNum < 0 || cAnimNum >= (int)_cAnim.size() || _cAnim[cAnimNum]._position.x == -1)
		// Return out of range error
		return -1;

	// Get the co-ordinates that the Player & NPC #1 must walk to and end on
	CAnim &cAnim = _cAnim[cAnimNum];
	PositionFacing goto1 = cAnim._goto[0];
	PositionFacing goto2 = cAnim._goto[1];
	PositionFacing teleport1 = cAnim._teleport[0];
	PositionFacing teleport2 = cAnim._teleport[1];

	// See if the Player must walk to a position before the animation starts
	SpriteType savedPlayerType = people[HOLMES]._type;
	if (goto1.x != -1 && people[HOLMES]._type == CHARACTER) {
		if (people[HOLMES]._position != goto1)
			people[HOLMES].walkToCoords(goto1, goto1._facing);
	}

	if (talk._talkToAbort)
		return 1;

	// See if NPC #1 must walk to a position before the animation starts
	SpriteType savedNPCType = people[WATSON]._type;
	if (goto2.x != -1 && people[WATSON]._type == CHARACTER) {
		if (people[WATSON]._position != goto2)
			people[WATSON].walkToCoords(goto2, goto2._facing);
	}

	if (talk._talkToAbort)
		return 1;

	// Turn the player (and NPC #1 if neccessary) off before running the canimation
	if (teleport1.x != -1 && savedPlayerType == CHARACTER)
		people[HOLMES]._type = REMOVE;

	if (teleport2.x != -1 && savedNPCType == CHARACTER)
		people[WATSON]._type = REMOVE;

	if (ui._windowOpen)
		ui.banishWindow();
	
	//_activeCAnim._filesize = cAnim._size;

	// Open up the room resource file and get the data for the animation
	Common::SeekableReadStream *stream = res.load(_roomFilename);
	stream->seek(44 + cAnimNum * 4);
	stream->seek(stream->readUint32LE());
	Common::SeekableReadStream *animStream = stream->readStream(cAnim._dataSize);
	delete stream;

	// Set up the active animation
	_activeCAnim._position = cAnim._position;
	_activeCAnim._oldBounds = Common::Rect(0, 0, 0, 0);
	_activeCAnim._flags = cAnim._flags;
	_activeCAnim._scaleVal = cAnim._scaleVal;
	_activeCAnim._zPlacement = 0;

	_activeCAnim.load(animStream, _compressed);

	while (_activeCAnim.active() && !_vm->shouldQuit()) {
		// Get the next frame
		_activeCAnim.getNextFrame();

		// Draw the frame
		doBgAnim();

		// Check for Escape key being pressed to abort animation
		events.pollEvents();
		if (events.kbHit()) {
			Common::KeyState keyState = events.getKey();

			if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) {
				_vm->setFlags(-76);
				_vm->setFlags(396);
				_goToScene = STARTING_GAME_SCENE;
				talk._talkToAbort = true;
				_activeCAnim.close();
			}
		}
	}

	// Turn the people back on
	people[HOLMES]._type = savedPlayerType;
	if (teleport2.x != -1)
		people[WATSON]._type = savedNPCType;

	// Teleport the Player to the ending coordinates if necessary
	if (teleport1.x != -1 && savedPlayerType == CHARACTER) {
		people[HOLMES]._position = teleport1;
		people[HOLMES]._sequenceNumber = teleport1._facing;
		people[HOLMES].gotoStand();
	}

	// Teleport Watson to the ending coordinates if necessary
	if (teleport2.x != -1 && savedNPCType == CHARACTER) {
		people[WATSON]._position = teleport2;
		people[WATSON]._sequenceNumber = teleport2._facing;
		people[WATSON].gotoStand();
	}

	// Flag the Canimation to be cleared
	_activeCAnim._zPlacement = REMOVE;
	_activeCAnim._removeBounds = _activeCAnim._oldBounds;

	// Free up the animation
	_activeCAnim.close();

	return 1;
}

void TattooScene::setNPCPath(int npc) {
	TattooPeople &people = *(TattooPeople *)_vm->_people;
	SaveManager &saves = *_vm->_saves;
	Talk &talk = *_vm->_talk;

	// Don't do initial scene setup if a savegame has just been loaded
	if (saves._justLoaded)
		return;

	people[npc].clearNPC();
	people[npc]._name = Common::String::format("WATS%.2dA", _currentScene);

	// If we're in the middle of a script that will continue once the scene is loaded,
	// return without calling the path script
	if (talk._scriptMoreFlag == 1 || talk._scriptMoreFlag == 3)
		return;

	// Turn off all the NPCs, since the talk script will turn them back on as needed
	for (int idx = 1; idx < MAX_CHARACTERS; ++idx)
		people[idx]._type = INVALID;

	// Call the path script for the scene
	Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene);
	talk.talkTo(pathFile);
}

int TattooScene::findBgShape(const Common::Point &pt) {
	People &people = *_vm->_people;

	if (!_doBgAnimDone)
		// New frame hasn't been drawn yet
		return -1;

	int result = Scene::findBgShape(pt);
	if (result == -1) {
		if (_labTableScene) {
			// Check for SOLID objects in the lab scene
			for (int idx = (int)_bgShapes.size() - 1; idx >= 0; --idx) {
				Object &o = _bgShapes[idx];
				if (o._type != INVALID && o._type != NO_SHAPE && o._type != HIDDEN && o._aType == SOLID) {
					if (o.getNewBounds().contains(pt))
						return idx;
				}
			}
		}

		// No shape found, so check whether a character is highlighted
		for (int idx = 1; idx < MAX_CHARACTERS && result == -1; ++idx) {
			Person &person = people[idx];

			if (person._type == CHARACTER) {
				int scaleVal = getScaleVal(person._position);
				Common::Rect charRect;

				if (scaleVal == SCALE_THRESHOLD)
					charRect = Common::Rect(person.frameWidth(), person.frameHeight());
				else
					charRect = Common::Rect(person._imageFrame->sDrawXSize(scaleVal), person._imageFrame->sDrawYSize(scaleVal));
				charRect.moveTo(person._position.x / FIXED_INT_MULTIPLIER, person._position.y / FIXED_INT_MULTIPLIER
					- charRect.height());

				if (charRect.contains(pt))
					result = 1000 + idx;
			}
		}
	}

	return result;
}

void TattooScene::synchronize(Serializer &s) {
	TattooEngine &vm = *(TattooEngine *)_vm;
	Scene::synchronize(s);

	if (s.isLoading())
		vm._runningProlog = false;
}

int TattooScene::closestZone(const Common::Point &pt) {
	int zone = -1;
	int dist = 9999;
	int d;

	for (uint idx = 0; idx < _zones.size(); ++idx) {
		Common::Rect &r = _zones[idx];

		// Check the distance from the point to the center of the zone
		d = ABS(r.left + (r.width() / 2) - pt.x) + ABS(r.top + (r.height() / 2) - pt.y);
		if (d < dist) {
			dist = d;
			zone = idx;
		}

		// Check the distance from the point to the upper left of the zone
		d = ABS((int)(r.left - pt.x)) + ABS((int)(r.top - pt.y));
		if (d < dist)
		{
			dist = d;
			zone = idx;
		}

		// Check the distance from the point to the upper right of the zone
		d = ABS(r.left + r.width() - pt.x) + ABS(r.top - pt.y);
		if (d < dist) {
			dist = d;
			zone = idx;
		}

		// Check the distance from the point to the lower left of the zone
		d = ABS(r.left - pt.x) + ABS(r.top + r.height() - pt.y);
		if (d < dist) {
			dist = d;
			zone = idx;
		}

		// Check the distance from the point to the lower right of the zone
		d = ABS(r.left + r.width() - pt.x) + ABS(r.top + r.height() - pt.y);
		if (d < dist) {
			dist = d;
			zone = idx;
		}
	}

	return zone;
}

} // End of namespace Tattoo

} // End of namespace Sherlock