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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/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/events.h"
#include "sherlock/people.h"
namespace Sherlock {
namespace Tattoo {
TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm) {
_arrowZone = -1;
_mask = _mask1 = nullptr;
_maskCounter = 0;
}
void TattooScene::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();
// Check for any active playing animation
if (_activeCAnim._images && _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;
UserInterface &ui = *_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 && _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);
}
}
void TattooScene::doBgAnimEraseBackground() {
TattooEngine &vm = *((TattooEngine *)_vm);
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui);
static const int16 OFFSETS[16] = { -1, -2, -3, -3, -2, -1, -1, 0, 1, 2, 3, 3, 2, 1, 0, 0 };
if (_mask != nullptr) {
if (screen._backBuffer1.w() > screen.w())
screen.blitFrom(screen._backBuffer1, Common::Point(0, 0), Common::Rect(screen._currentScroll, 0,
screen._currentScroll + screen.w(), screen.h()));
else
screen.blitFrom(screen._backBuffer1);
switch (_currentScene) {
case 7:
if (++_maskCounter == 2) {
_maskCounter = 0;
if (--_maskOffset.x < 0)
_maskOffset.x = SHERLOCK_SCREEN_WIDTH - 1;
}
break;
case 8:
_maskOffset.x += 2;
if (_maskOffset.x >= SHERLOCK_SCREEN_WIDTH)
_maskOffset.x = 0;
break;
case 18:
case 68:
++_maskCounter;
if (_maskCounter / 4 >= 16)
_maskCounter = 0;
_maskOffset.x = OFFSETS[_maskCounter / 4];
break;
case 53:
if (++_maskCounter == 2) {
_maskCounter = 0;
if (++_maskOffset.x == screen._backBuffer1.w())
_maskOffset.x = 0;
}
break;
default:
break;
}
} else {
// Standard scene without mask, so call user interface to erase any UI elements as necessary
ui.doBgAnimRestoreUI();
// Restore background for any areas covered by characters and shapes
for (uint idx = 0; idx < MAX_CHARACTERS; ++idx)
screen.restoreBackground(Common::Rect(people[idx]._oldPosition.x, people[idx]._oldPosition.y,
people[idx]._oldPosition.x + people[idx]._oldSize.x, people[idx]._oldPosition.y + people[idx]._oldSize.y));
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if ((obj._type == ACTIVE_BG_SHAPE && (obj._maxFrames > 1 || obj._delta.x != 0 || obj._delta.y != 0)) ||
obj._type == HIDE_SHAPE || obj._type == REMOVE)
screen._backBuffer1.blitFrom(*obj._imageFrame, obj._oldPosition,
Common::Rect(obj._oldPosition.x, obj._oldPosition.y, obj._oldPosition.x + obj._oldSize.x,
obj._oldPosition.y + obj._oldSize.y));
}
// If credits are active, erase the area they cover
if (vm._creditsActive)
vm.eraseCredits();
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
screen._backBuffer1.blitFrom(screen._backBuffer2, obj._position, obj.getNoShapeBounds());
obj._oldPosition = obj._position;
obj._oldSize = obj._noShapeSize;
}
}
// Adjust the Target Scroll if needed
if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) <
(SHERLOCK_SCREEN_WIDTH / 8) && people[people._walkControl]._delta.x < 0) {
screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
SHERLOCK_SCREEN_WIDTH / 8 - 250);
if (screen._targetScroll < 0)
screen._targetScroll = 0;
}
if ((people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER - screen._currentScroll) > (SHERLOCK_SCREEN_WIDTH / 4 * 3)
&& people[people._walkControl]._delta.x > 0)
screen._targetScroll = (short)(people[people._walkControl]._position.x / FIXED_INT_MULTIPLIER -
SHERLOCK_SCREEN_WIDTH / 4 * 3 + 250);
if (screen._targetScroll > screen._scrollSize)
screen._targetScroll = screen._scrollSize;
ui.doScroll();
}
void TattooScene::doBgAnim() {
doBgAnimCheckCursor();
// Events &events = *_vm->_events;
People &people = *_vm->_people;
// Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
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();
}
// Erase any affected background areas
doBgAnimEraseBackground();
}
void TattooScene::updateBackground() {
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Scene::updateBackground();
if (_mask != nullptr) {
switch (_currentScene) {
case 7:
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x - SHERLOCK_SCREEN_WIDTH, 110), screen._currentScroll);
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x, 110), screen._currentScroll);
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x + SHERLOCK_SCREEN_WIDTH, 110), screen._currentScroll);
break;
case 8:
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x - SHERLOCK_SCREEN_WIDTH, 180), screen._currentScroll);
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x, 180), screen._currentScroll);
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x + SHERLOCK_SCREEN_WIDTH, 180), screen._currentScroll);
if (!_vm->readFlags(880))
screen._backBuffer1.maskArea((*_mask1)[0], Common::Point(940, 300), screen._currentScroll);
break;
case 18:
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(0, 203), screen._currentScroll);
if (!_vm->readFlags(189))
screen._backBuffer1.maskArea((*_mask1)[0], Common::Point(124, 239), screen._currentScroll);
break;
case 53:
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(_maskOffset.x, 110), screen._currentScroll);
break;
case 68:
screen._backBuffer1.maskArea((*_mask)[0], Common::Point(0, 203), screen._currentScroll);
screen._backBuffer1.maskArea((*_mask1)[0], Common::Point(124, 239), screen._currentScroll);
break;
default:
break;
}
}
screen._flushScreen = true;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Person &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 == 256) {
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 == 256)
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 == 256)
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;
}
} // End of namespace Tattoo
} // End of namespace Sherlock
|