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
|
/* 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_TATTOO_SCENE_H
#define SHERLOCK_TATTOO_SCENE_H
#include "common/scummsys.h"
#include "sherlock/scene.h"
#include "sherlock/tattoo/widget_lab.h"
namespace Sherlock {
namespace Tattoo {
extern const int FS_TRANS[8];
enum {
STARTING_GAME_SCENE = 1, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 90, OVERHEAD_MAP = 100
};
struct SceneTripEntry {
int _flag;
int _sceneNumber;
int _numTimes;
SceneTripEntry() : _flag(0), _sceneNumber(0), _numTimes(0) {}
SceneTripEntry(int flag, int sceneNumber, int numTimes) : _flag(flag),
_sceneNumber(sceneNumber), _numTimes(numTimes) {}
};
class TattooScene : public Scene {
private:
WidgetLab _labWidget;
void doBgAnimCheckCursor();
/**
* Update the background objects and canimations as part of doBgAnim
*/
void doBgAnimUpdateBgObjectsAndAnim();
void doBgAnimDrawSprites();
/**
* Resets the NPC path information when entering a new scene.
* @remarks The default talk file for the given NPC is set to WATS##A, where ## is
* the scene number being entered
*/
void setNPCPath(int npc);
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();
/**
* Called by loadScene when the palette is loaded for Rose Tattoo
*/
virtual void paletteLoaded();
/**
* Synchronize the data for a savegame
*/
virtual void synchronize(Serializer &s);
/**
* Returns the index of the closest zone to a given point.
*/
virtual int closestZone(const Common::Point &pt);
public:
StreamingImageFile _activeCAnim;
Common::Array<SceneTripEntry> _sceneTripCounters;
bool _labTableScene;
public:
TattooScene(SherlockEngine *vm);
/**
* Returns the scale value for the passed co-ordinates. This is taken from the scene's
* scale zones, interpolating inbetween the top and bottom values of the zones as needed
*/
int getScaleVal(const Point32 &pt);
/**
* Fres all the graphics and other dynamically allocated data for the scene
*/
virtual void freeScene();
/**
* Draw all objects and characters.
*/
virtual void doBgAnim();
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
virtual void updateBackground();
/**
* 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 Tattoo
} // End of namespace Sherlock
#endif
|