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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_TATTOO_SCENE_H
#define SHERLOCK_TATTOO_SCENE_H
#include "common/scummsys.h"
#include "sherlock/scene.h"
namespace Sherlock {
namespace Tattoo {
enum {
STARTING_GAME_SCENE = 1, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 99, OVERHEAD_MAP = 100
};
struct SceneTripEntry {
bool _flag;
int _sceneNumber;
int _numTimes;
SceneTripEntry() : _flag(false), _sceneNumber(0), _numTimes(0) {}
SceneTripEntry(bool flag, int sceneNumber, int numTimes) : _flag(flag),
_sceneNumber(sceneNumber), _numTimes(numTimes) {}
};
class TattooScene : public Scene {
private:
int _arrowZone;
int _maskCounter;
Common::Point _maskOffset;
byte _lookupTable[PALETTE_COUNT];
byte _lookupTable1[PALETTE_COUNT];
private:
void doBgAnimCheckCursor();
void doBgAnimEraseBackground();
/**
* Update the background objects and canimations as part of doBgAnim
*/
void doBgAnimUpdateBgObjectsAndAnim();
void doBgAnimDrawSprites();
/**
* Makes a greyscale translation table for each palette entry in the table
*/
void setupBGArea(const byte cMap[PALETTE_SIZE]);
/**
* 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);
public:
ImageFile *_mask, *_mask1;
CAnimStream _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);
/**
* 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);
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif
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