scummvm/engines/sherlock/scene.cpp
2021-12-26 18:48:43 +01:00

1421 lines
45 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "sherlock/scene.h"
#include "sherlock/sherlock.h"
#include "sherlock/screen.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel_scene.h"
#include "sherlock/scalpel/scalpel_screen.h"
#include "sherlock/scalpel/3do/scalpel_3do_screen.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
namespace Sherlock {
BgFileHeader::BgFileHeader() {
_numStructs = -1;
_numImages = -1;
_numcAnimations = -1;
_descSize = -1;
_seqSize = -1;
// Serrated Scalpel
_fill = -1;
// Rose Tattoo
_scrollSize = -1;
_bytesWritten = -1;
_fadeStyle = -1;
Common::fill(&_palette[0], &_palette[PALETTE_SIZE], 0);
}
void BgFileHeader::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
_numStructs = s.readUint16LE();
_numImages = s.readUint16LE();
_numcAnimations = s.readUint16LE();
_descSize = s.readUint16LE();
_seqSize = s.readUint16LE();
if (isRoseTattoo) {
_scrollSize = s.readUint16LE();
_bytesWritten = s.readUint32LE();
_fadeStyle = s.readByte();
} else {
_fill = s.readUint16LE();
}
}
/*----------------------------------------------------------------*/
void BgFileHeaderInfo::load(Common::SeekableReadStream &s) {
_filesize = s.readUint32LE();
_maxFrames = s.readByte();
char buffer[9];
s.read(buffer, 9);
_filename = Common::String(buffer);
}
void BgFileHeaderInfo::load3DO(Common::SeekableReadStream &s) {
_filesize = s.readUint32BE();
_maxFrames = s.readByte();
char buffer[9];
s.read(buffer, 9);
_filename = Common::String(buffer);
s.skip(2); // only on 3DO!
}
/*----------------------------------------------------------------*/
void Exit::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
if (isRoseTattoo) {
char buffer[41];
s.read(buffer, 41);
_dest = Common::String(buffer);
}
left = s.readSint16LE();
top = s.readSint16LE();
setWidth(s.readUint16LE());
setHeight(s.readUint16LE());
_image = isRoseTattoo ? s.readByte() : 0;
_scene = s.readSint16LE();
if (!isRoseTattoo)
_allow = s.readSint16LE();
_newPosition.x = s.readSint16LE();
_newPosition.y = s.readSint16LE();
_newPosition._facing = s.readUint16LE();
if (isRoseTattoo)
_allow = s.readSint16LE();
}
void Exit::load3DO(Common::SeekableReadStream &s) {
left = s.readSint16BE();
top = s.readSint16BE();
setWidth(s.readUint16BE());
setHeight(s.readUint16BE());
_image = 0;
_scene = s.readSint16BE();
_allow = s.readSint16BE();
_newPosition.x = s.readSint16BE();
_newPosition.y = s.readSint16BE();
_newPosition._facing = s.readUint16BE();
s.skip(2); // Filler
}
/*----------------------------------------------------------------*/
void SceneEntry::load(Common::SeekableReadStream &s) {
_startPosition.x = s.readSint16LE();
_startPosition.y = s.readSint16LE();
_startDir = s.readByte();
_allow = s.readByte();
}
void SceneEntry::load3DO(Common::SeekableReadStream &s) {
_startPosition.x = s.readSint16BE();
_startPosition.y = s.readSint16BE();
_startDir = s.readByte();
_allow = s.readByte();
}
void SceneSound::load(Common::SeekableReadStream &s) {
char buffer[9];
s.read(buffer, 8);
buffer[8] = '\0';
_name = Common::String(buffer);
_priority = s.readByte();
}
void SceneSound::load3DO(Common::SeekableReadStream &s) {
load(s);
}
/*----------------------------------------------------------------*/
int ObjectArray::indexOf(const Object &obj) const {
for (uint idx = 0; idx < size(); ++idx) {
if (&(*this)[idx] == &obj)
return idx;
}
return -1;
}
/*----------------------------------------------------------------*/
void ScaleZone::load(Common::SeekableReadStream &s) {
left = s.readSint16LE();
top = s.readSint16LE();
setWidth(s.readUint16LE());
setHeight(s.readUint16LE());
_topNumber = s.readByte();
_bottomNumber = s.readByte();
}
/*----------------------------------------------------------------*/
void WalkArray::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
_pointsCount = (int8)s.readByte();
for (int idx = 0; idx < _pointsCount; ++idx) {
int x = s.readSint16LE();
int y = isRoseTattoo ? s.readSint16LE() : s.readByte();
push_back(Common::Point(x, y));
}
}
/*----------------------------------------------------------------*/
Scene *Scene::init(SherlockEngine *vm) {
if (vm->getGameID() == GType_SerratedScalpel)
return new Scalpel::ScalpelScene(vm);
else
return new Tattoo::TattooScene(vm);
}
Scene::Scene(SherlockEngine *vm): _vm(vm) {
_sceneStats = new bool *[SCENES_COUNT];
_sceneStats[0] = new bool[SCENES_COUNT * (MAX_BGSHAPES + 1)];
Common::fill(&_sceneStats[0][0], &_sceneStats[0][SCENES_COUNT * (MAX_BGSHAPES + 1)], false);
for (int idx = 1; idx < SCENES_COUNT; ++idx) {
_sceneStats[idx] = _sceneStats[idx - 1] + (MAX_BGSHAPES + 1);
}
_currentScene = -1;
_goToScene = -1;
_walkedInScene = false;
_version = 0;
_compressed = false;
_invGraphicItems = 0;
_cAnimFramePause = 0;
_restoreFlag = false;
_animating = 0;
_doBgAnimDone = true;
_tempFadeStyle = 0;
_doBgAnimDone = false;
}
Scene::~Scene() {
freeScene();
delete[] _sceneStats[0];
delete[] _sceneStats;
}
void Scene::selectScene() {
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
// Reset fields
ui._windowOpen = ui._infoFlag = false;
ui._menuMode = STD_MODE;
// Load the scene
Common::String sceneFile = Common::String::format("res%02d", _goToScene);
// _rrmName gets set during loadScene()
// _rrmName is for ScalpelScene::startCAnim
_currentScene = _goToScene;
_goToScene = -1;
loadScene(sceneFile);
// If the fade style was changed from running a movie, then reset it
if (_tempFadeStyle) {
screen._fadeStyle = _tempFadeStyle;
_tempFadeStyle = 0;
}
people[HOLMES]._walkDest = Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
_restoreFlag = true;
events.clearEvents();
// If there were any scripts waiting to be run, but were interrupt by a running
// canimation (probably the last scene's exit canim), clear the _scriptMoreFlag
if (talk._scriptMoreFlag == 3)
talk._scriptMoreFlag = 0;
}
void Scene::freeScene() {
SaveManager &saves = *_vm->_saves;
if (_currentScene == -1)
return;
_vm->_ui->clearWindow();
_vm->_talk->freeTalkVars();
_vm->_talk->clearSequences();
_vm->_inventory->freeInv();
_vm->_music->freeSong();
_vm->_sound->freeLoadedSounds();
if (!saves._justLoaded)
saveSceneStatus();
_sequenceBuffer.clear();
_descText.clear();
_walkPoints.clear();
_cAnim.clear();
_bgShapes.clear();
_zones.clear();
_canimShapes.clear();
for (uint idx = 0; idx < _images.size(); ++idx)
delete _images[idx]._images;
_images.clear();
_currentScene = -1;
}
bool Scene::loadScene(const Common::String &filename) {
Events &events = *_vm->_events;
Music &music = *_vm->_music;
People &people = *_vm->_people;
Resources &res = *_vm->_res;
SaveManager &saves = *_vm->_saves;
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
bool flag;
_walkedInScene = false;
// Reset the list of walkable areas
_zones.clear();
_zones.push_back(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
_descText.clear();
_comments = "";
_bgShapes.clear();
_cAnim.clear();
_sequenceBuffer.clear();
//
// Load the room resource file for the scene
//
if (!IS_3DO) {
// PC version
Common::String roomFilename = filename + ".rrm";
_roomFilename = roomFilename;
flag = _vm->_res->exists(roomFilename);
if (flag) {
Common::SeekableReadStream *rrmStream = _vm->_res->load(roomFilename);
rrmStream->seek(39);
if (IS_SERRATED_SCALPEL) {
_version = rrmStream->readByte();
_compressed = _version == 10;
} else {
_compressed = rrmStream->readByte() > 0;
}
// Go to header and read it in
rrmStream->seek(rrmStream->readUint32LE());
BgFileHeader bgHeader;
bgHeader.load(*rrmStream, IS_ROSE_TATTOO);
_invGraphicItems = bgHeader._numImages + 1;
if (IS_ROSE_TATTOO) {
// Resize the screen if necessary
int fullWidth = SHERLOCK_SCREEN_WIDTH + bgHeader._scrollSize;
if (screen._backBuffer1.width() != fullWidth) {
screen._backBuffer1.create(fullWidth, SHERLOCK_SCREEN_HEIGHT);
screen._backBuffer2.create(fullWidth, SHERLOCK_SCREEN_HEIGHT);
}
// Handle initializing the palette
screen.initPaletteFade(bgHeader._bytesWritten);
rrmStream->read(screen._cMap, PALETTE_SIZE);
paletteLoaded();
screen.translatePalette(screen._cMap);
// Read in background
if (_compressed) {
res.decompress(*rrmStream, (byte *)screen._backBuffer1.getPixels(), fullWidth * SHERLOCK_SCREEN_HEIGHT);
} else {
rrmStream->read(screen._backBuffer1.getPixels(), fullWidth * SHERLOCK_SCREEN_HEIGHT);
}
}
// Read in the shapes header info
Common::Array<BgFileHeaderInfo> bgInfo;
bgInfo.resize(bgHeader._numStructs);
for (uint idx = 0; idx < bgInfo.size(); ++idx)
bgInfo[idx].load(*rrmStream);
// Read information
if (IS_ROSE_TATTOO) {
// Load shapes
Common::SeekableReadStream *infoStream = !_compressed ? rrmStream : res.decompress(*rrmStream, bgHeader._numStructs * 625);
_bgShapes.resize(bgHeader._numStructs);
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
_bgShapes[idx].load(*infoStream, true);
if (_compressed)
delete infoStream;
// Load description text
_descText.resize(bgHeader._descSize);
if (_compressed)
res.decompress(*rrmStream, (byte *)&_descText[0], bgHeader._descSize);
else
rrmStream->read(&_descText[0], bgHeader._descSize);
// Load sequences
_sequenceBuffer.resize(bgHeader._seqSize);
if (_compressed)
res.decompress(*rrmStream, &_sequenceBuffer[0], bgHeader._seqSize);
else
rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
} else if (!_compressed) {
// Serrated Scalpel uncompressed info
_bgShapes.resize(bgHeader._numStructs);
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
_bgShapes[idx].load(*rrmStream, false);
if (bgHeader._descSize) {
_descText.resize(bgHeader._descSize);
rrmStream->read(&_descText[0], bgHeader._descSize);
}
if (bgHeader._seqSize) {
_sequenceBuffer.resize(bgHeader._seqSize);
rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
}
} else {
// Serrated Scalpel compressed info
Common::SeekableReadStream *infoStream;
// Read shapes
infoStream = Resources::decompressLZ(*rrmStream, bgHeader._numStructs * 569);
_bgShapes.resize(bgHeader._numStructs);
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
_bgShapes[idx].load(*infoStream, false);
delete infoStream;
// Read description texts
if (bgHeader._descSize) {
infoStream = Resources::decompressLZ(*rrmStream, bgHeader._descSize);
_descText.resize(bgHeader._descSize);
infoStream->read(&_descText[0], bgHeader._descSize);
delete infoStream;
}
// Read sequences
if (bgHeader._seqSize) {
infoStream = Resources::decompressLZ(*rrmStream, bgHeader._seqSize);
_sequenceBuffer.resize(bgHeader._seqSize);
infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
delete infoStream;
}
}
// Set up the list of images used by the scene
_images.resize(bgHeader._numImages + 1);
for (int idx = 0; idx < bgHeader._numImages; ++idx) {
_images[idx + 1]._filesize = bgInfo[idx]._filesize;
_images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
// Read in the image data
Common::SeekableReadStream *imageStream = _compressed ?
res.decompress(*rrmStream, bgInfo[idx]._filesize) :
rrmStream->readStream(bgInfo[idx]._filesize);
_images[idx + 1]._images = new ImageFile(*imageStream);
delete imageStream;
}
// Set up the bgShapes
for (int idx = 0; idx < bgHeader._numStructs; ++idx) {
_bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images;
_bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
&(*_bgShapes[idx]._images)[0];
_bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
_bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
_bgShapes[idx]._misc = 0;
_bgShapes[idx]._seqCounter = 0;
_bgShapes[idx]._seqCounter2 = 0;
_bgShapes[idx]._seqStack = 0;
_bgShapes[idx]._frameNumber = -1;
_bgShapes[idx]._oldPosition = Common::Point(0, 0);
_bgShapes[idx]._oldSize = Common::Point(1, 1);
}
// Load in cAnim list
_cAnim.clear();
if (bgHeader._numcAnimations) {
int animSize = IS_SERRATED_SCALPEL ? 65 : 47;
Common::SeekableReadStream *cAnimStream = _compressed ?
res.decompress(*rrmStream, animSize * bgHeader._numcAnimations) :
rrmStream->readStream(animSize * bgHeader._numcAnimations);
// Load cAnim offset table as well
uint32 *cAnimOffsetTablePtr = new uint32[bgHeader._numcAnimations]();
uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr;
if (IS_SERRATED_SCALPEL) {
// Save current stream offset
int32 curOffset = rrmStream->pos();
rrmStream->seek(44); // Seek to cAnim-Offset-Table
for (uint16 curCAnim = 0; curCAnim < bgHeader._numcAnimations; curCAnim++) {
*cAnimOffsetPtr = rrmStream->readUint32LE();
cAnimOffsetPtr++;
}
// Seek back to original stream offset
rrmStream->seek(curOffset);
}
// TODO: load offset table for Rose Tattoo as well
// Go to the start of the cAnimOffsetTable
cAnimOffsetPtr = cAnimOffsetTablePtr;
_cAnim.resize(bgHeader._numcAnimations);
for (uint idx = 0; idx < _cAnim.size(); ++idx) {
_cAnim[idx].load(*cAnimStream, IS_ROSE_TATTOO, *cAnimOffsetPtr);
cAnimOffsetPtr++;
}
delete cAnimStream;
delete[] cAnimOffsetTablePtr;
}
// Read in the room bounding areas
int size = rrmStream->readUint16LE();
Common::SeekableReadStream *boundsStream = !_compressed ? rrmStream :
res.decompress(*rrmStream, size);
_zones.resize(size / 10);
for (uint idx = 0; idx < _zones.size(); ++idx) {
_zones[idx].left = boundsStream->readSint16LE();
_zones[idx].top = boundsStream->readSint16LE();
_zones[idx].setWidth(boundsStream->readSint16LE() + 1);
_zones[idx].setHeight(boundsStream->readSint16LE() + 1);
boundsStream->skip(2); // Skip unused scene number field
}
if (_compressed)
delete boundsStream;
// Ensure we've reached the path version byte
if (rrmStream->readByte() != (IS_SERRATED_SCALPEL ? 254 : 251))
error("Invalid scene path data");
// Load the walk directory and walk data
assert(_zones.size() < MAX_ZONES);
for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
Common::fill(&_walkDirectory[idx1][0], &_walkDirectory[idx1][MAX_ZONES], 0);
for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
_walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
}
// Read in the walk data
size = rrmStream->readUint16LE();
Common::SeekableReadStream *walkStream = !_compressed ? rrmStream->readStream(size) :
res.decompress(*rrmStream, size);
// Translate the file offsets of the walk directory to indexes in the loaded walk data
for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) {
int dataOffset = _walkDirectory[idx1][idx2];
if (dataOffset == -1)
continue;
// Check to see if we've already loaded the walk set for the given data offset
uint dataIndex = 0;
while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != dataOffset)
++dataIndex;
if (dataIndex == _walkPoints.size()) {
// Walk data for that offset hasn't been loaded yet, so load it now
_walkPoints.push_back(WalkArray());
walkStream->seek(dataOffset);
_walkPoints[_walkPoints.size() - 1]._fileOffset = dataOffset;
_walkPoints[_walkPoints.size() - 1].load(*walkStream, IS_ROSE_TATTOO);
dataIndex = _walkPoints.size() - 1;
}
_walkDirectory[idx1][idx2] = dataIndex;
}
}
delete walkStream;
if (IS_ROSE_TATTOO) {
// Read in the entrance
_entrance.load(*rrmStream);
// Load scale zones
_scaleZones.resize(rrmStream->readByte());
for (uint idx = 0; idx < _scaleZones.size(); ++idx)
_scaleZones[idx].load(*rrmStream);
}
// Read in the exits
int numExits = rrmStream->readByte();
_exits.resize(numExits);
for (int idx = 0; idx < numExits; ++idx)
_exits[idx].load(*rrmStream, IS_ROSE_TATTOO);
if (IS_SERRATED_SCALPEL)
// Read in the entrance
_entrance.load(*rrmStream);
// Initialize sound list
int numSounds = rrmStream->readByte();
_sounds.resize(numSounds);
for (int idx = 0; idx < numSounds; ++idx)
_sounds[idx].load(*rrmStream);
loadSceneSounds();
if (IS_ROSE_TATTOO) {
// Load the object sound list
char buffer[27];
_objSoundList.resize(rrmStream->readUint16LE());
for (uint idx = 0; idx < _objSoundList.size(); ++idx) {
rrmStream->read(buffer, 27);
_objSoundList[idx] = Common::String(buffer);
}
} else {
// Read in palette
rrmStream->read(screen._cMap, PALETTE_SIZE);
screen.translatePalette(screen._cMap);
Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap);
// Read in the background
Common::SeekableReadStream *bgStream = !_compressed ? rrmStream :
res.decompress(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
bgStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
if (_compressed)
delete bgStream;
}
// Backup the image and set the palette
screen._backBuffer2.SHblitFrom(screen._backBuffer1);
screen.setPalette(screen._cMap);
delete rrmStream;
}
} else {
// === 3DO version ===
_roomFilename = "rooms/" + filename + ".rrm";
flag = _vm->_res->exists(_roomFilename);
if (!flag)
error("loadScene: 3DO room data file not found");
Common::SeekableReadStream *roomStream = _vm->_res->load(_roomFilename);
uint32 roomStreamSize = roomStream->size();
// there should be at least all bytes of the header data
if (roomStreamSize < 128)
error("loadScene: 3DO room data file is too small");
// Read 3DO header
roomStream->skip(4); // UINT32: offset graphic data?
uint16 header3DO_numStructs = roomStream->readUint16BE();
uint16 header3DO_numImages = roomStream->readUint16BE();
uint16 header3DO_numAnimations = roomStream->readUint16BE();
roomStream->skip(6);
uint32 header3DO_bgInfo_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_bgInfo_size = roomStream->readUint32BE();
uint32 header3DO_bgShapes_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_bgShapes_size = roomStream->readUint32BE();
uint32 header3DO_descriptions_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_descriptions_size = roomStream->readUint32BE();
uint32 header3DO_sequence_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_sequence_size = roomStream->readUint32BE();
uint32 header3DO_cAnim_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_cAnim_size = roomStream->readUint32BE();
uint32 header3DO_roomBounding_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_roomBounding_size = roomStream->readUint32BE();
uint32 header3DO_walkDirectory_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_walkDirectory_size = roomStream->readUint32BE();
uint32 header3DO_walkData_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_walkData_size = roomStream->readUint32BE();
uint32 header3DO_exits_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_exits_size = roomStream->readUint32BE();
uint32 header3DO_entranceData_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_entranceData_size = roomStream->readUint32BE();
uint32 header3DO_soundList_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_soundList_size = roomStream->readUint32BE();
//uint32 header3DO_unknown_offset = roomStream->readUint32BE() + 0x80;
//uint32 header3DO_unknown_size = roomStream->readUint32BE();
roomStream->skip(8); // Skip over unknown offset+size
uint32 header3DO_bgGraphicData_offset = roomStream->readUint32BE() + 0x80;
uint32 header3DO_bgGraphicData_size = roomStream->readUint32BE();
// Calculate amount of entries
int32 header3DO_soundList_count = header3DO_soundList_size / 9;
_invGraphicItems = header3DO_numImages + 1;
// Verify all offsets
if (header3DO_bgInfo_offset >= roomStreamSize)
error("loadScene: 3DO bgInfo offset points outside of room file");
if (header3DO_bgInfo_size > (roomStreamSize - header3DO_bgInfo_offset))
error("loadScene: 3DO bgInfo size goes beyond room file");
if (header3DO_bgShapes_offset >= roomStreamSize)
error("loadScene: 3DO bgShapes offset points outside of room file");
if (header3DO_bgShapes_size > (roomStreamSize - header3DO_bgShapes_offset))
error("loadScene: 3DO bgShapes size goes beyond room file");
if (header3DO_descriptions_offset >= roomStreamSize)
error("loadScene: 3DO descriptions offset points outside of room file");
if (header3DO_descriptions_size > (roomStreamSize - header3DO_descriptions_offset))
error("loadScene: 3DO descriptions size goes beyond room file");
if (header3DO_sequence_offset >= roomStreamSize)
error("loadScene: 3DO sequence offset points outside of room file");
if (header3DO_sequence_size > (roomStreamSize - header3DO_sequence_offset))
error("loadScene: 3DO sequence size goes beyond room file");
if (header3DO_cAnim_offset >= roomStreamSize)
error("loadScene: 3DO cAnim offset points outside of room file");
if (header3DO_cAnim_size > (roomStreamSize - header3DO_cAnim_offset))
error("loadScene: 3DO cAnim size goes beyond room file");
if (header3DO_roomBounding_offset >= roomStreamSize)
error("loadScene: 3DO roomBounding offset points outside of room file");
if (header3DO_roomBounding_size > (roomStreamSize - header3DO_roomBounding_offset))
error("loadScene: 3DO roomBounding size goes beyond room file");
if (header3DO_walkDirectory_offset >= roomStreamSize)
error("loadScene: 3DO walkDirectory offset points outside of room file");
if (header3DO_walkDirectory_size > (roomStreamSize - header3DO_walkDirectory_offset))
error("loadScene: 3DO walkDirectory size goes beyond room file");
if (header3DO_walkData_offset >= roomStreamSize)
error("loadScene: 3DO walkData offset points outside of room file");
if (header3DO_walkData_size > (roomStreamSize - header3DO_walkData_offset))
error("loadScene: 3DO walkData size goes beyond room file");
if (header3DO_exits_offset >= roomStreamSize)
error("loadScene: 3DO exits offset points outside of room file");
if (header3DO_exits_size > (roomStreamSize - header3DO_exits_offset))
error("loadScene: 3DO exits size goes beyond room file");
if (header3DO_entranceData_offset >= roomStreamSize)
error("loadScene: 3DO entranceData offset points outside of room file");
if (header3DO_entranceData_size > (roomStreamSize - header3DO_entranceData_offset))
error("loadScene: 3DO entranceData size goes beyond room file");
if (header3DO_soundList_offset >= roomStreamSize)
error("loadScene: 3DO soundList offset points outside of room file");
if (header3DO_soundList_size > (roomStreamSize - header3DO_soundList_offset))
error("loadScene: 3DO soundList size goes beyond room file");
if (header3DO_bgGraphicData_offset >= roomStreamSize)
error("loadScene: 3DO bgGraphicData offset points outside of room file");
if (header3DO_bgGraphicData_size > (roomStreamSize - header3DO_bgGraphicData_offset))
error("loadScene: 3DO bgGraphicData size goes beyond room file");
// === BGINFO === read in the shapes header info
Common::Array<BgFileHeaderInfo> bgInfo;
uint32 expected3DO_bgInfo_size = header3DO_numStructs * 16;
if (expected3DO_bgInfo_size != header3DO_bgInfo_size) // Security check
error("loadScene: 3DO bgInfo size mismatch");
roomStream->seek(header3DO_bgInfo_offset);
bgInfo.resize(header3DO_numStructs);
for (uint idx = 0; idx < bgInfo.size(); ++idx)
bgInfo[idx].load3DO(*roomStream);
// === BGSHAPES === read in the shapes info
uint32 expected3DO_bgShapes_size = header3DO_numStructs * 588;
if (expected3DO_bgShapes_size != header3DO_bgShapes_size) // Security check
error("loadScene: 3DO bgShapes size mismatch");
roomStream->seek(header3DO_bgShapes_offset);
_bgShapes.resize(header3DO_numStructs);
for (int idx = 0; idx < header3DO_numStructs; ++idx)
_bgShapes[idx].load3DO(*roomStream);
// === DESCRIPTION === read description text
if (header3DO_descriptions_size) {
roomStream->seek(header3DO_descriptions_offset);
_descText.resize(header3DO_descriptions_size);
roomStream->read(&_descText[0], header3DO_descriptions_size);
}
// === SEQUENCE === read sequence buffer
if (header3DO_sequence_size) {
roomStream->seek(header3DO_sequence_offset);
_sequenceBuffer.resize(header3DO_sequence_size);
roomStream->read(&_sequenceBuffer[0], header3DO_sequence_size);
}
// === IMAGES === set up the list of images used by the scene
roomStream->seek(header3DO_bgGraphicData_offset);
_images.resize(header3DO_numImages + 1);
for (int idx = 0; idx < header3DO_numImages; ++idx) {
_images[idx + 1]._filesize = bgInfo[idx]._filesize;
_images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
// Read image data into memory
Common::SeekableReadStream *imageStream = roomStream->readStream(bgInfo[idx]._filesize);
// Load image data into an ImageFile array as room file data
// which is basically a fixed header, followed by a raw cel header, followed by regular cel data
_images[idx + 1]._images = new ImageFile3DO(*imageStream, true);
delete imageStream;
}
// === BGSHAPES === Set up the bgShapes
for (int idx = 0; idx < header3DO_numStructs; ++idx) {
_bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images;
_bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
&(*_bgShapes[idx]._images)[0];
_bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
_bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
_bgShapes[idx]._misc = 0;
_bgShapes[idx]._seqCounter = 0;
_bgShapes[idx]._seqCounter2 = 0;
_bgShapes[idx]._seqStack = 0;
_bgShapes[idx]._frameNumber = -1;
_bgShapes[idx]._oldPosition = Common::Point(0, 0);
_bgShapes[idx]._oldSize = Common::Point(1, 1);
}
// === CANIM === read cAnim list
_cAnim.clear();
if (header3DO_numAnimations) {
roomStream->seek(header3DO_cAnim_offset);
Common::SeekableReadStream *cAnimStream = roomStream->readStream(header3DO_cAnim_size);
uint32 *cAnimOffsetTablePtr = new uint32[header3DO_numAnimations]();
uint32 *cAnimOffsetPtr = cAnimOffsetTablePtr;
uint32 cAnimOffset = 0;
// Seek to end of graphics data and load cAnim offset table from there
roomStream->seek(header3DO_bgGraphicData_offset + header3DO_bgGraphicData_size);
for (uint16 curCAnim = 0; curCAnim < header3DO_numAnimations; curCAnim++) {
cAnimOffset = roomStream->readUint32BE();
if (cAnimOffset >= roomStreamSize)
error("loadScene: 3DO cAnim entry offset points outside of room file");
*cAnimOffsetPtr = cAnimOffset;
cAnimOffsetPtr++;
}
// Go to the start of the cAnimOffsetTable
cAnimOffsetPtr = cAnimOffsetTablePtr;
_cAnim.resize(header3DO_numAnimations);
for (uint idx = 0; idx < _cAnim.size(); ++idx) {
_cAnim[idx].load3DO(*cAnimStream, *cAnimOffsetPtr);
cAnimOffsetPtr++;
}
delete cAnimStream;
delete[] cAnimOffsetTablePtr;
}
// === BOUNDING AREAS === Read in the room bounding areas
int roomBoundingCount = header3DO_roomBounding_size / 12;
uint32 expected3DO_roomBounding_size = roomBoundingCount * 12;
if (expected3DO_roomBounding_size != header3DO_roomBounding_size)
error("loadScene: 3DO roomBounding size mismatch");
roomStream->seek(header3DO_roomBounding_offset);
_zones.resize(roomBoundingCount);
for (uint idx = 0; idx < _zones.size(); ++idx) {
_zones[idx].left = roomStream->readSint16BE();
_zones[idx].top = roomStream->readSint16BE();
_zones[idx].setWidth(roomStream->readSint16BE() + 1);
_zones[idx].setHeight(roomStream->readSint16BE() + 1);
roomStream->skip(4); // skip UINT32
}
// === WALK DIRECTORY === Load the walk directory
uint32 expected3DO_walkDirectory_size = _zones.size() * _zones.size() * 2;
if (expected3DO_walkDirectory_size != header3DO_walkDirectory_size)
error("loadScene: 3DO walkDirectory size mismatch");
roomStream->seek(header3DO_walkDirectory_offset);
assert(_zones.size() < MAX_ZONES);
for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
_walkDirectory[idx1][idx2] = roomStream->readSint16BE();
}
// === WALK DATA === Read in the walk data
roomStream->seek(header3DO_walkData_offset);
// Read in the walk data
Common::SeekableReadStream *walkStream = !_compressed ? roomStream->readStream(header3DO_walkData_size) :
res.decompress(*roomStream, header3DO_walkData_size);
// Translate the file offsets of the walk directory to indexes in the loaded walk data
for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
for (uint idx2 = 0; idx2 < _zones.size(); ++idx2) {
int dataOffset = _walkDirectory[idx1][idx2];
if (dataOffset == -1)
continue;
// Check to see if we've already loaded the walk set for the given data offset
uint dataIndex = 0;
while (dataIndex < _walkPoints.size() && _walkPoints[dataIndex]._fileOffset != dataOffset)
++dataIndex;
if (dataIndex == _walkPoints.size()) {
// Walk data for that offset hasn't been loaded yet, so load it now
_walkPoints.push_back(WalkArray());
walkStream->seek(dataOffset);
_walkPoints[_walkPoints.size() - 1]._fileOffset = dataOffset;
_walkPoints[_walkPoints.size() - 1].load(*walkStream, IS_ROSE_TATTOO);
dataIndex = _walkPoints.size() - 1;
}
_walkDirectory[idx1][idx2] = dataIndex;
}
}
delete walkStream;
// === EXITS === Read in the exits
roomStream->seek(header3DO_exits_offset);
int exitsCount = header3DO_exits_size / 20;
_exits.resize(exitsCount);
for (int idx = 0; idx < exitsCount; ++idx)
_exits[idx].load3DO(*roomStream);
// === ENTRANCE === Read in the entrance
if (header3DO_entranceData_size != 8)
error("loadScene: 3DO entranceData size mismatch");
roomStream->seek(header3DO_entranceData_offset);
_entrance.load3DO(*roomStream);
// === SOUND LIST === Initialize sound list
roomStream->seek(header3DO_soundList_offset);
_sounds.resize(header3DO_soundList_count);
for (int idx = 0; idx < header3DO_soundList_count; ++idx)
_sounds[idx].load3DO(*roomStream);
delete roomStream;
// === BACKGROUND PICTURE ===
// load from file rooms\[filename].bg
// it's uncompressed 15-bit RGB555 data
Common::String roomBackgroundFilename = "rooms/" + filename + ".bg";
flag = _vm->_res->exists(roomBackgroundFilename);
if (!flag)
error("loadScene: 3DO room background file not found (%s)", roomBackgroundFilename.c_str());
Common::File roomBackgroundStream;
if (!roomBackgroundStream.open(roomBackgroundFilename))
error("Could not open file - %s", roomBackgroundFilename.c_str());
int totalPixelCount = SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT;
uint16 *roomBackgroundDataPtr = nullptr;
uint16 *pixelSourcePtr = nullptr;
uint16 *pixelDestPtr = (uint16 *)screen._backBuffer1.getPixels();
uint16 curPixel = 0;
uint32 roomBackgroundStreamSize = roomBackgroundStream.size();
uint32 expectedBackgroundSize = totalPixelCount * 2;
// Verify file size of background file
if (expectedBackgroundSize != roomBackgroundStreamSize)
error("loadScene: 3DO room background file not expected size");
roomBackgroundDataPtr = new uint16[totalPixelCount];
roomBackgroundStream.read(roomBackgroundDataPtr, roomBackgroundStreamSize);
roomBackgroundStream.close();
// Convert data from RGB555 to RGB565
pixelSourcePtr = roomBackgroundDataPtr;
for (int pixels = 0; pixels < totalPixelCount; pixels++) {
curPixel = READ_BE_UINT16(pixelSourcePtr++);
byte curPixelRed = (curPixel >> 10) & 0x1F;
byte curPixelGreen = (curPixel >> 5) & 0x1F;
byte curPixelBlue = curPixel & 0x1F;
*pixelDestPtr = ((curPixelRed << 11) | (curPixelGreen << 6) | (curPixelBlue));
pixelDestPtr++;
}
delete[] roomBackgroundDataPtr;
#if 0
// code to show the background
screen.SHblitFrom(screen._backBuffer1);
_vm->_events->wait(10000);
#endif
// Backup the image
screen._backBuffer2.SHblitFrom(screen._backBuffer1);
}
// Handle drawing any on-screen interface
ui.drawInterface();
checkSceneStatus();
if (!saves._justLoaded) {
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == HIDDEN && _bgShapes[idx]._aType == TALK_EVERY)
_bgShapes[idx].toggleHidden();
}
// Check for TURNON objects
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == HIDDEN && (_bgShapes[idx]._flags & TURNON_OBJ))
_bgShapes[idx].toggleHidden();
}
// Check for TURNOFF objects
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & TURNOFF_OBJ) &&
_bgShapes[idx]._type != INVALID)
_bgShapes[idx].toggleHidden();
if (_bgShapes[idx]._type == HIDE_SHAPE)
// Hiding isn't needed, since objects aren't drawn yet
_bgShapes[idx]._type = HIDDEN;
}
}
checkSceneFlags(false);
checkInventory();
// Handle starting any music for the scene
if (IS_SERRATED_SCALPEL && music._musicOn && music.loadSong(_currentScene))
music.startSong();
// Load walking images if not already loaded
people.loadWalk();
// Transition to the scene and setup entrance co-ordinates and animations
transitionToScene();
// Player has not yet walked in this scene
_walkedInScene = false;
saves._justLoaded = false;
events.clearEvents();
return flag;
}
void Scene::loadSceneSounds() {
Sound &sound = *_vm->_sound;
for (uint idx = 0; idx < _sounds.size(); ++idx)
sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority);
}
void Scene::checkSceneStatus() {
if (_sceneStats[_currentScene][MAX_BGSHAPES]) {
for (int idx = 0; idx < MAX_BGSHAPES; ++idx) {
bool flag = _sceneStats[_currentScene][idx];
if (idx < (int)_bgShapes.size()) {
Object &obj = _bgShapes[idx];
if (flag) {
// No shape to erase, so flag as hidden
obj._type = HIDDEN;
} else if (obj._images == nullptr || obj._images->size() == 0) {
// No shape
obj._type = NO_SHAPE;
} else {
obj._type = ACTIVE_BG_SHAPE;
}
} else {
// Finished checks
return;
}
}
}
}
void Scene::saveSceneStatus() {
// Flag any objects for the scene that have been altered
int count = MIN((int)_bgShapes.size(), MAX_BGSHAPES);
for (int idx = 0; idx < count; ++idx) {
Object &obj = _bgShapes[idx];
_sceneStats[_currentScene][idx] = obj._type == HIDDEN || obj._type == REMOVE
|| obj._type == HIDE_SHAPE || obj._type == INVALID;
}
// Flag scene as having been visited
_sceneStats[_currentScene][MAX_BGSHAPES] = true;
}
void Scene::checkSceneFlags(bool flag) {
SpriteType mode = flag ? HIDE_SHAPE : HIDDEN;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._requiredFlag[0] || o._requiredFlag[1]) {
bool objectFlag = true;
if (o._requiredFlag[0] != 0)
objectFlag = _vm->readFlags(o._requiredFlag[0]);
if (o._requiredFlag[1] != 0)
objectFlag &= _vm->readFlags(o._requiredFlag[1]);
if (!objectFlag) {
// Kill object
if (o._type != HIDDEN && o._type != INVALID) {
if (o._images == nullptr || o._images->size() == 0)
// No shape to erase, so flag as hidden
o._type = HIDDEN;
else
// Flag it as needing to be hidden after first erasing it
o._type = mode;
}
} else if (IS_ROSE_TATTOO || o._requiredFlag[0] > 0) {
// Restore object
if (o._images == nullptr || o._images->size() == 0)
o._type = NO_SHAPE;
else
o._type = ACTIVE_BG_SHAPE;
}
}
}
// Check inventory for items to remove based on flag changes
for (int idx = 0; idx < _vm->_inventory->_holdings; ++idx) {
InventoryItem &ii = (*_vm->_inventory)[idx];
if (ii._requiredFlag && !_vm->readFlags(ii._requiredFlag)) {
// Kill object: move it after the active holdings
InventoryItem tempItem = (*_vm->_inventory)[idx];
_vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
_vm->_inventory->remove_at(idx);
_vm->_inventory->_holdings--;
}
}
// Check inactive inventory items for ones to reactivate based on flag changes
for (uint idx = _vm->_inventory->_holdings; idx < _vm->_inventory->size(); ++idx) {
InventoryItem &ii = (*_vm->_inventory)[idx];
if (ii._requiredFlag && _vm->readFlags(ii._requiredFlag)) {
// Restore object: move it after the active holdings
InventoryItem tempItem = (*_vm->_inventory)[idx];
_vm->_inventory->remove_at(idx);
_vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
_vm->_inventory->_holdings++;
}
}
}
void Scene::checkInventory() {
for (uint shapeIdx = 0; shapeIdx < _bgShapes.size(); ++shapeIdx) {
for (int invIdx = 0; invIdx < _vm->_inventory->_holdings; ++invIdx) {
if (_bgShapes[shapeIdx]._name.equalsIgnoreCase((*_vm->_inventory)[invIdx]._name)) {
_bgShapes[shapeIdx]._type = INVALID;
break;
}
}
}
}
void Scene::transitionToScene() {
People &people = *_vm->_people;
SaveManager &saves = *_vm->_saves;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
Point32 &hSavedPos = people._savedPos;
int &hSavedFacing = people._savedPos._facing;
if (hSavedPos.x < 1) {
// No exit information from last scene-check entrance info
if (_entrance._startPosition.x < 1) {
// No entrance info either, so use defaults
if (IS_SERRATED_SCALPEL) {
hSavedPos = Point32(160 * FIXED_INT_MULTIPLIER, 100 * FIXED_INT_MULTIPLIER);
hSavedFacing = 4;
} else {
hSavedPos = people[HOLMES]._position;
hSavedFacing = people[HOLMES]._sequenceNumber;
}
} else {
// setup entrance info
hSavedPos.x = _entrance._startPosition.x * FIXED_INT_MULTIPLIER;
hSavedPos.y = _entrance._startPosition.y * FIXED_INT_MULTIPLIER;
if (IS_SERRATED_SCALPEL) {
hSavedPos.x /= 100;
hSavedPos.y /= 100;
}
hSavedFacing = _entrance._startDir;
}
} else {
// Exit information exists, translate it to real sequence info
// Note: If a savegame was just loaded, then the data is already correct.
// Otherwise, this is a linked scene or entrance info, and must be translated
if (hSavedFacing < 8 && !saves._justLoaded) {
if (IS_ROSE_TATTOO)
hSavedFacing = Tattoo::FS_TRANS[hSavedFacing];
else
hSavedFacing = Scalpel::FS_TRANS[hSavedFacing];
hSavedPos.x *= FIXED_INT_MULTIPLIER;
hSavedPos.y *= FIXED_INT_MULTIPLIER;
}
}
int cAnimNum = -1;
if (!saves._justLoaded) {
if (hSavedFacing < 101) {
// Standard info, so set it
people[HOLMES]._position = hSavedPos;
people[HOLMES]._sequenceNumber = hSavedFacing;
} else {
// It's canimation information
cAnimNum = hSavedFacing - 101;
}
}
// Reset positioning for next load
hSavedPos = Common::Point(-1, -1);
hSavedFacing = -1;
if (cAnimNum != -1) {
// Prevent Holmes from being drawn
people[HOLMES]._position = Common::Point(0, 0);
}
// If the scene is capable of scrolling, set the current scroll so that whoever has control
// of the scroll code is in the middle of the screen
if (screen._backBuffer1.width() > SHERLOCK_SCREEN_WIDTH)
people[people._walkControl].centerScreenOnPerson();
for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) {
Object &obj = _bgShapes[objIdx];
if (obj._aType > 1 && obj._type != INVALID && obj._type != HIDDEN) {
Common::Point topLeft = obj._position;
Common::Point bottomRight;
if (obj._type != NO_SHAPE) {
topLeft += obj._imageFrame->_offset;
bottomRight.x = topLeft.x + obj._imageFrame->_frame.w;
bottomRight.y = topLeft.y + obj._imageFrame->_frame.h;
} else {
bottomRight = topLeft + obj._noShapeSize;
}
if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains(
Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[HOLMES]._position.y / FIXED_INT_MULTIPLIER))) {
// Current point is already inside box - impact occurred on
// a previous call. So simply do nothing except talk until the
// player is clear of the box
switch (obj._aType) {
case FLAG_SET:
for (int useNum = 0; useNum < USE_COUNT; ++useNum) {
if (obj._use[useNum]._useFlag) {
if (!_vm->readFlags(obj._use[useNum]._useFlag))
_vm->setFlags(obj._use[useNum]._useFlag);
}
if (!talk._talkToAbort) {
for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {
toggleObject(obj._use[useNum]._names[nameIdx]);
}
}
}
obj._type = HIDDEN;
break;
default:
break;
}
}
}
}
updateBackground();
// Actually do the transition
if (screen._fadeStyle) {
if (!IS_3DO) {
// do pixel-transition for PC
screen.randomTransition();
} else {
// fade in for 3DO
screen.clear();
static_cast<Scalpel::Scalpel3DOScreen *>(_vm->_screen)->fadeIntoScreen3DO(3);
}
} else {
screen.slamArea(screen._currentScroll.x, screen._currentScroll.y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
}
screen.update();
// Start any initial animation for the scene
if (cAnimNum != -1) {
CAnim &c = _cAnim[cAnimNum];
PositionFacing pt = c._goto[0];
c._goto[0].x = c._goto[0].y = -1;
people[HOLMES]._position = Common::Point(0, 0);
startCAnim(cAnimNum, 1);
c._goto[0] = pt;
}
}
int Scene::toggleObject(const Common::String &name) {
int count = 0;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (name.equalsIgnoreCase(_bgShapes[idx]._name)) {
++count;
_bgShapes[idx].toggleHidden();
}
}
return count;
}
void Scene::updateBackground() {
People &people = *_vm->_people;
// Update Holmes if he's turned on
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();
// Draw the shapes for the scene
drawAllShapes();
}
Exit *Scene::checkForExit(const Common::Rect &r) {
for (uint idx = 0; idx < _exits.size(); ++idx) {
if (_exits[idx].intersects(r))
return &_exits[idx];
}
return nullptr;
}
int Scene::checkForZones(const Common::Point &pt, int zoneType) {
int matches = 0;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._aType == zoneType && o._type != INVALID) && o._type != HIDDEN) {
Common::Rect r = o._type == NO_SHAPE ? o.getNoShapeBounds() : o.getNewBounds();
if (r.contains(pt)) {
++matches;
o.setFlagsAndToggles();
_vm->_talk->talkTo(o._use[0]._target);
}
}
}
return matches;
}
int Scene::whichZone(const Common::Point &pt) {
for (uint idx = 0; idx < _zones.size(); ++idx) {
if (_zones[idx].contains(pt))
return idx;
}
return -1;
}
void Scene::synchronize(Serializer &s) {
if (s.isSaving())
saveSceneStatus();
if (s.isSaving()) {
s.syncAsSint16LE(_currentScene);
} else {
s.syncAsSint16LE(_goToScene);
}
for (int sceneNum = 1; sceneNum < SCENES_COUNT; ++sceneNum) {
for (int flag = 0; flag <= MAX_BGSHAPES; ++flag) {
s.syncAsByte(_sceneStats[sceneNum][flag]);
}
}
}
void Scene::checkBgShapes() {
People &people = *_vm->_people;
Person &holmes = people[HOLMES];
Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
// Iterate through the shapes
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE || (IS_SERRATED_SCALPEL && obj._type == STATIC_BG_SHAPE)) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj.frameHeight() - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
} else if (!(obj._flags & OBJ_BEHIND)) {
obj._misc = BEHIND;
} else if (obj._flags & OBJ_FORWARD) {
obj._misc = FORWARD;
}
}
}
}
} // End of namespace Sherlock