scummvm/engines/sherlock/scene.cpp
2015-05-08 18:01:51 +02:00

1526 lines
46 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 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/scene.h"
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/decompress.h"
namespace Sherlock {
void BgFileHeader::synchronize(Common::SeekableReadStream &s) {
_numStructs = s.readUint16LE();
_numImages = s.readUint16LE();
_numcAnimations = s.readUint16LE();
_descSize = s.readUint16LE();
_seqSize = s.readUint16LE();
_fill = s.readUint16LE();
}
/*----------------------------------------------------------------*/
void BgfileheaderInfo::synchronize(Common::SeekableReadStream &s) {
_filesize = s.readUint32LE();
_maxFrames = s.readByte();
char buffer[9];
s.read(buffer, 9);
_filename = Common::String(buffer);
}
/*----------------------------------------------------------------*/
void Exit::synchronize(Common::SeekableReadStream &s) {
int xp = s.readSint16LE();
int yp = s.readSint16LE();
int xSize = s.readSint16LE();
int ySize = s.readSint16LE();
_bounds = Common::Rect(xp, yp, xp + xSize, yp + ySize);
_scene = s.readSint16LE();
_allow = s.readSint16LE();
_people.x = s.readSint16LE();
_people.y = s.readSint16LE();
_peopleDir = s.readUint16LE();
}
/*----------------------------------------------------------------*/
void SceneEntry::synchronize(Common::SeekableReadStream &s) {
_startPosition.x = s.readSint16LE();
_startPosition.y = s.readSint16LE();
_startDir = s.readByte();
_allow = s.readByte();
}
void SceneSound::synchronize(Common::SeekableReadStream &s) {
char buffer[9];
s.read(buffer, 8);
buffer[8] = '\0';
_name = Common::String(buffer);
_priority = s.readByte();
}
/*----------------------------------------------------------------*/
int ObjectArray::indexOf(const Object &obj) const {
for (uint idx = 0; idx < size(); ++idx) {
if (&(*this)[idx] == &obj)
return idx;
}
return -1;
}
/*----------------------------------------------------------------*/
Scene::Scene(SherlockEngine *vm): _vm(vm) {
for (int idx = 0; idx < SCENES_COUNT; ++idx)
Common::fill(&_sceneStats[idx][0], &_sceneStats[idx][65], false);
_currentScene = -1;
_goToScene = -1;
_loadingSavedGame = false;
_changes = false;
_keyboardInput = 0;
_walkedInScene = false;
_version = 0;
_lzwMode = false;
_invGraphicItems = 0;
_cAnimFramePause = 0;
_restoreFlag = false;
_invLookFlag = false;
_lookHelp = false;
_animating = 0;
_doBgAnimDone = true;
_tempFadeStyle = 0;
}
Scene::~Scene() {
freeScene();
}
/**
* Handles loading the scene specified by _goToScene
*/
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;
_keyboardInput = 0;
_oldKey = _help = _oldHelp = 0;
_oldTemp = _temp = 0;
// Free any previous scene
freeScene();
// Load the scene
Common::String sceneFile = Common::String::format("res%02d", _goToScene);
_rrmName = Common::String::format("res%02d.rrm", _goToScene);
_currentScene = _goToScene;
_goToScene = -1;
loadScene(sceneFile);
// If the fade style was changed from running amovie, then reset it
if (_tempFadeStyle) {
screen._fadeStyle = _tempFadeStyle;
_tempFadeStyle = 0;
}
people._walkDest = Common::Point(people[AL]._position.x / 100,
people[AL]._position.y / 100);
_restoreFlag = true;
events.clearEvents();
// If there were any scripst 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;
}
/**
* Fres all the graphics and other dynamically allocated data for the scene
*/
void Scene::freeScene() {
if (_currentScene == -1)
return;
_vm->_talk->freeTalkVars();
_vm->_inventory->freeInv();
_vm->_sound->freeSong();
_vm->_sound->freeLoadedSounds();
if (!_loadingSavedGame)
saveSceneStatus();
else
_loadingSavedGame = false;
_sequenceBuffer.clear();
_descText.clear();
_walkData.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;
}
/**
* Loads the data associated for a given scene. The .BGD 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.
*/
bool Scene::loadScene(const Common::String &filename) {
Events &events = *_vm->_events;
Map &map = *_vm->_map;
People &people = *_vm->_people;
SaveManager &saves = *_vm->_saves;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
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 background shapes from <filename>.rrm
//
Common::String rrmFile = filename + ".rrm";
flag = _vm->_res->exists(rrmFile);
if (flag) {
Common::SeekableReadStream *rrmStream = _vm->_res->load(rrmFile);
rrmStream->seek(39);
_version = rrmStream->readByte();
_lzwMode = _version == 10;
// Go to header and read it in
rrmStream->seek(rrmStream->readUint32LE());
BgFileHeader bgHeader;
bgHeader.synchronize(*rrmStream);
_invGraphicItems = bgHeader._numImages + 1;
// Read in the shapes header info
Common::Array<BgfileheaderInfo> bgInfo;
bgInfo.resize(bgHeader._numStructs);
for (uint idx = 0; idx < bgInfo.size(); ++idx)
bgInfo[idx].synchronize(*rrmStream);
// Read information
Common::SeekableReadStream *infoStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, bgHeader._numImages * 569 +
bgHeader._descSize + bgHeader._seqSize);
_bgShapes.resize(bgHeader._numStructs);
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
_bgShapes[idx].synchronize(*infoStream);
if (bgHeader._descSize) {
_descText.resize(bgHeader._descSize);
infoStream->read(&_descText[0], bgHeader._descSize);
}
if (bgHeader._seqSize) {
_sequenceBuffer.resize(bgHeader._seqSize);
infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
}
if (_lzwMode)
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 = _lzwMode ?
decompressLZ(*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) {
Common::SeekableReadStream *canimStream = _lzwMode ?
decompressLZ(*rrmStream, 65 * bgHeader._numcAnimations) :
rrmStream->readStream(65 * bgHeader._numcAnimations);
_cAnim.resize(bgHeader._numcAnimations);
for (uint idx = 0; idx < _cAnim.size(); ++idx)
_cAnim[idx].synchronize(*canimStream);
delete canimStream;
}
// Read in the room bounding areas
int size = rrmStream->readUint16LE();
Common::SeekableReadStream *boundsStream = !_lzwMode ? rrmStream :
decompressLZ(*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 (_lzwMode)
delete boundsStream;
// Ensure we've reached the path version byte
if (rrmStream->readByte() != 254)
error("Invalid scene path data");
// Load the walk directory
for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
_walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
}
// Read in the walk data
size = rrmStream->readUint16LE();
Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, size);
_walkData.resize(size);
walkStream->read(&_walkData[0], size);
if (_lzwMode)
delete walkStream;
// Read in the exits
int numExits = rrmStream->readByte();
_exits.resize(numExits);
for (int idx = 0; idx < numExits; ++idx)
_exits[idx].synchronize(*rrmStream);
// Read in the entrance
_entrance.synchronize(*rrmStream);
// Initialize sound list
int numSounds = rrmStream->readByte();
_sounds.resize(numSounds);
for (int idx = 0; idx < numSounds; ++idx)
_sounds[idx].synchronize(*rrmStream);
// If sound is turned on, load the sounds into memory
if (sound._soundOn) {
for (int idx = 0; idx < numSounds; ++idx) {
sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority);
_sounds[idx]._name = "";
}
}
// Read in palette
rrmStream->read(screen._cMap, PALETTE_SIZE);
for (int idx = 0; idx < PALETTE_SIZE; ++idx)
screen._cMap[idx] = VGA_COLOR_TRANS(screen._cMap[idx]);
Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap);
// Read in the background
Common::SeekableReadStream *bgStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
bgStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
if (_lzwMode)
delete bgStream;
// Backup the image and set the palette
screen._backBuffer2.blitFrom(screen._backBuffer1);
screen.setPalette(screen._cMap);
delete rrmStream;
}
// Clear user interface area and draw controls
ui.drawInterface();
_changes = false;
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 & 0x20))
_bgShapes[idx].toggleHidden();
}
// Check for TURNOFF objects
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & 0x40) &&
_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 (sound._musicOn && sound.loadSong(_currentScene)) {
if (sound._music)
sound.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;
// Reset the previous map location and position on overhead map
map._oldCharPoint = _currentScene;
map._overPos.x = map[_currentScene].x * 100 - 600;
map._overPos.y = map[_currentScene].y * 100 + 900;
events.clearEvents();
return flag;
}
/**
* Set objects to their current persistent state. This includes things such as
* opening or moving them
*/
void Scene::checkSceneStatus() {
if (_sceneStats[_currentScene][64]) {
for (uint idx = 0; idx < 64; ++idx) {
bool flag = _sceneStats[_currentScene][idx];
if (idx < _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;
}
}
}
}
/**
* Restores objects to the correct status. This ensures that things like being opened or moved
* will remain the same on future visits to the scene
*/
void Scene::saveSceneStatus() {
// Flag any objects for the scene that have been altered
int count = MIN((int)_bgShapes.size(), 64);
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][64] = true;
}
/**
* Check the scene's objects against the game flags. If false is passed,
* it means the scene has just been loaded. A value of true means that the scene
* is in use (ie. not just loaded)
*/
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) {
if (!_vm->readFlags(_bgShapes[idx]._requiredFlag)) {
// 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 (_bgShapes[idx]._requiredFlag > 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++;
}
}
}
/**
* Checks scene objects against the player's inventory items. If there are any
* matching names, it means the given item has already been picked up, and should
* be hidden in the scene.
*/
void Scene::checkInventory() {
for (uint shapeIdx = 0; shapeIdx < _bgShapes.size(); ++shapeIdx) {
for (int invIdx = 0; invIdx < _vm->_inventory->_holdings; ++invIdx) {
if (scumm_stricmp(_bgShapes[shapeIdx]._name.c_str(),
(*_vm->_inventory)[invIdx]._name.c_str()) == 0) {
_bgShapes[shapeIdx]._type = INVALID;
break;
}
}
}
}
/**
* Set up any entrance co-ordinates or entrance canimations, and then transition
* in the scene
*/
void Scene::transitionToScene() {
People &people = *_vm->_people;
SaveManager &saves = *_vm->_saves;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
Common::Point &hSavedPos = people._hSavedPos;
int &hSavedFacing = people._hSavedFacing;
const int FS_TRANS[8] = {
STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN,
STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
};
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
hSavedPos = Common::Point(16000, 10000);
hSavedFacing = 4;
} else {
// setup entrance info
hSavedPos = _entrance._startPosition;
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) {
hSavedFacing = FS_TRANS[hSavedFacing];
hSavedPos.x *= 100;
hSavedPos.y *= 100;
}
}
int cAnimNum = -1;
if (hSavedFacing < 101) {
// Standard info, so set it
people[PLAYER]._position = hSavedPos;
people[PLAYER]._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[PLAYER]._position = Common::Point(0, 0);
}
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[PLAYER]._position.x / 100, people[PLAYER]._position.y / 100))) {
// 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 < 4; ++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 < 4; ++nameIdx) {
toggleObject(obj._use[useNum]._names[nameIdx]);
}
}
}
obj._type = HIDDEN;
break;
default:
break;
}
}
}
}
updateBackground();
if (screen._fadeStyle)
screen.randomTransition();
else
screen.blitFrom(screen._backBuffer1);
if (cAnimNum != -1) {
CAnim &c = _cAnim[cAnimNum];
Common::Point pt = c._goto;
c._goto = Common::Point(-1, -1);
people[AL]._position = Common::Point(0, 0);
startCAnim(cAnimNum, 1);
c._goto = pt;
}
}
/**
* Scans through the object list to find one with a matching name, and will
* call toggleHidden with all matches found. Returns the numer of matches found
*/
int Scene::toggleObject(const Common::String &name) {
int count = 0;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (scumm_stricmp(name.c_str(), _bgShapes[idx]._name.c_str()) == 0) {
++count;
_bgShapes[idx].toggleHidden();
}
}
return count;
}
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
void Scene::updateBackground() {
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Sprite &player = people[AL];
// Restrict drawing window
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
// Update Holmes if he's turned on
if (people._holmesOn)
player.adjustSprite();
// Flag the bg shapes which need to be redrawn
checkBgShapes(player._imageFrame, Common::Point(player._position.x / 100,
player._position.y / 100));
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == BEHIND)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & 2);
}
// Draw all active shapes which are normal and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all canimations which are normal and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & 2);
}
// Draw the player if he's active
if (player._type == CHARACTER && people.isHolmesActive()) {
bool flipped = player._sequenceNumber == WALK_LEFT || player._sequenceNumber == STOP_LEFT ||
player._sequenceNumber == WALK_UPLEFT || player._sequenceNumber == STOP_UPLEFT ||
player._sequenceNumber == WALK_DOWNRIGHT || player._sequenceNumber == STOP_DOWNRIGHT;
screen._backBuffer->transBlitFrom(*player._imageFrame, Common::Point(player._position.x / 100,
player._position.y / 100 - player.frameHeight()), flipped);
}
// Draw all static and active shapes that are NORMAL and are in front of the player
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all static and active canimations that are NORMAL and are in front of the player
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & 2);
}
// Draw all static and active shapes that are FORWARD
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
_bgShapes[idx]._oldPosition = _bgShapes[idx]._position;
_bgShapes[idx]._oldSize = Common::Point(_bgShapes[idx].frameWidth(),
_bgShapes[idx].frameHeight());
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all static and active canimations that are forward
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == FORWARD)
screen._backBuffer->transBlitFrom(*_canimShapes[idx]._imageFrame, _canimShapes[idx]._position,
_canimShapes[idx]._flags & 2);
}
screen.resetDisplayBounds();
}
/**
* Check whether the passed area intersects with one of the scene's exits
*/
Exit *Scene::checkForExit(const Common::Rect &r) {
for (uint idx = 0; idx < _exits.size(); ++idx) {
if (_exits[idx]._bounds.intersects(r))
return &_exits[idx];
}
return nullptr;
}
/**
* 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
*/
void Scene::checkBgShapes(ImageFrame *frame, const Common::Point &pt) {
// Iterate through the shapes
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_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 & 1)) {
obj._misc = BEHIND;
} else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
}
// Iterate through the canimshapes
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &obj = _canimShapes[idx];
if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
}
else if (!(obj._flags & 1)) {
obj._misc = BEHIND;
}
else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
}
}
/**
* 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
*/
int Scene::startCAnim(int cAnimNum, int playRate) {
Events &events = *_vm->_events;
Map &map = *_vm->_map;
People &people = *_vm->_people;
Resources &res = *_vm->_res;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
Common::Point tpPos, walkPos;
int tpDir, walkDir;
int tFrames = 0;
int gotoCode = -1;
// Validation
if (cAnimNum >= (int)_cAnim.size())
// number out of bounds
return -1;
if (_canimShapes.size() >= 3 || playRate == 0)
// Too many active animations, or invalid play rate
return 0;
CAnim &cAnim = _cAnim[cAnimNum];
if (playRate < 0) {
// Reverse direction
walkPos = cAnim._teleportPos;
walkDir = cAnim._teleportDir;
tpPos = cAnim._goto;
tpDir = cAnim._gotoDir;
} else {
// Forward direction
walkPos = cAnim._goto;
walkDir = cAnim._gotoDir;
tpPos = cAnim._teleportPos;
tpDir = cAnim._teleportDir;
}
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
if (walkPos.x != -1) {
// Holmes must walk to the walk point before the cAnimation is started
if (people[AL]._position != walkPos)
people.walkToCoords(walkPos, walkDir);
}
if (talk._talkToAbort)
return 1;
// Add new anim shape entry for displaying the animationo
_canimShapes.push_back(Object());
Object &cObj = _canimShapes[_canimShapes.size() - 1];
// Copy the canimation into the bgShapes type canimation structure so it can be played
cObj._allow = cAnimNum + 1; // Keep track of the parent structure
cObj._name = _cAnim[cAnimNum]._name; // Copy name
// Remove any attempt to draw object frame
if (cAnim._type == NO_SHAPE && cAnim._sequences[0] < 100)
cAnim._sequences[0] = 0;
cObj._sequences = cAnim._sequences;
cObj._images = nullptr;
cObj._position = cAnim._position;
cObj._delta = Common::Point(0, 0);
cObj._type = cAnim._type;
cObj._flags = cAnim._flags;
cObj._maxFrames = 0;
cObj._frameNumber = -1;
cObj._sequenceNumber = cAnimNum;
cObj._oldPosition = Common::Point(0, 0);
cObj._oldSize = Common::Point(0, 0);
cObj._goto = Common::Point(0, 0);
cObj._status = 0;
cObj._misc = 0;
cObj._imageFrame = nullptr;
if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) {
if (tpPos.x != -1)
people[AL]._type = REMOVE;
Common::String fname = cAnim._name + ".vgs";
if (!res.isInCache(fname)) {
// Set up RRM scene data
Common::SeekableReadStream *rrmStream = res.load(_rrmName);
rrmStream->seek(44 + cAnimNum * 4);
rrmStream->seek(rrmStream->readUint32LE());
// Load the canimation into the cache
Common::SeekableReadStream *imgStream = !_lzwMode ? rrmStream->readStream(cAnim._size) :
decompressLZ(*rrmStream, cAnim._size);
res.addToCache(fname, *imgStream);
delete imgStream;
delete rrmStream;
}
// Now load the resource as an image
cObj._images = new ImageFile(fname);
cObj._imageFrame = &(*cObj._images)[0];
cObj._maxFrames = cObj._images->size();
int frames = 0;
if (playRate < 0) {
// Reverse direction
// Count number of frames
while (cObj._sequences[frames] && frames < MAX_FRAME)
++frames;
} else {
// Forward direction
Object::_countCAnimFrames = true;
while (cObj._type == ACTIVE_BG_SHAPE) {
cObj.checkObject();
++frames;
if (frames >= 1000)
error("CAnim has infinite loop sequence");
}
if (frames > 1)
--frames;
Object::_countCAnimFrames = false;
cObj._type = cAnim._type;
cObj._frameNumber = -1;
cObj._position = cAnim._position;
cObj._delta = Common::Point(0, 0);
}
// Return if animation has no frames in it
if (frames == 0)
return -2;
++frames;
int repeat = ABS(playRate);
int dir;
if (playRate < 0) {
// Play in reverse
dir = -2;
cObj._frameNumber = frames - 3;
} else {
dir = 0;
}
tFrames = frames - 1;
int pauseFrame = (_cAnimFramePause) ? frames - _cAnimFramePause : -1;
while (--frames) {
if (frames == pauseFrame)
ui.printObjectDesc();
doBgAnim();
// Repeat same frame
int temp = repeat;
while (--temp > 0) {
cObj._frameNumber--;
doBgAnim();
if (_vm->shouldQuit())
return 0;
}
cObj._frameNumber += dir;
}
people[AL]._type = CHARACTER;
}
// Teleport to ending coordinates if necessary
if (tpPos.x != -1) {
people[AL]._position = tpPos; // Place the player
people[AL]._sequenceNumber = tpDir;
people.gotoStand(people[AL]);
}
if (playRate < 0)
// Reverse direction - set to end sequence
cObj._frameNumber = tFrames - 1;
if (cObj._frameNumber <= 26)
gotoCode = cObj._sequences[cObj._frameNumber + 3];
// Unless anim shape has already been freed, set it to REMOVE so doBgAnim can free it
if (_canimShapes.indexOf(cObj) != -1)
cObj.checkObject();
if (gotoCode > 0 && !talk._talkToAbort) {
_goToScene = gotoCode;
if (_goToScene < 97 && map[_goToScene].x) {
map._overPos = map[_goToScene];
}
}
people.loadWalk();
if (tpPos.x != -1 && !talk._talkToAbort) {
// Teleport to ending coordinates
people[AL]._position = tpPos;
people[AL]._sequenceNumber = tpDir;
people.gotoStand(people[AL]);
}
events.setCursor(oldCursor);
return 1;
}
/**
* Animate all objects and people.
*/
void Scene::doBgAnim() {
Events &events = *_vm->_events;
Inventory &inv = *_vm->_inventory;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
int cursorId = events.getCursor();
Common::Point mousePos = events.mousePos();
talk._talkToAbort = false;
// Animate the mouse cursor
if (cursorId >= WAIT) {
if (++cursorId > (WAIT + 2))
cursorId = WAIT;
events.setCursor((CursorId)cursorId);
}
if (ui._menuMode == LOOK_MODE) {
if (mousePos.y > CONTROLS_Y1)
events.setCursor(ARROW);
else if (mousePos.y < CONTROLS_Y)
events.setCursor(MAGNIFY);
}
// Check for setting magnifying glass cursor
if (ui._menuMode == INV_MODE || ui._menuMode == USE_MODE || ui._menuMode == GIVE_MODE) {
if (inv._invMode == INVMODE_LOOK) {
// Only show Magnifying glass cursor if it's not on the inventory command line
if (mousePos.y < CONTROLS_Y || mousePos.y >(CONTROLS_Y1 + 13))
events.setCursor(MAGNIFY);
else
events.setCursor(ARROW);
} else {
events.setCursor(ARROW);
}
}
if (sound._diskSoundPlaying && !*sound._soundIsOn) {
// Loaded sound just finished playing
sound.freeDigiSound();
}
if (_restoreFlag) {
if (people[AL]._type == CHARACTER)
people[AL].checkSprite();
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
_bgShapes[idx].checkObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.checkObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type != INVALID && _canimShapes[idx]._type != REMOVE)
_canimShapes[idx].checkObject();
}
if (_currentScene == 12 && _vm->getGameID() == GType_SerratedScalpel)
((Scalpel::ScalpelEngine *)_vm)->eraseMirror12();
// Restore the back buffer from the back buffer 2 in the changed area
Common::Rect bounds(people[AL]._oldPosition.x, people[AL]._oldPosition.y,
people[AL]._oldPosition.x + people[AL]._oldSize.x,
people[AL]._oldPosition.y + people[AL]._oldSize.y);
Common::Point pt(bounds.left, bounds.top);
if (people[AL]._type == CHARACTER)
screen.restoreBackground(bounds);
else if (people[AL]._type == REMOVE)
screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds);
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(o.getOldBounds());
}
if (people._portraitLoaded)
screen.restoreBackground(Common::Rect(
people._portrait._oldPosition.x, people._portrait._oldPosition.y,
people._portrait._oldPosition.x + people._portrait._oldSize.x,
people._portrait._oldPosition.y + people._portrait._oldSize.y
));
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && ((o._flags & 1) == 0)) {
// Restore screen area
screen._backBuffer->blitFrom(screen._backBuffer2, o._position,
Common::Rect(o._position.x, o._position.y,
o._position.x + o._noShapeSize.x, o._position.y + o._noShapeSize.y));
o._oldPosition = o._position;
o._oldSize = o._noShapeSize;
}
}
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(Common::Rect(o._oldPosition.x, o._oldPosition.y,
o._oldPosition.x + o._oldSize.x, o._oldPosition.y + o._oldSize.y));
}
}
//
// Update the background objects and canimations
//
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == NO_SHAPE)
o.adjustObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.adjustObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type != INVALID)
_canimShapes[idx].adjustObject();
}
if (people[AL]._type == CHARACTER && people._holmesOn)
people[AL].adjustSprite();
// Flag the bg shapes which need to be redrawn
checkBgShapes(people[AL]._imageFrame,
Common::Point(people[AL]._position.x / 100, people[AL]._position.y / 100));
if (_currentScene == 12 && _vm->getGameID() == GType_SerratedScalpel)
((Scalpel::ScalpelEngine *)_vm)->doMirror12();
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
}
// Draw all active shapes which are HAPPEN and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
// Draw all canimations which are NORMAL and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
}
// Draw the person if not animating
if (people[AL]._type == CHARACTER && people.isHolmesActive()) {
// If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w;
int tempX = MIN(people[AL]._position.x / 100, xRight);
bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT ||
people[AL]._sequenceNumber == WALK_UPLEFT || people[AL]._sequenceNumber == STOP_UPLEFT ||
people[AL]._sequenceNumber == WALK_DOWNRIGHT || people[AL]._sequenceNumber == STOP_DOWNRIGHT;
screen._backBuffer->transBlitFrom(*people[AL]._imageFrame,
Common::Point(tempX, people[AL]._position.y / 100 - people[AL]._imageFrame->_frame.h), flipped);
}
// Draw all static and active shapes are NORMAL and are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
// Draw all static and active canimations that are NORMAL and are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
}
// Draw all static and active shapes that are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
// Draw any active portrait
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
screen._backBuffer->transBlitFrom(*people._portrait._imageFrame,
people._portrait._position, people._portrait._flags & 2);
// Draw all static and active canimations that are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = _canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD) {
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
}
// Draw all NO_SHAPE shapes which have flag bit 0 clear
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & 1) == 0)
screen._backBuffer->transBlitFrom(*o._imageFrame, o._position, o._flags & 2);
}
// Bring the newly built picture to the screen
if (_animating == 2) {
_animating = 0;
screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
} else {
if (people[AL]._type != INVALID && ((_goToScene == -1 || _canimShapes.size() == 0))) {
if (people[AL]._type == REMOVE) {
screen.slamRect(Common::Rect(
people[AL]._oldPosition.x, people[AL]._oldPosition.y,
people[AL]._oldPosition.x + people[AL]._oldSize.x,
people[AL]._oldPosition.y + people[AL]._oldSize.y
));
people[AL]._type = INVALID;
} else {
screen.flushImage(people[AL]._imageFrame,
Common::Point(people[AL]._position.x / 100,
people[AL]._position.y / 100 - people[AL].frameHeight()),
&people[AL]._oldPosition.x, &people[AL]._oldPosition.y,
&people[AL]._oldSize.x, &people[AL]._oldSize.y);
}
}
if (_currentScene == 12 && _vm->getGameID() == GType_SerratedScalpel)
((Scalpel::ScalpelEngine *)_vm)->flushMirror12();
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == REMOVE) && _goToScene == -1) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
if (people._portraitLoaded) {
if (people._portrait._type == REMOVE)
screen.slamRect(Common::Rect(
people._portrait._position.x, people._portrait._position.y,
people._portrait._position.x + people._portrait._delta.x,
people._portrait._position.y + people._portrait._delta.y
));
else
screen.flushImage(people._portrait._imageFrame, people._portrait._position,
&people._portrait._oldPosition.x, &people._portrait._oldPosition.y,
&people._portrait._oldSize.x, &people._portrait._oldSize.y);
if (people._portrait._type == REMOVE)
people._portrait._type = INVALID;
}
if (_goToScene == -1) {
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & 1) == 0) {
screen.slamArea(o._position.x, o._position.y, o._oldSize.x, o._oldSize.y);
screen.slamArea(o._oldPosition.x, o._oldPosition.y, o._oldSize.x, o._oldSize.y);
} else if (o._type == HIDE_SHAPE) {
// Hiding shape, so flush it out and mark it as hidden
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
o._type = HIDDEN;
}
}
}
for (int idx = _canimShapes.size() - 1; idx >= 0; --idx) {
Object &o = _canimShapes[idx];
if (o._type == INVALID) {
// Anim shape was invalidated by checkEndOfSequence, so at this point we can remove it
_canimShapes.remove_at(idx);
} else if (o._type == REMOVE) {
if (_goToScene == -1)
screen.slamArea(o._position.x, o._position.y, o._delta.x, o._delta.y);
// Shape for an animation is no longer needed, so remove it completely
_canimShapes.remove_at(idx);
} else if (o._type == ACTIVE_BG_SHAPE) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
}
_restoreFlag = true;
_doBgAnimDone = true;
events.wait(3);
screen.resetDisplayBounds();
// Check if the method was called for calling a portrait, and a talk was
// interrupting it. This talk file would not have been executed at the time,
// since we needed to finish the 'doBgAnim' to finish clearing the portrait
if (people._clearingThePortrait && talk._scriptMoreFlag == 3) {
// Reset the flags and call to talk
people._clearingThePortrait = false;
talk._scriptMoreFlag = 0;
talk.talkTo(talk._scriptName);
}
}
/**
* Attempts to find a background shape within the passed bounds. If found,
* it will return the shape number, or -1 on failure.
*/
int Scene::findBgShape(const Common::Rect &r) {
if (!_doBgAnimDone)
// New frame hasn't been drawn yet
return -1;
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 <= PERSON) {
if (r.intersects(o.getNewBounds()))
return idx;
} else if (o._type == NO_SHAPE) {
if (r.intersects(o.getNoShapeBounds()))
return idx;
}
}
return -1;
}
/**
* Checks to see if the given position in the scene belongs to a given zone type.
* If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
*/
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;
}
/**
* Check which zone the the given position is located in.
*/
int Scene::whichZone(const Common::Point &pt) {
for (uint idx = 0; idx < _zones.size(); ++idx) {
if (_zones[idx].contains(pt))
return idx;
}
return -1;
}
/**
* Returns the index of the closest zone to a given point.
*/
int Scene::closestZone(const Common::Point &pt) {
int dist = 1000;
int zone = -1;
for (uint idx = 0; idx < _zones.size(); ++idx) {
Common::Point zc((_zones[idx].left + _zones[idx].right) / 2,
(_zones[idx].top + _zones[idx].bottom) / 2);
int d = ABS(zc.x - pt.x) + ABS(zc.y - pt.y);
if (d < dist) {
// Found a closer zone
dist = d;
zone = idx;
}
}
return zone;
}
/**
* Synchronize the data for a savegame
*/
void Scene::synchronize(Common::Serializer &s) {
if (s.isSaving())
saveSceneStatus();
if (s.isSaving()) {
s.syncAsSint16LE(_currentScene);
} else {
s.syncAsSint16LE(_goToScene);
_loadingSavedGame = true;
}
for (int sceneNum = 0; sceneNum < SCENES_COUNT; ++sceneNum) {
for (int flag = 0; flag < 65; ++flag) {
s.syncAsByte(_sceneStats[sceneNum][flag]);
}
}
}
} // End of namespace Sherlock