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https://github.com/libretro/scummvm.git
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205 lines
4.5 KiB
C++
205 lines
4.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_SCENE_H
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#define SHERLOCK_SCENE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "sherlock/objects.h"
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#include "sherlock/resources.h"
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#include "sherlock/screen.h"
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namespace Sherlock {
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#define SCENES_COUNT 63
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#define MAX_ZONES 40
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#define INFO_LINE 140
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class SherlockEngine;
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struct BgFileHeader {
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int _numStructs;
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int _numImages;
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int _numcAnimations;
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int _descSize;
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int _seqSize;
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// Serrated Scalpel
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int _fill;
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// Rose Tattoo
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int _scrollSize;
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int _bytesWritten; // Size of the main body of the RRM
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int _fadeStyle; // Fade style
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byte _palette[PALETTE_SIZE]; // Palette
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BgFileHeader();
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void synchronize(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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struct BgfileheaderInfo {
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int _filesize; // How long images are
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int _maxFrames; // How many unique frames in object
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Common::String _filename; // Filename of object
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void load(Common::SeekableReadStream &s);
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};
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class Exit: public Common::Rect {
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public:
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int _scene;
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int _allow;
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Common::Point _people;
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int _peopleDir;
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Common::String _dest;
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int _image; // Arrow image to use
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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struct SceneEntry {
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Common::Point _startPosition;
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int _startDir;
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int _allow;
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void load(Common::SeekableReadStream &s);
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};
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struct SceneSound {
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Common::String _name;
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int _priority;
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void load(Common::SeekableReadStream &s);
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};
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class ObjectArray: public Common::Array<Object> {
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public:
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int indexOf(const Object &obj) const;
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};
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class ScaleZone: public Common::Rect {
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public:
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int _topNumber; // Numerator of scale size at the top of the zone
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int _bottomNumber; // Numerator of scale size at the bottom of the zone
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void load(Common::SeekableReadStream &s);
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};
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class Scene {
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private:
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SherlockEngine *_vm;
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Common::String _rrmName;
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int _selector;
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bool _lookHelp;
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bool _loadingSavedGame;
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bool loadScene(const Common::String &filename);
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void loadSceneSounds();
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void checkSceneStatus();
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void checkInventory();
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void transitionToScene();
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void checkBgShapes(ImageFrame *frame, const Common::Point &pt);
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void saveSceneStatus();
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public:
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int _currentScene;
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int _goToScene;
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bool _changes;
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bool _sceneStats[SCENES_COUNT][65];
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bool _savedStats[SCENES_COUNT][9];
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int _keyboardInput;
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int _oldKey, _help, _oldHelp;
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int _oldTemp, _temp;
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bool _walkedInScene;
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int _version;
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bool _lzwMode;
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int _invGraphicItems;
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Common::String _comments;
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Common::Array<char> _descText;
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Common::Array<Common::Rect> _zones;
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Common::Array<Object> _bgShapes;
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Common::Array<CAnim> _cAnim;
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Common::Array<byte> _sequenceBuffer;
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Common::Array<SceneImage> _images;
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int _walkDirectory[MAX_ZONES][MAX_ZONES];
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Common::Array<byte> _walkData;
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Common::Array<Exit> _exits;
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int _exitZone;
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SceneEntry _entrance;
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Common::Array<SceneSound> _sounds;
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ObjectArray _canimShapes;
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Common::Array<ScaleZone> _scaleZones;
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Common::StringArray _objSoundList;
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bool _restoreFlag;
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int _animating;
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bool _doBgAnimDone;
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int _tempFadeStyle;
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int _cAnimFramePause;
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bool _invLookFlag;
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public:
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Scene(SherlockEngine *vm);
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~Scene();
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void selectScene();
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void freeScene();
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void checkSceneFlags(bool mode);
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Exit *checkForExit(const Common::Rect &r);
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int startCAnim(int cAnimNum, int playRate);
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int toggleObject(const Common::String &name);
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void doBgAnim();
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void clearInfo();
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int findBgShape(const Common::Rect &r);
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int checkForZones(const Common::Point &pt, int zoneType);
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int whichZone(const Common::Point &pt);
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int closestZone(const Common::Point &pt);
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void updateBackground();
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void synchronize(Common::Serializer &s);
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};
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} // End of namespace Sherlock
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#endif
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