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321 lines
8.1 KiB
C++
321 lines
8.1 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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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 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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/**
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* Load the data for the object
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*/
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void load(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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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(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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PositionFacing _newPosition;
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Common::String _dest;
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int _image; // Arrow image to use
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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void load3DO(Common::SeekableReadStream &s);
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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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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(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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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(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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/**
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* Retuurn the index of the passed object in the array
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*/
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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 WalkArray : public Common::Array < Common::Point > {
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public:
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int _pointsCount;
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int _fileOffset;
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WalkArray() : _pointsCount(0), _fileOffset(-1) {}
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/**
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* Load data for the walk array entry
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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class Scene {
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private:
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/**
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* Loads sounds for the scene
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*/
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void loadSceneSounds();
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/**
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* Set objects to their current persistent state. This includes things such as
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* opening or moving them
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*/
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void checkSceneStatus();
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/**
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* Checks scene objects against the player's inventory items. If there are any
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* matching names, it means the given item has already been picked up, and should
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* be hidden in the scene.
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*/
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void checkInventory();
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/**
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* Set up any entrance co-ordinates or entrance canimations, and then transition
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* in the scene
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*/
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void transitionToScene();
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/**
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* Restores objects to the correct status. This ensures that things like being opened or moved
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* will remain the same on future visits to the scene
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*/
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void saveSceneStatus();
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protected:
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SherlockEngine *_vm;
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Common::Path _roomFilename;
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/**
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* Loads the data associated for a given scene. The room resource file's format is:
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* BGHEADER: Holds an index for the rest of the file
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* STRUCTS: The objects for the scene
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* IMAGES: The graphic information for the structures
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*
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* The _misc field of the structures contains the number of the graphic image
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* that it should point to after loading; _misc is then set to 0.
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*/
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virtual bool loadScene(const Common::Path &filename);
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/**
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* Checks all the background shapes. If a background shape is animating,
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* it will flag it as needing to be drawn. If a non-animating shape is
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* colliding with another shape, it will also flag it as needing drawing
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*/
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virtual void checkBgShapes();
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/**
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* Draw all the shapes, people and NPCs in the correct order
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*/
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virtual void drawAllShapes() = 0;
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/**
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* Called by loadScene when the palette is loaded for Rose Tattoo
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*/
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virtual void paletteLoaded() {}
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Scene(SherlockEngine *vm);
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public:
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int _currentScene;
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int _goToScene;
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bool **_sceneStats;
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bool _walkedInScene;
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int _version;
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bool _compressed;
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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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ObjectArray _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<WalkArray> _walkPoints;
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Common::Array<Exit> _exits;
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SceneEntry _entrance;
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Common::Array<SceneSound> _sounds;
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Common::Array<Object *> _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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public:
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static Scene *init(SherlockEngine *vm);
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virtual ~Scene();
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/**
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* Handles loading the scene specified by _goToScene
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*/
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void selectScene();
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/**
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* Check the scene's objects against the game flags. If false is passed,
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* it means the scene has just been loaded. A value of true means that the scene
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* is in use (ie. not just loaded)
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*/
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void checkSceneFlags(bool mode);
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/**
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* Check whether the passed area intersects with one of the scene's exits
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*/
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Exit *checkForExit(const Common::Rect &r);
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/**
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* Scans through the object list to find one with a matching name, and will
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* call toggleHidden with all matches found. Returns the numer of matches found
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*/
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int toggleObject(const Common::String &name);
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/**
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* Checks to see if the given position in the scene belongs to a given zone type.
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* If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
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*/
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int checkForZones(const Common::Point &pt, int zoneType);
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/**
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* Check which zone the given position is located in.
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*/
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int whichZone(const Common::Point &pt);
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/**
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* Fres all the graphics and other dynamically allocated data for the scene
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*/
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virtual void freeScene();
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/**
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* Returns the index of the closest zone to a given point.
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*/
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virtual int closestZone(const Common::Point &pt) = 0;
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/**
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* Attempts to find a background shape within the passed bounds. If found,
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* it will return the shape number, or -1 on failure.
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*/
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virtual int findBgShape(const Common::Point &pt) = 0;
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/**
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* Synchronize the data for a savegame
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*/
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virtual void synchronize(Serializer &s);
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public:
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/**
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* Draw all objects and characters.
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*/
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virtual void doBgAnim() = 0;
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/**
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* Update the screen back buffer with all of the scene objects which need
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* to be drawn
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*/
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virtual void updateBackground();
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/**
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* Attempt to start a canimation sequence. It will load the requisite graphics, and
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* then copy the canim object into the _canimShapes array to start the animation.
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*
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* @param cAnimNum The canim object within the current scene
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* @param playRate Play rate. 0 is invalid; 1=normal speed, 2=1/2 speed, etc.
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* A negative playRate can also be specified to play the animation in reverse
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*/
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virtual int startCAnim(int cAnimNum, int playRate = 1) = 0;
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};
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} // End of namespace Sherlock
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#endif
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