275 lines
6.9 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.
*
*/
#ifndef SHERLOCK_SCENE_H
#define SHERLOCK_SCENE_H
#include "common/scummsys.h"
#include "common/array.h"
#include "common/rect.h"
#include "common/serializer.h"
#include "sherlock/objects.h"
#include "sherlock/resources.h"
namespace Sherlock {
#define SCENES_COUNT 63
#define MAX_ZONES 40
#define INFO_LINE 140
class SherlockEngine;
struct BgFileHeader {
int _numStructs;
int _numImages;
int _numcAnimations;
int _descSize;
int _seqSize;
int _fill;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct BgFileHeaderInfo {
int _filesize; // How long images are
int _maxFrames; // How many unique frames in object
Common::String _filename; // Filename of object
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct Exit {
Common::Rect _bounds;
int _scene;
int _allow;
Common::Point _people;
int _peopleDir;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct SceneEntry {
Common::Point _startPosition;
int _startDir;
int _allow;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
struct SceneSound {
Common::String _name;
int _priority;
/**
* Load the data for the object
*/
void load(Common::SeekableReadStream &s);
};
class ObjectArray : public Common::Array<Object> {
public:
/**
* Retuurn the index of the passed object in the array
*/
int indexOf(const Object &obj) const;
};
class Scene {
private:
SherlockEngine *_vm;
Common::String _rrmName;
int _selector;
bool _lookHelp;
bool _loadingSavedGame;
/**
* 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 loadScene(const Common::String &filename);
/**
* Set objects to their current persistent state. This includes things such as
* opening or moving them
*/
void checkSceneStatus();
/**
* 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 checkInventory();
/**
* Set up any entrance co-ordinates or entrance canimations, and then transition
* in the scene
*/
void transitionToScene();
/**
* 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 checkBgShapes(ImageFrame *frame, const Common::Point &pt);
/**
* 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 saveSceneStatus();
public:
int _currentScene;
int _goToScene;
bool _changes;
bool _sceneStats[SCENES_COUNT][65];
bool _savedStats[SCENES_COUNT][9];
int _keyboardInput;
int _oldKey, _help, _oldHelp;
int _oldTemp, _temp;
bool _walkedInScene;
int _version;
bool _lzwMode;
int _invGraphicItems;
Common::String _comments;
Common::Array<char> _descText;
Common::Array<Common::Rect> _zones;
Common::Array<Object> _bgShapes;
Common::Array<CAnim> _cAnim;
Common::Array<byte> _sequenceBuffer;
Common::Array<SceneImage> _images;
int _walkDirectory[MAX_ZONES][MAX_ZONES];
Common::Array<byte> _walkData;
Common::Array<Exit> _exits;
SceneEntry _entrance;
Common::Array<SceneSound> _sounds;
ObjectArray _canimShapes;
bool _restoreFlag;
int _animating;
bool _doBgAnimDone;
int _tempFadeStyle;
int _cAnimFramePause;
bool _invLookFlag;
public:
Scene(SherlockEngine *vm);
~Scene();
/**
* Handles loading the scene specified by _goToScene
*/
void selectScene();
/**
* Fres all the graphics and other dynamically allocated data for the scene
*/
void freeScene();
/**
* 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 checkSceneFlags(bool mode);
/**
* Check whether the passed area intersects with one of the scene's exits
*/
Exit *checkForExit(const Common::Rect &r);
/**
* 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 startCAnim(int cAnimNum, int playRate);
/**
* 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 toggleObject(const Common::String &name);
/**
* Animate all objects and people.
*/
void doBgAnim();
/**
* Attempts to find a background shape within the passed bounds. If found,
* it will return the shape number, or -1 on failure.
*/
int findBgShape(const Common::Rect &r);
/**
* 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 checkForZones(const Common::Point &pt, int zoneType);
/**
* Check which zone the the given position is located in.
*/
int whichZone(const Common::Point &pt);
/**
* Returns the index of the closest zone to a given point.
*/
int closestZone(const Common::Point &pt);
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
void updateBackground();
/**
* Synchronize the data for a savegame
*/
void synchronize(Common::Serializer &s);
};
} // End of namespace Sherlock
#endif