mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-28 04:34:50 +00:00
1330 lines
37 KiB
C++
1330 lines
37 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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#include "sherlock/scene.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel.h"
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#include "sherlock/scalpel/scalpel_scene.h"
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#include "sherlock/screen.h"
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#include "sherlock/tattoo/tattoo.h"
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#include "sherlock/tattoo/tattoo_scene.h"
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namespace Sherlock {
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static const int FS_TRANS[8] = {
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STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN,
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STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
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};
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/*----------------------------------------------------------------*/
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BgFileHeader::BgFileHeader() {
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_numStructs = -1;
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_numImages = -1;
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_numcAnimations = -1;
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_descSize = -1;
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_seqSize = -1;
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// Serrated Scalpel
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_fill = -1;
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// Rose Tattoo
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_scrollSize = -1;
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_bytesWritten = -1;
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_fadeStyle = -1;
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Common::fill(&_palette[0], &_palette[PALETTE_SIZE], 0);
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}
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void BgFileHeader::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
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_numStructs = s.readUint16LE();
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_numImages = s.readUint16LE();
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_numcAnimations = s.readUint16LE();
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_descSize = s.readUint16LE();
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_seqSize = s.readUint16LE();
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if (isRoseTattoo) {
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_scrollSize = s.readUint16LE();
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_bytesWritten = s.readUint32LE();
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_fadeStyle = s.readByte();
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} else {
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_fill = s.readUint16LE();
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}
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}
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/*----------------------------------------------------------------*/
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void BgFileHeaderInfo::load(Common::SeekableReadStream &s) {
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_filesize = s.readUint32LE();
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_maxFrames = s.readByte();
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char buffer[9];
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s.read(buffer, 9);
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_filename = Common::String(buffer);
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}
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/*----------------------------------------------------------------*/
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void Exit::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
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if (isRoseTattoo) {
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char buffer[41];
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s.read(buffer, 41);
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_dest = Common::String(buffer);
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}
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left = s.readSint16LE();
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top = s.readSint16LE();
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setWidth(s.readUint16LE());
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setHeight(s.readUint16LE());
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_image = isRoseTattoo ? s.readByte() : 0;
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_scene = s.readSint16LE();
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if (!isRoseTattoo)
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_allow = s.readSint16LE();
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_people.x = s.readSint16LE();
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_people.y = s.readSint16LE();
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_peopleDir = s.readUint16LE();
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if (isRoseTattoo)
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_allow = s.readSint16LE();
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}
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/*----------------------------------------------------------------*/
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void SceneEntry::load(Common::SeekableReadStream &s) {
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_startPosition.x = s.readSint16LE();
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_startPosition.y = s.readSint16LE();
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_startDir = s.readByte();
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_allow = s.readByte();
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}
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void SceneSound::load(Common::SeekableReadStream &s) {
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char buffer[9];
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s.read(buffer, 8);
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buffer[8] = '\0';
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_name = Common::String(buffer);
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_priority = s.readByte();
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}
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/*----------------------------------------------------------------*/
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int ObjectArray::indexOf(const Object &obj) const {
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for (uint idx = 0; idx < size(); ++idx) {
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if (&(*this)[idx] == &obj)
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return idx;
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}
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return -1;
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}
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/*----------------------------------------------------------------*/
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void ScaleZone::load(Common::SeekableReadStream &s) {
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left = s.readSint16LE();
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top = s.readSint16LE();
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setWidth(s.readUint16LE());
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setHeight(s.readUint16LE());
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_topNumber = s.readByte();
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_bottomNumber = s.readByte();
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}
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/*----------------------------------------------------------------*/
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Scene *Scene::init(SherlockEngine *vm) {
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if (vm->getGameID() == GType_SerratedScalpel)
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return new Scalpel::ScalpelScene(vm);
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else
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return new Tattoo::TattooScene(vm);
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}
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Scene::Scene(SherlockEngine *vm): _vm(vm) {
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for (int idx = 0; idx < SCENES_COUNT; ++idx)
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Common::fill(&_sceneStats[idx][0], &_sceneStats[idx][65], false);
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_currentScene = -1;
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_goToScene = -1;
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_loadingSavedGame = false;
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_walkedInScene = false;
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_version = 0;
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_lzwMode = false;
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_invGraphicItems = 0;
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_cAnimFramePause = 0;
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_restoreFlag = false;
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_animating = 0;
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_doBgAnimDone = true;
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_tempFadeStyle = 0;
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_exitZone = -1;
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}
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Scene::~Scene() {
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freeScene();
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}
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void Scene::selectScene() {
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Events &events = *_vm->_events;
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People &people = *_vm->_people;
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Screen &screen = *_vm->_screen;
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Talk &talk = *_vm->_talk;
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UserInterface &ui = *_vm->_ui;
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// Reset fields
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ui._windowOpen = ui._infoFlag = false;
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ui._menuMode = STD_MODE;
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// Free any previous scene
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freeScene();
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// Load the scene
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Common::String sceneFile = Common::String::format("res%02d", _goToScene);
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_rrmName = Common::String::format("res%02d.rrm", _goToScene);
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_currentScene = _goToScene;
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_goToScene = -1;
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loadScene(sceneFile);
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// If the fade style was changed from running a movie, then reset it
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if (_tempFadeStyle) {
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screen._fadeStyle = _tempFadeStyle;
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_tempFadeStyle = 0;
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}
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people._walkDest = Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER,
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people[AL]._position.y / FIXED_INT_MULTIPLIER);
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_restoreFlag = true;
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events.clearEvents();
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// If there were any scripts waiting to be run, but were interrupt by a running
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// canimation (probably the last scene's exit canim), clear the _scriptMoreFlag
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if (talk._scriptMoreFlag == 3)
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talk._scriptMoreFlag = 0;
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}
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void Scene::freeScene() {
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if (_currentScene == -1)
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return;
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_vm->_talk->freeTalkVars();
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_vm->_inventory->freeInv();
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_vm->_music->freeSong();
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_vm->_sound->freeLoadedSounds();
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if (!_loadingSavedGame)
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saveSceneStatus();
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else
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_loadingSavedGame = false;
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_sequenceBuffer.clear();
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_descText.clear();
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_walkData.clear();
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_cAnim.clear();
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_bgShapes.clear();
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_zones.clear();
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_canimShapes.clear();
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for (uint idx = 0; idx < _images.size(); ++idx)
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delete _images[idx]._images;
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_images.clear();
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_currentScene = -1;
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}
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bool Scene::loadScene(const Common::String &filename) {
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Events &events = *_vm->_events;
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Map &map = *_vm->_map;
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Music &music = *_vm->_music;
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People &people = *_vm->_people;
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Resources &res = *_vm->_res;
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SaveManager &saves = *_vm->_saves;
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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Talk &talk = *_vm->_talk;
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UserInterface &ui = *_vm->_ui;
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bool flag;
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_walkedInScene = false;
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// Reset the list of walkable areas
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_zones.clear();
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_zones.push_back(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
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_descText.clear();
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_comments = "";
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_bgShapes.clear();
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_cAnim.clear();
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_sequenceBuffer.clear();
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// Check if it's a scene we need to keep trakc track of how many times we've visited
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for (int idx = (int)_sceneTripCounters.size() - 1; idx >= 0; --idx) {
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if (_sceneTripCounters[idx]._sceneNumber == _currentScene) {
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if (--_sceneTripCounters[idx]._numTimes == 0) {
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_vm->setFlags(_sceneTripCounters[idx]._flag);
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_sceneTripCounters.remove_at(idx);
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}
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}
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}
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if (IS_ROSE_TATTOO) {
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// Set the NPC paths for the scene
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setNPCPath(0);
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// Handle loading music for the scene
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if (sound._midiDrvLoaded) {
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if (talk._scriptMoreFlag != 1 && talk._scriptMoreFlag != 3)
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sound._nextSongName = Common::String::format("res%02d", _currentScene);
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// If it's a new song, then start it up
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if (sound._currentSongName.compareToIgnoreCase(sound._nextSongName)) {
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if (music.loadSong(sound._nextSongName)) {
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sound.setMIDIVolume(sound._musicVolume);
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if (music._musicOn)
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music.startSong();
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}
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}
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}
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}
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//
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// Load the room resource file for the scene
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//
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Common::String rrmFile = filename + ".rrm";
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flag = _vm->_res->exists(rrmFile);
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if (flag) {
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Common::SeekableReadStream *rrmStream = _vm->_res->load(rrmFile);
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rrmStream->seek(39);
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if (IS_SERRATED_SCALPEL) {
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_version = rrmStream->readByte();
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_lzwMode = _version == 10;
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} else {
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_lzwMode = rrmStream->readByte() > 0;
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}
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// Go to header and read it in
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rrmStream->seek(rrmStream->readUint32LE());
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BgFileHeader bgHeader;
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bgHeader.load(*rrmStream, IS_ROSE_TATTOO);
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_invGraphicItems = bgHeader._numImages + 1;
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if (IS_ROSE_TATTOO) {
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screen.initPaletteFade(bgHeader._bytesWritten);
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rrmStream->read(screen._cMap, PALETTE_SIZE);
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screen.translatePalette(screen._cMap);
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screen.setupBGArea(screen._cMap);
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screen.initScrollVars();
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// Read in background
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if (_lzwMode) {
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res.decompress(*rrmStream, (byte *)screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT);
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} else {
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rrmStream->read(screen._backBuffer1.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCREEN_HEIGHT);
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}
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}
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// Read in the shapes header info
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Common::Array<BgFileHeaderInfo> bgInfo;
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bgInfo.resize(bgHeader._numStructs);
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for (uint idx = 0; idx < bgInfo.size(); ++idx)
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bgInfo[idx].load(*rrmStream);
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// Read information
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if (IS_ROSE_TATTOO) {
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// Load shapes
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Common::SeekableReadStream *infoStream = !_lzwMode ? rrmStream : res.decompress(*rrmStream, bgHeader._numStructs * 625);
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_bgShapes.resize(bgHeader._numStructs);
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for (int idx = 0; idx < bgHeader._numStructs; ++idx)
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_bgShapes[idx].load(*infoStream, _vm->getGameID() == GType_RoseTattoo);
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if (_lzwMode)
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delete infoStream;
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// Load description text
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_descText.resize(bgHeader._descSize);
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if (_lzwMode)
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res.decompress(*rrmStream, (byte *)&_descText[0], bgHeader._descSize);
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else
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rrmStream->read(&_descText[0], bgHeader._descSize);
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// Load sequences
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_sequenceBuffer.resize(bgHeader._seqSize);
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if (_lzwMode)
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res.decompress(*rrmStream, &_sequenceBuffer[0], bgHeader._seqSize);
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else
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rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
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} else if (!_lzwMode) {
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// Serrated Scalpel uncompressed info
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_bgShapes.resize(bgHeader._numStructs);
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for (int idx = 0; idx < bgHeader._numStructs; ++idx)
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_bgShapes[idx].load(*rrmStream, false);
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if (bgHeader._descSize) {
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_descText.resize(bgHeader._descSize);
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rrmStream->read(&_descText[0], bgHeader._descSize);
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}
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if (bgHeader._seqSize) {
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_sequenceBuffer.resize(bgHeader._seqSize);
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rrmStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
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}
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} else {
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// Serrated Scalpel compressed info
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Common::SeekableReadStream *infoStream;
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// Read shapes
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infoStream = Resources::decompressLZ(*rrmStream, bgHeader._numStructs * 569);
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_bgShapes.resize(bgHeader._numStructs);
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for (int idx = 0; idx < bgHeader._numStructs; ++idx)
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_bgShapes[idx].load(*infoStream, false);
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delete infoStream;
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// Read description texts
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if (bgHeader._descSize) {
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infoStream = Resources::decompressLZ(*rrmStream, bgHeader._descSize);
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_descText.resize(bgHeader._descSize);
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infoStream->read(&_descText[0], bgHeader._descSize);
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delete infoStream;
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}
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// Read sequences
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if (bgHeader._seqSize) {
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infoStream = Resources::decompressLZ(*rrmStream, bgHeader._seqSize);
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_sequenceBuffer.resize(bgHeader._seqSize);
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infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
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delete infoStream;
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}
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}
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// Set up the list of images used by the scene
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_images.resize(bgHeader._numImages + 1);
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for (int idx = 0; idx < bgHeader._numImages; ++idx) {
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_images[idx + 1]._filesize = bgInfo[idx]._filesize;
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_images[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
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// Read in the image data
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Common::SeekableReadStream *imageStream = _lzwMode ?
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res.decompress(*rrmStream, bgInfo[idx]._filesize) :
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rrmStream->readStream(bgInfo[idx]._filesize);
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_images[idx + 1]._images = new ImageFile(*imageStream);
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delete imageStream;
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}
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// Set up the bgShapes
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for (int idx = 0; idx < bgHeader._numStructs; ++idx) {
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_bgShapes[idx]._images = _images[_bgShapes[idx]._misc]._images;
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_bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
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&(*_bgShapes[idx]._images)[0];
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_bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
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_bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
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_bgShapes[idx]._misc = 0;
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_bgShapes[idx]._seqCounter = 0;
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_bgShapes[idx]._seqCounter2 = 0;
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_bgShapes[idx]._seqStack = 0;
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_bgShapes[idx]._frameNumber = -1;
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_bgShapes[idx]._oldPosition = Common::Point(0, 0);
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_bgShapes[idx]._oldSize = Common::Point(1, 1);
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}
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// Load in cAnim list
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_cAnim.clear();
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if (bgHeader._numcAnimations) {
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int animSize = IS_SERRATED_SCALPEL ? 65 : 47;
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Common::SeekableReadStream *canimStream = _lzwMode ?
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res.decompress(*rrmStream, animSize * bgHeader._numcAnimations) :
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rrmStream->readStream(animSize * bgHeader._numcAnimations);
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_cAnim.resize(bgHeader._numcAnimations);
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for (uint idx = 0; idx < _cAnim.size(); ++idx)
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_cAnim[idx].load(*canimStream, IS_ROSE_TATTOO);
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delete canimStream;
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}
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// Read in the room bounding areas
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int size = rrmStream->readUint16LE();
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Common::SeekableReadStream *boundsStream = !_lzwMode ? rrmStream :
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res.decompress(*rrmStream, size);
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_zones.resize(size / 10);
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for (uint idx = 0; idx < _zones.size(); ++idx) {
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_zones[idx].left = boundsStream->readSint16LE();
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_zones[idx].top = boundsStream->readSint16LE();
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_zones[idx].setWidth(boundsStream->readSint16LE() + 1);
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_zones[idx].setHeight(boundsStream->readSint16LE() + 1);
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boundsStream->skip(2); // Skip unused scene number field
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}
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if (_lzwMode)
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delete boundsStream;
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// Ensure we've reached the path version byte
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if (rrmStream->readByte() != (IS_SERRATED_SCALPEL ? 254 : 251))
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error("Invalid scene path data");
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// Load the walk directory
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assert(_zones.size() < MAX_ZONES);
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for (uint idx1 = 0; idx1 < _zones.size(); ++idx1) {
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for (uint idx2 = 0; idx2 < _zones.size(); ++idx2)
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_walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
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}
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// Read in the walk data
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size = rrmStream->readUint16LE();
|
|
Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream :
|
|
res.decompress(*rrmStream, size);
|
|
|
|
_walkData.resize(size);
|
|
walkStream->read(&_walkData[0], size);
|
|
|
|
if (_lzwMode)
|
|
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
|
|
_exitZone = -1;
|
|
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 = !_lzwMode ? rrmStream :
|
|
res.decompress(*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;
|
|
}
|
|
|
|
// 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;
|
|
|
|
if (!_vm->isDemo()) {
|
|
// Reset the previous map location and position on overhead map
|
|
map._oldCharPoint = _currentScene;
|
|
|
|
if (IS_SERRATED_SCALPEL) {
|
|
map._overPos.x = (map[_currentScene].x - 6) * FIXED_INT_MULTIPLIER;
|
|
map._overPos.y = (map[_currentScene].y + 9) * FIXED_INT_MULTIPLIER;
|
|
|
|
}
|
|
}
|
|
|
|
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][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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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++;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
Common::Point &hSavedPos = people._hSavedPos;
|
|
int &hSavedFacing = people._hSavedFacing;
|
|
|
|
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 *= FIXED_INT_MULTIPLIER;
|
|
hSavedPos.y *= FIXED_INT_MULTIPLIER;
|
|
}
|
|
}
|
|
|
|
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 / FIXED_INT_MULTIPLIER,
|
|
people[PLAYER]._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)
|
|
screen.randomTransition();
|
|
else
|
|
screen.blitFrom(screen._backBuffer1);
|
|
screen.update();
|
|
|
|
// Start any initial animation for the scene
|
|
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;
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
void Scene::drawAllShapes() {
|
|
People &people = *_vm->_people;
|
|
Screen &screen = *_vm->_screen;
|
|
|
|
// Restrict drawing window
|
|
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// Draw any active characters
|
|
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
|
|
Person &p = people[idx];
|
|
if (p._type == CHARACTER && p._walkLoaded) {
|
|
bool flipped = IS_SERRATED_SCALPEL && (
|
|
p._sequenceNumber == WALK_LEFT || p._sequenceNumber == STOP_LEFT ||
|
|
p._sequenceNumber == WALK_UPLEFT || p._sequenceNumber == STOP_UPLEFT ||
|
|
p._sequenceNumber == WALK_DOWNRIGHT || p._sequenceNumber == STOP_DOWNRIGHT);
|
|
|
|
screen._backBuffer->transBlitFrom(*p._imageFrame, Common::Point(p._position.x / FIXED_INT_MULTIPLIER,
|
|
p._position.y / FIXED_INT_MULTIPLIER - p.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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
// 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 & OBJ_FLIPPED);
|
|
}
|
|
|
|
screen.resetDisplayBounds();
|
|
}
|
|
|
|
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::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 animation
|
|
_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) :
|
|
Resources::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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::setNPCPath(int npc) {
|
|
People &people = *_vm->_people;
|
|
Talk &talk = *_vm->_talk;
|
|
|
|
people[npc].clearNPC();
|
|
people[npc]._name = Common::String::format("WATS%.2dA", _currentScene);
|
|
|
|
// If we're in the middle of a script that will continue once the scene is loaded,
|
|
// return without calling the path script
|
|
if (talk._scriptMoreFlag == 1 || talk._scriptMoreFlag == 3)
|
|
return;
|
|
|
|
// Turn off all the NPCs, since the talk script will turn them back on as needed
|
|
for (uint idx = 0; idx < MAX_NPC; ++idx)
|
|
people[idx + 1]._type = INVALID;
|
|
|
|
// Call the path script for the scene
|
|
Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene);
|
|
talk.talkTo(pathFile);
|
|
}
|
|
|
|
void Scene::checkBgShapes() {
|
|
People &people = *_vm->_people;
|
|
Person &holmes = people._player;
|
|
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
|