scummvm/engines/sherlock/tattoo/tattoo_scene.cpp

866 lines
28 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_people.h"
#include "sherlock/tattoo/tattoo_talk.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/tattoo.h"
#include "sherlock/events.h"
#include "sherlock/people.h"
namespace Sherlock {
namespace Tattoo {
const int FS_TRANS[8] = {
STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN, STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
};
/*----------------------------------------------------------------*/
struct ShapeEntry {
Object *_shape;
TattooPerson *_person;
bool _isAnimation;
int _yp;
int _ordering;
ShapeEntry(TattooPerson *person, int yp, int ordering) :
_shape(nullptr), _person(person), _yp(yp), _isAnimation(false), _ordering(ordering) {}
ShapeEntry(Object *shape, int yp, int ordering) :
_shape(shape), _person(nullptr), _yp(yp), _isAnimation(false), _ordering(ordering) {}
ShapeEntry(int yp, int ordering) :
_shape(nullptr), _person(nullptr), _yp(yp), _isAnimation(true), _ordering(ordering) {}
};
typedef Common::List<ShapeEntry> ShapeList;
static bool sortImagesY(const ShapeEntry &s1, const ShapeEntry &s2) {
// Objects are order by the calculated Y position first and then, when both are equal,
// by the order in which the entries were added
return s1._yp < s2._yp || (s1._yp == s2._yp && s1._ordering < s2._ordering);
}
/*----------------------------------------------------------------*/
TattooScene::TattooScene(SherlockEngine *vm) : Scene(vm), _labWidget(vm) {
_labTableScene = false;
}
bool TattooScene::loadScene(const Common::String &filename) {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
Music &music = *_vm->_music;
Talk &talk = *_vm->_talk;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
// If we're going to the first game scene after the intro sequence, flag it as finished
if (vm._runningProlog && _currentScene == STARTING_GAME_SCENE) {
vm._runningProlog = false;
events.showCursor();
talk._talkToAbort = false;
}
// Check if it's a scene we need to keep trakc track of how many times we've visited
for (int idx = (int)_sceneTripCounters.size() - 1; idx >= 0; --idx) {
if (_sceneTripCounters[idx]._sceneNumber == _currentScene) {
if (--_sceneTripCounters[idx]._numTimes == 0) {
_vm->setFlags(_sceneTripCounters[idx]._flag);
_sceneTripCounters.remove_at(idx);
}
}
}
// Handle loading music for the scene
if (talk._scriptMoreFlag != 1 && talk._scriptMoreFlag != 3)
music._nextSongName = Common::String::format("res%02d", _currentScene);
// Set the NPC paths for the scene
setNPCPath(WATSON);
// If it's a new song, then start it up
if (music._currentSongName.compareToIgnoreCase(music._nextSongName)) {
// WORKAROUND: Stop playing music after Diogenes fire scene in the intro,
// since it overlaps slightly into the next scene
if (talk._scriptName == "prol80p" && _currentScene == 80) {
music.stopMusic();
events.wait(5);
}
if (music.loadSong(music._nextSongName)) {
if (music._musicOn)
music.startSong();
}
}
bool result = Scene::loadScene(filename);
if (_currentScene != STARTING_INTRO_SCENE) {
// Set the menu/ui mode and whether we're in a lab table close-up scene
_labTableScene = _currentScene > 91 && _currentScene < 100;
ui._menuMode = _labTableScene ? LAB_MODE : STD_MODE;
if (_labTableScene)
ui.addFixedWidget(&_labWidget);
}
return result;
}
void TattooScene::drawAllShapes() {
TattooPeople &people = *(TattooPeople *)_vm->_people;
Screen &screen = *_vm->_screen;
ShapeList shapeList;
int ordering = 0;
// Draw all objects and animations that are set to behind
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE && obj._misc == BEHIND) {
if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD)
screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position);
else
screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal);
}
}
// Draw the animation if it is behind the person
if (_activeCAnim.active() && _activeCAnim._zPlacement == BEHIND)
screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position,
(_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);
screen.resetDisplayBounds();
// Queue drawing of all objects that are set to NORMAL.
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE && (obj._misc == NORMAL_BEHIND || obj._misc == NORMAL_FORWARD)) {
if (obj._scaleVal == SCALE_THRESHOLD)
shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->_offset.y +
obj._imageFrame->_height, ordering++));
else
shapeList.push_back(ShapeEntry(&obj, obj._position.y + obj._imageFrame->sDrawYOffset(obj._scaleVal) +
obj._imageFrame->sDrawYSize(obj._scaleVal), ordering++));
}
}
// Queue drawing the animation if it is NORMAL and can fall in front of, or behind the people
if (_activeCAnim.active() && (_activeCAnim._zPlacement == NORMAL_BEHIND || _activeCAnim._zPlacement == NORMAL_FORWARD)) {
if (_activeCAnim._scaleVal == SCALE_THRESHOLD)
shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame._offset.y +
_activeCAnim._imageFrame._height, ordering++));
else
shapeList.push_back(ShapeEntry(_activeCAnim._position.y + _activeCAnim._imageFrame.sDrawYOffset(_activeCAnim._scaleVal) +
_activeCAnim._imageFrame.sDrawYSize(_activeCAnim._scaleVal), ordering++));
}
// Queue all active characters for drawing
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (people[idx]._type == CHARACTER && people[idx]._walkLoaded)
shapeList.push_back(ShapeEntry(&people[idx], people[idx]._position.y / FIXED_INT_MULTIPLIER, ordering++));
}
// Sort the list
Common::sort(shapeList.begin(), shapeList.end(), sortImagesY);
// Draw the list of shapes in order
for (ShapeList::iterator i = shapeList.begin(); i != shapeList.end(); ++i) {
ShapeEntry &se = *i;
if (se._shape) {
// it's a bg shape
if (se._shape->_quickDraw && se._shape->_scaleVal == SCALE_THRESHOLD)
screen._backBuffer1.blitFrom(*se._shape->_imageFrame, se._shape->_position);
else
screen._backBuffer1.transBlitFrom(*se._shape->_imageFrame, se._shape->_position,
se._shape->_flags & OBJ_FLIPPED, 0, se._shape->_scaleVal);
} else if (se._isAnimation) {
// It's an active animation
screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position,
(_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);
} else {
// Drawing person
TattooPerson &p = *se._person;
p._tempX = p._position.x / FIXED_INT_MULTIPLIER;
p._tempScaleVal = getScaleVal(p._position);
Common::Point adjust = p._adjust;
if (p._tempScaleVal == SCALE_THRESHOLD) {
p._tempX += adjust.x;
screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
- p.frameHeight() - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal);
} else {
if (adjust.x) {
if (!p._tempScaleVal)
++p._tempScaleVal;
if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.x)
--adjust.x;
adjust.x = adjust.x * SCALE_THRESHOLD / p._tempScaleVal;
if (p._tempScaleVal >= SCALE_THRESHOLD)
++adjust.x;
p._tempX += adjust.x;
}
if (adjust.y) {
if (!p._tempScaleVal)
p._tempScaleVal++;
if (p._tempScaleVal >= SCALE_THRESHOLD && adjust.y)
--adjust.y;
adjust.y = adjust.y * SCALE_THRESHOLD / p._tempScaleVal;
if (p._tempScaleVal >= SCALE_THRESHOLD)
++adjust.y;
}
screen._backBuffer1.transBlitFrom(*p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
- p._imageFrame->sDrawYSize(p._tempScaleVal) - adjust.y), p._walkSequences[p._sequenceNumber]._horizFlip, 0, p._tempScaleVal);
}
}
}
// Draw all objects & canimations that are set to FORWARD.
// Draw all static and active shapes that are FORWARD
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE && obj._misc == FORWARD) {
if (obj._quickDraw && obj._scaleVal == SCALE_THRESHOLD)
screen._backBuffer1.blitFrom(*obj._imageFrame, obj._position);
else
screen._backBuffer1.transBlitFrom(*obj._imageFrame, obj._position, obj._flags & OBJ_FLIPPED, 0, obj._scaleVal);
}
}
// Draw the canimation if it is set as FORWARD
if (_activeCAnim.active() && _activeCAnim._zPlacement == FORWARD)
screen._backBuffer1.transBlitFrom(_activeCAnim._imageFrame, _activeCAnim._position, (_activeCAnim._flags & 4) >> 1, 0, _activeCAnim._scaleVal);
// Draw all NO_SHAPE shapes which have their flag bits clear
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == NO_SHAPE && (obj._flags & 1) == 0)
screen._backBuffer1.fillRect(obj.getNoShapeBounds(), 15);
}
}
void TattooScene::paletteLoaded() {
Screen &screen = *_vm->_screen;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
ui.setupBGArea(screen._cMap);
ui.initScrollVars();
}
void TattooScene::checkBgShapes() {
// Call the base scene method to handle bg shapes
Scene::checkBgShapes();
// Check for any active playing animation
if (_activeCAnim.active() && _activeCAnim._zPlacement != REMOVE) {
switch (_activeCAnim._flags & 3) {
case 0:
_activeCAnim._zPlacement = BEHIND;
break;
case 1:
_activeCAnim._zPlacement = ((_activeCAnim._position.y + _activeCAnim._imageFrame._frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
break;
case 2:
_activeCAnim._zPlacement = FORWARD;
break;
default:
break;
}
}
}
void TattooScene::freeScene() {
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Scene::freeScene();
// Delete any scene overlays that were used by the scene
delete ui._mask;
delete ui._mask1;
ui._mask = ui._mask1 = nullptr;
}
void TattooScene::doBgAnimCheckCursor() {
Events &events = *_vm->_events;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Common::Point mousePos = events.mousePos();
// If we're in Look Mode, make sure the cursor is the magnifying glass
if (ui._menuMode == LOOK_MODE && events.getCursor() != MAGNIFY)
events.setCursor(MAGNIFY);
// See if the mouse is over any of the arrow zones, and if so, change the cursor to the correct
// arrow cursor indicating the direcetion of the exit
if (events.getCursor() == ARROW || events.getCursor() >= EXIT_ZONES_START) {
CursorId cursorId = ARROW;
if (ui._menuMode == STD_MODE && ui._arrowZone != -1 && _currentScene != 90) {
for (uint idx = 0; idx < _exits.size(); ++idx) {
Exit &exit = _exits[idx];
if (exit.contains(mousePos))
cursorId = (CursorId)(exit._image + EXIT_ZONES_START);
}
}
events.setCursor(cursorId);
} else {
events.animateCursorIfNeeded();
}
}
void TattooScene::doBgAnim() {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
Music &music = *_vm->_music;
TattooPeople &people = *(TattooPeople *)_vm->_people;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
TattooUserInterface &ui = *((TattooUserInterface *)_vm->_ui);
doBgAnimCheckCursor();
music.checkSongProgress();
talk._talkToAbort = false;
// Check the characters and sprites for updates
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (people[idx]._type == CHARACTER)
people[idx].checkSprite();
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
_bgShapes[idx].checkObject();
}
// If one of the objects has signalled a call to a talk file, to go to another scene, exit immediately
if (_goToScene != -1)
return;
// Erase any affected background areas
ui.doBgAnimEraseBackground();
doBgAnimUpdateBgObjectsAndAnim();
doBgAnimDrawSprites();
ui.drawInterface();
if (ui._creditsWidget.active())
ui._creditsWidget.blitCredits();
if (screen._flushScreen) {
screen.slamArea(screen._currentScroll.x, screen._currentScroll.y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
screen._flushScreen = false;
}
screen._flushScreen = false;
_doBgAnimDone = true;
ui._drawMenu = false;
// Handle drawing tooltips
if (ui._menuMode == STD_MODE || ui._menuMode == LAB_MODE)
ui._tooltipWidget.draw();
if (!ui._postRenderWidgets.empty()) {
for (WidgetList::iterator i = ui._postRenderWidgets.begin(); i != ui._postRenderWidgets.end(); ++i)
(*i)->draw();
ui._postRenderWidgets.clear();
}
if (!vm._fastMode)
events.wait(3);
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
if (people[idx]._updateNPCPath)
people[idx].updateNPC();
}
}
void TattooScene::doBgAnimUpdateBgObjectsAndAnim() {
People &people = *_vm->_people;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE)
obj.adjustObject();
}
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();
drawAllShapes();
ui.drawMaskArea(true);
}
void TattooScene::updateBackground() {
TattooPeople &people = *(TattooPeople *)_vm->_people;
Screen &screen = *_vm->_screen;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Scene::updateBackground();
ui.drawMaskArea(false);
screen._flushScreen = true;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
TattooPerson &p = people[idx];
if (p._type != INVALID) {
if (_goToScene == -1 || _cAnim.size() == 0) {
if (p._type == REMOVE) {
screen.slamArea(p._oldPosition.x, p._oldPosition.y, p._oldSize.x, p._oldSize.y);
p._type = INVALID;
} else {
if (p._tempScaleVal == SCALE_THRESHOLD) {
screen.flushImage(p._imageFrame, Common::Point(p._tempX, p._position.y / FIXED_INT_MULTIPLIER
- p._imageFrame->_width), &p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y);
} else {
int ts = p._imageFrame->sDrawYSize(p._tempScaleVal);
int ty = p._position.y / FIXED_INT_MULTIPLIER - ts;
screen.flushScaleImage(p._imageFrame, Common::Point(p._tempX, ty),
&p._oldPosition.x, &p._oldPosition.y, &p._oldSize.x, &p._oldSize.y, p._tempScaleVal);
}
}
}
}
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) {
if (_goToScene == -1) {
if (obj._scaleVal == SCALE_THRESHOLD)
screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y);
else
screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
if (obj._type == REMOVE)
obj._type = INVALID;
}
}
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (_goToScene == -1) {
if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
screen.slamRect(obj.getNoShapeBounds());
screen.slamRect(obj.getOldBounds());
} else if (obj._type == HIDE_SHAPE) {
if (obj._scaleVal == SCALE_THRESHOLD)
screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y);
else
screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
obj._type = HIDDEN;
}
}
}
screen._flushScreen = false;
}
void TattooScene::doBgAnimDrawSprites() {
TattooPeople &people = *(TattooPeople *)_vm->_people;
Screen &screen = *_vm->_screen;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
TattooPerson &person = people[idx];
if (person._type != INVALID) {
if (_goToScene == -1 || _cAnim.size() == 0) {
if (person._type == REMOVE) {
screen.slamRect(person.getOldBounds());
person._type = INVALID;
} else {
if (person._tempScaleVal == SCALE_THRESHOLD) {
screen.flushImage(person._imageFrame, Common::Point(person._tempX, person._position.y / FIXED_INT_MULTIPLIER
- person.frameHeight()), &person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y);
} else {
int ts = person._imageFrame->sDrawYSize(person._tempScaleVal);
int ty = person._position.y / FIXED_INT_MULTIPLIER - ts;
screen.flushScaleImage(person._imageFrame, Common::Point(person._tempX, ty),
&person._oldPosition.x, &person._oldPosition.y, &person._oldSize.x, &person._oldSize.y, person._tempScaleVal);
}
}
}
}
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE || obj._type == REMOVE) {
if (_goToScene == -1) {
if (obj._scaleVal == SCALE_THRESHOLD)
screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y);
else
screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
if (obj._type == REMOVE)
obj._type = INVALID;
}
}
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (_goToScene == -1) {
if (obj._type == NO_SHAPE && (obj._flags & 1) == 0) {
screen.slamRect(obj.getNoShapeBounds());
screen.slamRect(obj.getOldBounds());
} else if (obj._type == HIDE_SHAPE) {
if (obj._scaleVal == SCALE_THRESHOLD)
screen.flushImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y);
else
screen.flushScaleImage(obj._imageFrame, obj._position, &obj._oldPosition.x, &obj._oldPosition.y,
&obj._oldSize.x, &obj._oldSize.y, obj._scaleVal);
obj._type = HIDDEN;
}
}
}
if (_activeCAnim.active() || _activeCAnim._zPlacement == REMOVE) {
if (_activeCAnim._zPlacement != REMOVE) {
screen.flushImage(&_activeCAnim._imageFrame, _activeCAnim._position, _activeCAnim._oldBounds, _activeCAnim._scaleVal);
} else {
screen.slamRect(_activeCAnim._removeBounds);
_activeCAnim._removeBounds = Common::Rect(0, 0, 0, 0);
_activeCAnim._zPlacement = -1; // Reset _zPlacement so we don't REMOVE again
}
}
}
int TattooScene::getScaleVal(const Point32 &pt) {
bool found = false;
int result = SCALE_THRESHOLD;
Common::Point pos(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER);
for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) {
ScaleZone &sz = _scaleZones[idx];
if (sz.contains(pos)) {
int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber;
result = 25600L / n;
// CHECKME: Shouldn't we set 'found' at this place?
}
}
// If it wasn't found, we may be off screen to the left or right, so find the scale zone
// that would apply to the y val passed in disregarding the x
if (!found) {
for (uint idx = 0; idx < _scaleZones.size() && !found; ++idx) {
ScaleZone &sz = _scaleZones[idx];
if (pos.y >= sz.top && pos.y < sz.bottom) {
int n = (sz._bottomNumber - sz._topNumber) * 100 / sz.height() * (pos.y - sz.top) / 100 + sz._topNumber;
result = 25600L / n;
}
}
}
return result;
}
int TattooScene::startCAnim(int cAnimNum, int playRate) {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
TattooPeople &people = *(TattooPeople *)_vm->_people;
Resources &res = *_vm->_res;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
// Exit immediately if the anim number is out of range, or the anim doesn't have a position specified
if (cAnimNum < 0 || cAnimNum >= (int)_cAnim.size() || _cAnim[cAnimNum]._position.x == -1)
// Return out of range error
return -1;
// Get the co-ordinates that the Player & NPC #1 must walk to and end on
CAnim &cAnim = _cAnim[cAnimNum];
PositionFacing goto1 = cAnim._goto[0];
PositionFacing goto2 = cAnim._goto[1];
PositionFacing teleport1 = cAnim._teleport[0];
PositionFacing teleport2 = cAnim._teleport[1];
// See if the Player must walk to a position before the animation starts
SpriteType savedPlayerType = people[HOLMES]._type;
if (goto1.x != -1 && people[HOLMES]._type == CHARACTER) {
if (people[HOLMES]._position != goto1)
people[HOLMES].walkToCoords(goto1, goto1._facing);
}
if (talk._talkToAbort)
return 1;
// See if NPC #1 must walk to a position before the animation starts
SpriteType savedNPCType = people[WATSON]._type;
if (goto2.x != -1 && people[WATSON]._type == CHARACTER) {
if (people[WATSON]._position != goto2)
people[WATSON].walkToCoords(goto2, goto2._facing);
}
if (talk._talkToAbort)
return 1;
// Turn the player (and NPC #1 if neccessary) off before running the canimation
if (teleport1.x != -1 && savedPlayerType == CHARACTER)
people[HOLMES]._type = REMOVE;
if (teleport2.x != -1 && savedNPCType == CHARACTER)
people[WATSON]._type = REMOVE;
if (ui._windowOpen)
ui.banishWindow();
// Open up the room resource file and get the data for the animation
Common::SeekableReadStream *stream = res.load(_roomFilename);
stream->seek(44 + cAnimNum * 4);
stream->seek(stream->readUint32LE());
Common::SeekableReadStream *animStream = stream->readStream(cAnim._dataSize);
delete stream;
// Set up the active animation
_activeCAnim._position = cAnim._position;
_activeCAnim._oldBounds = Common::Rect(0, 0, 0, 0);
_activeCAnim._flags = cAnim._flags;
_activeCAnim._scaleVal = cAnim._scaleVal;
_activeCAnim._zPlacement = 0;
_activeCAnim.load(animStream, _compressed);
while (!_vm->shouldQuit()) {
// Get the next frame
if (!_activeCAnim.getNextFrame())
break;
// Draw the frame
doBgAnim();
// Check for Escape key being pressed to abort animation
events.pollEvents();
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) {
_vm->setFlags(-76);
_vm->setFlags(396);
_goToScene = STARTING_GAME_SCENE;
talk._talkToAbort = true;
_activeCAnim.close();
break;
}
}
}
// Turn the people back on
people[HOLMES]._type = savedPlayerType;
if (teleport2.x != -1)
people[WATSON]._type = savedNPCType;
// Teleport the Player to the ending coordinates if necessary
if (teleport1.x != -1 && savedPlayerType == CHARACTER) {
people[HOLMES]._position = teleport1;
people[HOLMES]._sequenceNumber = teleport1._facing;
people[HOLMES].gotoStand();
}
// Teleport Watson to the ending coordinates if necessary
if (teleport2.x != -1 && savedNPCType == CHARACTER) {
people[WATSON]._position = teleport2;
people[WATSON]._sequenceNumber = teleport2._facing;
people[WATSON].gotoStand();
}
// Flag the Canimation to be cleared
_activeCAnim._zPlacement = REMOVE;
_activeCAnim._removeBounds = _activeCAnim._oldBounds;
_vm->_ui->_bgFound = -1;
// Free up the animation
_activeCAnim.close();
return 1;
}
void TattooScene::setNPCPath(int npc) {
TattooPeople &people = *(TattooPeople *)_vm->_people;
SaveManager &saves = *_vm->_saves;
Talk &talk = *_vm->_talk;
// Don't do initial scene setup if a savegame has just been loaded
if (saves._justLoaded)
return;
people[npc].clearNPC();
people[npc]._npcName = 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 (int idx = 1; idx < MAX_CHARACTERS; ++idx)
people[idx]._type = INVALID;
// Call the path script for the scene
Common::String pathFile = Common::String::format("PATH%.2dA", _currentScene);
talk.talkTo(pathFile);
}
int TattooScene::findBgShape(const Common::Point &pt) {
People &people = *_vm->_people;
UserInterface &ui = *_vm->_ui;
if (!_doBgAnimDone)
// New frame hasn't been drawn yet
return -1;
int result = -1;
for (int idx = (int)_bgShapes.size() - 1; idx >= 0 && result == -1; --idx) {
Object &o = _bgShapes[idx];
if (o._type != INVALID && o._type != NO_SHAPE && o._type != HIDDEN &&
(o._aType <= PERSON || (ui._menuMode == LAB_MODE && o._aType == SOLID))) {
if (o.getNewBounds().contains(pt))
result = idx;
} else if (o._type == NO_SHAPE) {
if (o.getNoShapeBounds().contains(pt))
result = idx;
}
}
// Now check for the mouse being over an NPC. If so, it overrides any found bg object
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
Person &person = people[idx];
if (person._type == CHARACTER) {
int scaleVal = getScaleVal(person._position);
Common::Rect charRect;
if (scaleVal == SCALE_THRESHOLD)
charRect = Common::Rect(person.frameWidth(), person.frameHeight());
else
charRect = Common::Rect(person._imageFrame->sDrawXSize(scaleVal), person._imageFrame->sDrawYSize(scaleVal));
charRect.moveTo(person._position.x / FIXED_INT_MULTIPLIER, person._position.y / FIXED_INT_MULTIPLIER
- charRect.height());
if (charRect.contains(pt))
result = 1000 + idx;
}
}
return result;
}
void TattooScene::synchronize(Serializer &s) {
TattooEngine &vm = *(TattooEngine *)_vm;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
Scene::synchronize(s);
if (s.isLoading()) {
// In case we were showing the intro prologue or the ending credits, stop them
vm._runningProlog = false;
ui._creditsWidget.close();
}
}
int TattooScene::closestZone(const Common::Point &pt) {
int zone = -1;
int dist = 9999;
for (uint idx = 0; idx < _zones.size(); ++idx) {
Common::Rect &r = _zones[idx];
// Check the distance from the point to the center of the zone
int d = ABS(r.left + (r.width() / 2) - pt.x) + ABS(r.top + (r.height() / 2) - pt.y);
if (d < dist) {
dist = d;
zone = idx;
}
// Check the distance from the point to the upper left of the zone
d = ABS((int)(r.left - pt.x)) + ABS((int)(r.top - pt.y));
if (d < dist)
{
dist = d;
zone = idx;
}
// Check the distance from the point to the upper right of the zone
d = ABS(r.left + r.width() - pt.x) + ABS(r.top - pt.y);
if (d < dist) {
dist = d;
zone = idx;
}
// Check the distance from the point to the lower left of the zone
d = ABS(r.left - pt.x) + ABS(r.top + r.height() - pt.y);
if (d < dist) {
dist = d;
zone = idx;
}
// Check the distance from the point to the lower right of the zone
d = ABS(r.left + r.width() - pt.x) + ABS(r.top + r.height() - pt.y);
if (d < dist) {
dist = d;
zone = idx;
}
}
return zone;
}
} // End of namespace Tattoo
} // End of namespace Sherlock