scummvm/engines/sherlock/tattoo/tattoo_scene.h
2020-02-09 12:43:16 +01:00

158 lines
4.5 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_TATTOO_SCENE_H
#define SHERLOCK_TATTOO_SCENE_H
#include "common/scummsys.h"
#include "sherlock/scene.h"
#include "sherlock/tattoo/widget_lab.h"
namespace Sherlock {
namespace Tattoo {
extern const int FS_TRANS[8];
enum {
STARTING_GAME_SCENE = 1, WEARY_PUNT = 52, TRAIN_RIDE = 69, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 90, OVERHEAD_MAP = 100
};
struct SceneTripEntry {
int _flag;
int _sceneNumber;
int _numTimes;
SceneTripEntry() : _flag(0), _sceneNumber(0), _numTimes(0) {}
SceneTripEntry(int flag, int sceneNumber, int numTimes) : _flag(flag),
_sceneNumber(sceneNumber), _numTimes(numTimes) {}
};
class TattooScene : public Scene {
private:
WidgetLab _labWidget;
void doBgAnimCheckCursor();
/**
* Update the background objects and canimations as part of doBgAnim
*/
void doBgAnimUpdateBgObjectsAndAnim();
void doBgAnimDrawSprites();
/**
* Resets the NPC path information when entering a new scene.
* @remarks The default talk file for the given NPC is set to WATS##A, where ## is
* the scene number being entered
*/
void setNPCPath(int npc);
protected:
/**
* Loads the data associated for a given scene. The room resource 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) override;
/**
* 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() override;
/**
* Draw all the shapes, people and NPCs in the correct order
*/
void drawAllShapes() override;
/**
* Called by loadScene when the palette is loaded for Rose Tattoo
*/
void paletteLoaded() override;
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s) override;
/**
* Returns the index of the closest zone to a given point.
*/
int closestZone(const Common::Point &pt) override;
public:
StreamingImageFile _activeCAnim;
Common::Array<SceneTripEntry> _sceneTripCounters;
bool _labTableScene;
public:
TattooScene(SherlockEngine *vm);
/**
* Returns the scale value for the passed co-ordinates. This is taken from the scene's
* scale zones, interpolating inbetween the top and bottom values of the zones as needed
*/
int getScaleVal(const Point32 &pt);
/**
* Fres all the graphics and other dynamically allocated data for the scene
*/
void freeScene() override;
/**
* Draw all objects and characters.
*/
void doBgAnim() override;
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
void updateBackground() override;
/**
* 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 = 1) override;
/**
* 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::Point &pt) override;
};
} // End of namespace Tattoo
} // End of namespace Sherlock
#endif