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158 lines
4.5 KiB
C++
158 lines
4.5 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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#ifndef SHERLOCK_TATTOO_SCENE_H
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#define SHERLOCK_TATTOO_SCENE_H
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#include "common/scummsys.h"
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#include "sherlock/scene.h"
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#include "sherlock/tattoo/widget_lab.h"
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namespace Sherlock {
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namespace Tattoo {
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extern const int FS_TRANS[8];
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enum {
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STARTING_GAME_SCENE = 1, WEARY_PUNT = 52, TRAIN_RIDE = 69, STARTING_INTRO_SCENE = 91, OVERHEAD_MAP2 = 90, OVERHEAD_MAP = 100
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};
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struct SceneTripEntry {
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int _flag;
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int _sceneNumber;
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int _numTimes;
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SceneTripEntry() : _flag(0), _sceneNumber(0), _numTimes(0) {}
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SceneTripEntry(int flag, int sceneNumber, int numTimes) : _flag(flag),
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_sceneNumber(sceneNumber), _numTimes(numTimes) {}
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};
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class TattooScene : public Scene {
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private:
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WidgetLab _labWidget;
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void doBgAnimCheckCursor();
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/**
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* Update the background objects and canimations as part of doBgAnim
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*/
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void doBgAnimUpdateBgObjectsAndAnim();
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void doBgAnimDrawSprites();
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/**
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* Resets the NPC path information when entering a new scene.
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* @remarks The default talk file for the given NPC is set to WATS##A, where ## is
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* the scene number being entered
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*/
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void setNPCPath(int npc);
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protected:
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/**
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* Loads the data associated for a given scene. The room resource file's format is:
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* BGHEADER: Holds an index for the rest of the file
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* STRUCTS: The objects for the scene
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* IMAGES: The graphic information for the structures
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*
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* The _misc field of the structures contains the number of the graphic image
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* that it should point to after loading; _misc is then set to 0.
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*/
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bool loadScene(const Common::String &filename) override;
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/**
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* Checks all the background shapes. If a background shape is animating,
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* it will flag it as needing to be drawn. If a non-animating shape is
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* colliding with another shape, it will also flag it as needing drawing
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*/
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void checkBgShapes() override;
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/**
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* Draw all the shapes, people and NPCs in the correct order
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*/
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void drawAllShapes() override;
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/**
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* Called by loadScene when the palette is loaded for Rose Tattoo
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*/
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void paletteLoaded() override;
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s) override;
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/**
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* Returns the index of the closest zone to a given point.
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*/
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int closestZone(const Common::Point &pt) override;
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public:
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StreamingImageFile _activeCAnim;
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Common::Array<SceneTripEntry> _sceneTripCounters;
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bool _labTableScene;
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public:
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TattooScene(SherlockEngine *vm);
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/**
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* Returns the scale value for the passed co-ordinates. This is taken from the scene's
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* scale zones, interpolating inbetween the top and bottom values of the zones as needed
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*/
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int getScaleVal(const Point32 &pt);
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/**
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* Fres all the graphics and other dynamically allocated data for the scene
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*/
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void freeScene() override;
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/**
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* Draw all objects and characters.
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*/
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void doBgAnim() override;
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/**
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* Update the screen back buffer with all of the scene objects which need
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* to be drawn
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*/
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void updateBackground() override;
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/**
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* Attempt to start a canimation sequence. It will load the requisite graphics, and
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* then copy the canim object into the _canimShapes array to start the animation.
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*
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* @param cAnimNum The canim object within the current scene
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* @param playRate Play rate. 0 is invalid; 1=normal speed, 2=1/2 speed, etc.
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* A negative playRate can also be specified to play the animation in reverse
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*/
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int startCAnim(int cAnimNum, int playRate = 1) override;
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/**
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* Attempts to find a background shape within the passed bounds. If found,
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* it will return the shape number, or -1 on failure.
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*/
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int findBgShape(const Common::Point &pt) override;
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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