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8ee889beb4
This likely fixes just about every remaining outstanding bug report. The variable, for a savegame being loaded, was only reset when a previously loaded scene was freed. But if you loaded a game directly from the launcher, there was no previous scene to free, and the variable remained set. Which meant that you could do things in the scene and then either leave the scene or make another save without the _sceneStats update method being called to reflect the changes made in the change in the global flags.
322 lines
8.2 KiB
C++
322 lines
8.2 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_SCENE_H
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#define SHERLOCK_SCENE_H
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#include "common/scummsys.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/serializer.h"
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#include "sherlock/objects.h"
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#include "sherlock/resources.h"
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#include "sherlock/screen.h"
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namespace Sherlock {
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#define MAX_ZONES 40
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#define INFO_LINE 140
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class SherlockEngine;
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struct BgFileHeader {
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int _numStructs;
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int _numImages;
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int _numcAnimations;
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int _descSize;
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int _seqSize;
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// Serrated Scalpel
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int _fill;
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// Rose Tattoo
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int _scrollSize;
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int _bytesWritten; // Size of the main body of the RRM
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int _fadeStyle; // Fade style
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byte _palette[PALETTE_SIZE]; // Palette
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BgFileHeader();
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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struct BgFileHeaderInfo {
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int _filesize; // How long images are
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int _maxFrames; // How many unique frames in object
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Common::String _filename; // Filename of object
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(Common::SeekableReadStream &s);
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};
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class Exit: public Common::Rect {
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public:
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int _scene;
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int _allow;
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PositionFacing _newPosition;
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Common::String _dest;
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int _image; // Arrow image to use
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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void load3DO(Common::SeekableReadStream &s);
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};
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struct SceneEntry {
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Common::Point _startPosition;
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int _startDir;
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int _allow;
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(Common::SeekableReadStream &s);
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};
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struct SceneSound {
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Common::String _name;
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int _priority;
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/**
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* Load the data for the object
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*/
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void load(Common::SeekableReadStream &s);
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void load3DO(Common::SeekableReadStream &s);
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};
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class ObjectArray : public Common::Array<Object> {
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public:
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/**
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* Retuurn the index of the passed object in the array
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*/
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int indexOf(const Object &obj) const;
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};
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class ScaleZone: public Common::Rect {
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public:
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int _topNumber; // Numerator of scale size at the top of the zone
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int _bottomNumber; // Numerator of scale size at the bottom of the zone
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void load(Common::SeekableReadStream &s);
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};
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class WalkArray : public Common::Array < Common::Point > {
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public:
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int _pointsCount;
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int _fileOffset;
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WalkArray() : _pointsCount(0), _fileOffset(-1) {}
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/**
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* Load data for the walk array entry
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*/
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void load(Common::SeekableReadStream &s, bool isRoseTattoo);
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};
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class Scene {
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private:
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/**
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* Loads sounds for the scene
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*/
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void loadSceneSounds();
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/**
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* Set objects to their current persistent state. This includes things such as
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* opening or moving them
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*/
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void checkSceneStatus();
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/**
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* Checks scene objects against the player's inventory items. If there are any
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* matching names, it means the given item has already been picked up, and should
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* be hidden in the scene.
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*/
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void checkInventory();
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/**
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* Set up any entrance co-ordinates or entrance canimations, and then transition
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* in the scene
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*/
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void transitionToScene();
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/**
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* Restores objects to the correct status. This ensures that things like being opened or moved
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* will remain the same on future visits to the scene
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*/
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void saveSceneStatus();
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protected:
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SherlockEngine *_vm;
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Common::String _roomFilename;
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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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virtual bool loadScene(const Common::String &filename);
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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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virtual void checkBgShapes();
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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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virtual void drawAllShapes() = 0;
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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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virtual void paletteLoaded() {}
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Scene(SherlockEngine *vm);
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public:
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int _currentScene;
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int _goToScene;
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bool **_sceneStats;
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bool _walkedInScene;
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int _version;
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bool _compressed;
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int _invGraphicItems;
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Common::String _comments;
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Common::Array<char> _descText;
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Common::Array<Common::Rect> _zones;
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ObjectArray _bgShapes;
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Common::Array<CAnim> _cAnim;
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Common::Array<byte> _sequenceBuffer;
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Common::Array<SceneImage> _images;
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int _walkDirectory[MAX_ZONES][MAX_ZONES];
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Common::Array<WalkArray> _walkPoints;
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Common::Array<Exit> _exits;
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SceneEntry _entrance;
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Common::Array<SceneSound> _sounds;
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Common::Array<Object *> _canimShapes;
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Common::Array<ScaleZone> _scaleZones;
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Common::StringArray _objSoundList;
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bool _restoreFlag;
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int _animating;
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bool _doBgAnimDone;
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int _tempFadeStyle;
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int _cAnimFramePause;
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public:
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static Scene *init(SherlockEngine *vm);
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virtual ~Scene();
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/**
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* Handles loading the scene specified by _goToScene
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*/
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void selectScene();
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/**
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* Check the scene's objects against the game flags. If false is passed,
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* it means the scene has just been loaded. A value of true means that the scene
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* is in use (ie. not just loaded)
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*/
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void checkSceneFlags(bool mode);
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/**
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* Check whether the passed area intersects with one of the scene's exits
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*/
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Exit *checkForExit(const Common::Rect &r);
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/**
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* Scans through the object list to find one with a matching name, and will
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* call toggleHidden with all matches found. Returns the numer of matches found
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*/
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int toggleObject(const Common::String &name);
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/**
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* Checks to see if the given position in the scene belongs to a given zone type.
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* If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
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*/
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int checkForZones(const Common::Point &pt, int zoneType);
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/**
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* Check which zone the the given position is located in.
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*/
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int whichZone(const Common::Point &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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virtual void freeScene();
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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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virtual int closestZone(const Common::Point &pt) = 0;
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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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virtual int findBgShape(const Common::Point &pt) = 0;
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/**
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* Synchronize the data for a savegame
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*/
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virtual void synchronize(Serializer &s);
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public:
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/**
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* Draw all objects and characters.
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*/
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virtual void doBgAnim() = 0;
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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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virtual void updateBackground();
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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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virtual int startCAnim(int cAnimNum, int playRate = 1) = 0;
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};
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} // End of namespace Sherlock
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#endif
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