Initial commit
This commit is contained in:
320
engines/sherlock/scene.h
Normal file
320
engines/sherlock/scene.h
Normal file
@@ -0,0 +1,320 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef SHERLOCK_SCENE_H
|
||||
#define SHERLOCK_SCENE_H
|
||||
|
||||
#include "common/scummsys.h"
|
||||
#include "common/array.h"
|
||||
#include "common/rect.h"
|
||||
#include "common/serializer.h"
|
||||
#include "sherlock/objects.h"
|
||||
#include "sherlock/resources.h"
|
||||
#include "sherlock/screen.h"
|
||||
|
||||
namespace Sherlock {
|
||||
|
||||
#define MAX_ZONES 40
|
||||
#define INFO_LINE 140
|
||||
|
||||
class SherlockEngine;
|
||||
|
||||
struct BgFileHeader {
|
||||
int _numStructs;
|
||||
int _numImages;
|
||||
int _numcAnimations;
|
||||
int _descSize;
|
||||
int _seqSize;
|
||||
|
||||
// Serrated Scalpel
|
||||
int _fill;
|
||||
|
||||
// Rose Tattoo
|
||||
int _scrollSize;
|
||||
int _bytesWritten; // Size of the main body of the RRM
|
||||
int _fadeStyle; // Fade style
|
||||
byte _palette[Graphics::PALETTE_SIZE]; // Palette
|
||||
|
||||
|
||||
BgFileHeader();
|
||||
|
||||
/**
|
||||
* Load the data for the object
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
|
||||
};
|
||||
|
||||
struct BgFileHeaderInfo {
|
||||
int _filesize; // How long images are
|
||||
int _maxFrames; // How many unique frames in object
|
||||
Common::String _filename; // Filename of object
|
||||
|
||||
/**
|
||||
* Load the data for the object
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s);
|
||||
void load3DO(Common::SeekableReadStream &s);
|
||||
};
|
||||
|
||||
class Exit: public Common::Rect {
|
||||
public:
|
||||
int _scene;
|
||||
int _allow;
|
||||
PositionFacing _newPosition;
|
||||
|
||||
Common::String _dest;
|
||||
int _image; // Arrow image to use
|
||||
|
||||
/**
|
||||
* Load the data for the object
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
|
||||
void load3DO(Common::SeekableReadStream &s);
|
||||
};
|
||||
|
||||
struct SceneEntry {
|
||||
Common::Point _startPosition;
|
||||
int _startDir;
|
||||
int _allow;
|
||||
|
||||
/**
|
||||
* Load the data for the object
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s);
|
||||
void load3DO(Common::SeekableReadStream &s);
|
||||
};
|
||||
|
||||
struct SceneSound {
|
||||
Common::String _name;
|
||||
int _priority;
|
||||
|
||||
/**
|
||||
* Load the data for the object
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s);
|
||||
void load3DO(Common::SeekableReadStream &s);
|
||||
};
|
||||
|
||||
class ObjectArray : public Common::Array<Object> {
|
||||
public:
|
||||
/**
|
||||
* Retuurn the index of the passed object in the array
|
||||
*/
|
||||
int indexOf(const Object &obj) const;
|
||||
};
|
||||
|
||||
class ScaleZone: public Common::Rect {
|
||||
public:
|
||||
int _topNumber; // Numerator of scale size at the top of the zone
|
||||
int _bottomNumber; // Numerator of scale size at the bottom of the zone
|
||||
|
||||
void load(Common::SeekableReadStream &s);
|
||||
};
|
||||
|
||||
class WalkArray : public Common::Array < Common::Point > {
|
||||
public:
|
||||
int _pointsCount;
|
||||
int _fileOffset;
|
||||
|
||||
WalkArray() : _pointsCount(0), _fileOffset(-1) {}
|
||||
|
||||
/**
|
||||
* Load data for the walk array entry
|
||||
*/
|
||||
void load(Common::SeekableReadStream &s, bool isRoseTattoo);
|
||||
};
|
||||
|
||||
class Scene {
|
||||
private:
|
||||
/**
|
||||
* Loads sounds for the scene
|
||||
*/
|
||||
void loadSceneSounds();
|
||||
|
||||
/**
|
||||
* Set objects to their current persistent state. This includes things such as
|
||||
* opening or moving them
|
||||
*/
|
||||
void checkSceneStatus();
|
||||
|
||||
/**
|
||||
* Checks scene objects against the player's inventory items. If there are any
|
||||
* matching names, it means the given item has already been picked up, and should
|
||||
* be hidden in the scene.
|
||||
*/
|
||||
void checkInventory();
|
||||
|
||||
/**
|
||||
* Set up any entrance co-ordinates or entrance canimations, and then transition
|
||||
* in the scene
|
||||
*/
|
||||
void transitionToScene();
|
||||
|
||||
/**
|
||||
* Restores objects to the correct status. This ensures that things like being opened or moved
|
||||
* will remain the same on future visits to the scene
|
||||
*/
|
||||
void saveSceneStatus();
|
||||
protected:
|
||||
SherlockEngine *_vm;
|
||||
Common::Path _roomFilename;
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
virtual bool loadScene(const Common::Path &filename);
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
virtual void checkBgShapes();
|
||||
|
||||
/**
|
||||
* Draw all the shapes, people and NPCs in the correct order
|
||||
*/
|
||||
virtual void drawAllShapes() = 0;
|
||||
|
||||
/**
|
||||
* Called by loadScene when the palette is loaded for Rose Tattoo
|
||||
*/
|
||||
virtual void paletteLoaded() {}
|
||||
|
||||
Scene(SherlockEngine *vm);
|
||||
public:
|
||||
int _currentScene;
|
||||
int _goToScene;
|
||||
bool **_sceneStats;
|
||||
bool _walkedInScene;
|
||||
int _version;
|
||||
bool _compressed;
|
||||
int _invGraphicItems;
|
||||
Common::String _comments;
|
||||
Common::Array<char> _descText;
|
||||
Common::Array<Common::Rect> _zones;
|
||||
ObjectArray _bgShapes;
|
||||
Common::Array<CAnim> _cAnim;
|
||||
Common::Array<byte> _sequenceBuffer;
|
||||
Common::Array<SceneImage> _images;
|
||||
int _walkDirectory[MAX_ZONES][MAX_ZONES];
|
||||
Common::Array<WalkArray> _walkPoints;
|
||||
Common::Array<Exit> _exits;
|
||||
SceneEntry _entrance;
|
||||
Common::Array<SceneSound> _sounds;
|
||||
Common::Array<Object *> _canimShapes;
|
||||
Common::Array<ScaleZone> _scaleZones;
|
||||
Common::StringArray _objSoundList;
|
||||
bool _restoreFlag;
|
||||
int _animating;
|
||||
bool _doBgAnimDone;
|
||||
int _tempFadeStyle;
|
||||
int _cAnimFramePause;
|
||||
public:
|
||||
static Scene *init(SherlockEngine *vm);
|
||||
virtual ~Scene();
|
||||
|
||||
/**
|
||||
* Handles loading the scene specified by _goToScene
|
||||
*/
|
||||
void selectScene();
|
||||
|
||||
/**
|
||||
* Check the scene's objects against the game flags. If false is passed,
|
||||
* it means the scene has just been loaded. A value of true means that the scene
|
||||
* is in use (ie. not just loaded)
|
||||
*/
|
||||
void checkSceneFlags(bool mode);
|
||||
|
||||
/**
|
||||
* Check whether the passed area intersects with one of the scene's exits
|
||||
*/
|
||||
Exit *checkForExit(const Common::Rect &r);
|
||||
|
||||
/**
|
||||
* Scans through the object list to find one with a matching name, and will
|
||||
* call toggleHidden with all matches found. Returns the numer of matches found
|
||||
*/
|
||||
int toggleObject(const Common::String &name);
|
||||
|
||||
/**
|
||||
* Checks to see if the given position in the scene belongs to a given zone type.
|
||||
* If it is, the zone is activated and used just like a TAKL zone or aFLAG_SET zone.
|
||||
*/
|
||||
int checkForZones(const Common::Point &pt, int zoneType);
|
||||
|
||||
/**
|
||||
* Check which zone the given position is located in.
|
||||
*/
|
||||
int whichZone(const Common::Point &pt);
|
||||
|
||||
/**
|
||||
* Fres all the graphics and other dynamically allocated data for the scene
|
||||
*/
|
||||
virtual void freeScene();
|
||||
|
||||
/**
|
||||
* Returns the index of the closest zone to a given point.
|
||||
*/
|
||||
virtual int closestZone(const Common::Point &pt) = 0;
|
||||
|
||||
/**
|
||||
* Attempts to find a background shape within the passed bounds. If found,
|
||||
* it will return the shape number, or -1 on failure.
|
||||
*/
|
||||
virtual int findBgShape(const Common::Point &pt) = 0;
|
||||
|
||||
/**
|
||||
* Synchronize the data for a savegame
|
||||
*/
|
||||
virtual void synchronize(Serializer &s);
|
||||
public:
|
||||
/**
|
||||
* Draw all objects and characters.
|
||||
*/
|
||||
virtual void doBgAnim() = 0;
|
||||
|
||||
/**
|
||||
* Update the screen back buffer with all of the scene objects which need
|
||||
* to be drawn
|
||||
*/
|
||||
virtual void updateBackground();
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
virtual int startCAnim(int cAnimNum, int playRate = 1) = 0;
|
||||
};
|
||||
|
||||
} // End of namespace Sherlock
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user