scummvm/engines/sherlock/scene.cpp

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/* 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/scene.h"
#include "sherlock/sherlock.h"
#include "sherlock/decompress.h"
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namespace Sherlock {
void BgFileHeader::synchronize(Common::SeekableReadStream &s) {
_numStructs = s.readUint16LE();
_numImages = s.readUint16LE();
_numcAnimations = s.readUint16LE();
_descSize = s.readUint16LE();
_seqSize = s.readUint16LE();
_fill = s.readUint16LE();
}
/*----------------------------------------------------------------*/
void BgfileheaderInfo::synchronize(Common::SeekableReadStream &s) {
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_filesize = s.readUint32LE();
_maxFrames = s.readByte();
char buffer[9];
s.read(buffer, 9);
_filename = Common::String(buffer);
}
/*----------------------------------------------------------------*/
void Exit::synchronize(Common::SeekableReadStream &s) {
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int xp = s.readSint16LE();
int yp = s.readSint16LE();
int xSize = s.readSint16LE();
int ySize = s.readSint16LE();
_bounds = Common::Rect(xp, yp, xp + xSize, yp + ySize);
_scene = s.readSint16LE();
_allow = s.readSint16LE();
_people.x = s.readSint16LE();
_people.y = s.readSint16LE();
_peopleDir = s.readUint16LE();
}
/*----------------------------------------------------------------*/
void SceneEntry::synchronize(Common::SeekableReadStream &s) {
_startPosition.x = s.readSint16LE();
_startPosition.y = s.readSint16LE();
_startDir = s.readByte();
_allow = s.readByte();
}
void SceneSound::synchronize(Common::SeekableReadStream &s) {
char buffer[9];
s.read(buffer, 8);
buffer[8] = '\0';
_name = Common::String(buffer);
_priority = s.readByte();
}
/*----------------------------------------------------------------*/
Scene::Scene(SherlockEngine *vm): _vm(vm) {
for (int idx = 0; idx < SCENES_COUNT; ++idx)
Common::fill(&_stats[idx][0], &_stats[idx][9], false);
_currentScene = -1;
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_goToRoom = -1;
_changes = false;
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_charPoint = _oldCharPoint = 0;
_windowOpen = _infoFlag = false;
_menuMode = _keyboardInput = 0;
_walkedInScene = false;
_ongoingCans = 0;
_version = 0;
_lzwMode = false;
_invGraphicItems = 0;
_hsavedPos = Common::Point(-1, -1);
_hsavedFs = -1;
_cAnimFramePause = 0;
_controlPanel = new ImageFile("controls.vgs");
_controls = nullptr; // new ImageFile("menu.all");
}
Scene::~Scene() {
delete _controlPanel;
delete _controls;
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clear();
}
/**
* Takes care of clearing any scene data
*/
void Scene::clear() {
}
void Scene::selectScene() {
// Reset fields
_windowOpen = _infoFlag = false;
_menuMode = _keyboardInput = 0;
_oldKey = _help = _oldHelp = 0;
_oldTemp = _temp = 0;
// Load the scene
Common::String sceneFile = Common::String::format("res%02d", _goToRoom);
_rrmName = Common::String::format("res%02d.rrm", _goToRoom);
_currentScene = _goToRoom;
_goToRoom = -1;
loadScene(sceneFile);
}
/**
* Loads the data associated for a given scene. The .BGD 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 Scene::loadScene(const Common::String &filename) {
EventsManager &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
bool flag;
_walkedInScene = false;
_ongoingCans = 0;
// Reset the list of walkable areas
_roomBounds.clear();
_roomBounds.push_back(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
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clear();
_descText.clear();
_comments = "";
_bgShapes.clear();
_cAnim.clear();
_sequenceBuffer.clear();
//
// Load background shapes from <filename>.rrm
//
Common::String rrmFile = filename + ".rrm";
flag = _vm->_res->exists(rrmFile);
if (flag) {
Common::SeekableReadStream *rrmStream = _vm->_res->load(rrmFile);
rrmStream->seek(39);
_version = rrmStream->readByte();
_lzwMode = _version == 10;
// Go to header and read it in
rrmStream->seek(rrmStream->readUint32LE());
BgFileHeader bgHeader;
bgHeader.synchronize(*rrmStream);
_invGraphicItems = bgHeader._numImages + 1;
// Read in the shapes header info
Common::Array<BgfileheaderInfo> bgInfo;
bgInfo.resize(bgHeader._numStructs);
for (uint idx = 0; idx < bgInfo.size(); ++idx)
bgInfo[idx].synchronize(*rrmStream);
// Read information
Common::SeekableReadStream *infoStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, bgHeader._numImages * 569 +
bgHeader._descSize + bgHeader._seqSize);
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_bgShapes.resize(bgHeader._numStructs + 1);
for (int idx = 0; idx < bgHeader._numStructs; ++idx)
_bgShapes[idx].synchronize(*infoStream);
if (bgHeader._descSize) {
_descText.resize(bgHeader._descSize);
infoStream->read(&_descText[0], bgHeader._descSize);
}
if (bgHeader._seqSize) {
_sequenceBuffer.resize(bgHeader._seqSize);
infoStream->read(&_sequenceBuffer[0], bgHeader._seqSize);
}
if (_lzwMode)
delete infoStream;
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// Set up inv list
_inv.resize(bgHeader._numImages + 1);
for (int idx = 0; idx < bgHeader._numImages; ++idx) {
_inv[idx + 1]._filesize = bgInfo[idx]._filesize;
_inv[idx + 1]._maxFrames = bgInfo[idx]._maxFrames;
// Read in the image data
Common::SeekableReadStream *imageStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, bgInfo[idx]._filesize);
_inv[idx + 1]._images = new ImageFile(*imageStream);
if (_lzwMode)
delete imageStream;
}
// Set up the bgShapes
for (int idx = 0; idx < bgHeader._numStructs; ++idx) {
_bgShapes[idx]._examine = Common::String(&_descText[_bgShapes[idx]._descOffset]);
_bgShapes[idx]._sequences = &_sequenceBuffer[_bgShapes[idx]._sequenceOffset];
_bgShapes[idx]._misc = 0;
_bgShapes[idx]._seqCounter = 0;
_bgShapes[idx]._seqcounter2 = 0;
_bgShapes[idx]._seqStack = 0;
_bgShapes[idx]._frameNumber = -1;
_bgShapes[idx]._position = Common::Point(0, 0);
_bgShapes[idx]._oldSize = Common::Point(1, 1);
_bgShapes[idx]._images = _inv[_bgShapes[idx]._misc]._images;
_bgShapes[idx]._imageFrame = !_bgShapes[idx]._images ? (ImageFrame *)nullptr :
&(*_bgShapes[idx]._images)[0];
}
// Set up end of list
_bgShapes[bgHeader._numStructs]._sequences = &_sequenceBuffer[0] + bgHeader._seqSize;
_bgShapes[bgHeader._numStructs]._examine = nullptr;
// Load in cAnim list
Common::SeekableReadStream *canimStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, 65 * bgHeader._numcAnimations);
_cAnim.resize(bgHeader._numcAnimations);
for (uint idx = 0; idx < _cAnim.size(); ++idx)
_cAnim[idx].synchronize(*canimStream);
if (_lzwMode)
delete canimStream;
// Read in the room bounding areas
int size = rrmStream->readUint16LE();
Common::SeekableReadStream *boundsStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, size);
_roomBounds.resize(size / 10);
for (uint idx = 0; idx < _roomBounds.size(); ++idx) {
_roomBounds[idx].left = boundsStream->readSint16LE();
_roomBounds[idx].top = boundsStream->readSint16LE();
_roomBounds[idx].setWidth(boundsStream->readSint16LE());
_roomBounds[idx].setHeight(boundsStream->readSint16LE());
boundsStream->skip(2); // Skip unused scene number field
}
if (_lzwMode)
delete boundsStream;
// Back at version byte, so skip over it
rrmStream->skip(1);
// Load the walk directory
for (int idx1 = 0; idx1 < MAX_ZONES; ++idx1) {
for (int idx2 = 0; idx2 < MAX_ZONES; ++idx2)
_walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
}
// Read in the walk data
size = rrmStream->readUint16LE();
Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, size);
_walkData.resize(size);
walkStream->read(&_walkData[0], size);
if (_lzwMode)
delete walkStream;
// Read in the exits
int numExits = rrmStream->readByte();
_exits.resize(numExits);
for (int idx = 0; idx < numExits; ++idx)
_exits[idx].synchronize(*rrmStream);
// Read in the entrance
_entrance.synchronize(*rrmStream);
// Initialize sound list
int numSounds = rrmStream->readByte();
_sounds.resize(numSounds);
for (int idx = 0; idx < numSounds; ++idx)
_sounds[idx].synchronize(*rrmStream);
// If sound is turned on, load the sounds into memory
if (sound._soundOn) {
for (int idx = 0; idx < numSounds; ++idx) {
sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority);
_sounds[idx]._name = "";
}
}
// Read in palette
rrmStream->read(screen._cMap, PALETTE_SIZE);
for (int idx = 0; idx < PALETTE_SIZE; ++idx)
screen._cMap[idx] = VGA_COLOR_TRANS(screen._cMap[idx]);
Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap);
// Read in the background
Common::SeekableReadStream *bgStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
bgStream->read(screen._backBuffer.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
if (_lzwMode)
delete bgStream;
// Set the palette
screen._backBuffer2.blitFrom(screen._backBuffer);
screen.setPalette(screen._cMap);
delete rrmStream;
}
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// Clear user interface area and draw controls
screen._backBuffer2.fillRect(0, INFO_LINE, SHERLOCK_SCREEN_WIDTH, INFO_LINE + 10, INFO_BLACK);
screen._backBuffer.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
screen._backBuffer2.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
_changes = false;
checkSceneStatus();
if (!_vm->_justLoaded) {
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == HIDDEN && _bgShapes[idx]._aType == TALK_EVERY)
_bgShapes[idx].toggleHidden();
}
// Check for TURNON objects
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == HIDDEN && (_bgShapes[idx]._flags & 0x20))
_bgShapes[idx].toggleHidden();
}
// Check for TURNOFF objects
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & 0x40) &&
_bgShapes[idx]._type != INVALID)
_bgShapes[idx].toggleHidden();
}
}
checkSceneFlags(false);
checkInventory();
// Handle starting any music for the scene
if (sound._musicOn && sound.loadSong(_currentScene)) {
if (sound._music)
sound.startSong();
}
// Load walking images if not already loaded
people.loadWalk();
// Transition to the scene and setup entrance co-ordinates and animations
transitionToScene();
// Player has not yet walked in this scene
_walkedInScene = false;
// Reset the position on the overland map
_vm->_oldCharPoint = _currentScene;
_vm->_over.x = _vm->_map[_currentScene].x * 100 - 600;
_vm->_over.y = _vm->_map[_currentScene].y * 100 + 900;
events.clearEvents();
return flag;
}
/**
* Set objects to their current persistent state. This includes things such as
* opening or moving them
*/
void Scene::checkSceneStatus() {
if (_stats[_currentScene][8]) {
for (int idx = 0; idx < 8; ++idx) {
int val = _stats[_currentScene][idx];
for (int bit = 0; bit < 8; ++bit) {
uint objNumber = idx * 8 + bit;
if (objNumber < _bgShapes.size()) {
Object &obj = _bgShapes[objNumber];
if (val & 1) {
// No shape to erase, so flag as hidden
obj._type = HIDDEN;
} else if (obj._images == nullptr || obj._images->size() == 0) {
// No shape
obj._type = NO_SHAPE;
} else {
obj._type = ACTIVE_BG_SHAPE;
}
} else {
// Finished checks
return;
}
val >>= 1;
}
}
}
}
/**
* 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 Scene::checkSceneFlags(bool flag) {
SpriteType mode = flag ? HIDE_SHAPE : HIDDEN;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._requiredFlag) {
if (!_vm->readFlags(_bgShapes[idx]._requiredFlag)) {
// Kill object
if (o._type != HIDDEN && o._type != INVALID) {
if (o._images == nullptr || o._images->size() == 0)
// No shape to erase, so flag as hidden
o._type = HIDDEN;
else
// Flag it as needing to be hidden after first erasing it
o._type = mode;
}
} else if (_bgShapes[idx]._requiredFlag) {
// Restore object
if (o._images == nullptr || o._images->size() == 0)
o._type = NO_SHAPE;
else
o._type = ACTIVE_BG_SHAPE;
}
}
}
// Check inventory
for (uint idx = 0; idx < _vm->_inventory->_holdings; ++idx) {
InventoryItem &ii = (*_vm->_inventory)[idx];
if (ii._requiredFlag && !_vm->readFlags(ii._requiredFlag)) {
// Kill object: move it after the active holdings
InventoryItem tempItem = (*_vm->_inventory)[idx];
_vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
_vm->_inventory->remove_at(idx);
_vm->_inventory->_holdings--;
break;
}
}
for (uint idx = _vm->_inventory->_holdings; idx < _vm->_inventory->size(); ++idx) {
InventoryItem &ii = (*_vm->_inventory)[idx];
if (ii._requiredFlag && _vm->readFlags(ii._requiredFlag)) {
// Restore object: move it after the active holdings
InventoryItem tempItem = (*_vm->_inventory)[idx];
_vm->_inventory->remove_at(idx);
_vm->_inventory->insert_at(_vm->_inventory->_holdings, tempItem);
_vm->_inventory->_holdings++;
break;
}
}
}
/**
* 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 Scene::checkInventory() {
for (uint shapeIdx = 0; shapeIdx < _bgShapes.size(); ++shapeIdx) {
for (uint invIdx = 0; invIdx < _vm->_inventory->size(); ++invIdx) {
if (scumm_stricmp(_bgShapes[shapeIdx]._name.c_str(),
(*_vm->_inventory)[invIdx]._name.c_str()) == 0) {
_bgShapes[shapeIdx]._type = INVALID;
break;
}
}
}
}
/**
* Set up any entrance co-ordinates or entrance canimations, and then transition
* in the scene
*/
void Scene::transitionToScene() {
const int FS_TRANS[8] = {
STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN,
STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
};
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
if (_hsavedPos.x < 1) {
// No exit information from last scene-check entrance info
if (_entrance._startPosition.x < 1) {
// No entrance info either, so use defaults
_hsavedPos = Common::Point(16000, 10000);
_hsavedFs = 4;
} else {
// setup entrance info
_hsavedPos = _entrance._startPosition;
_hsavedFs = _entrance._startDir;
}
} else {
// Exit information exists, translate it to real sequence info
// Note: If a savegame was just loaded, then the data is already correct.
// Otherwise, this is a linked scene or entrance info, and must be translated
if (_hsavedFs < 8 && !_vm->_justLoaded) {
_hsavedFs = FS_TRANS[_hsavedFs];
_hsavedPos.x *= 100;
_hsavedPos.y *= 100;
}
}
int cAnimNum = -1;
if (_hsavedFs < 101) {
// Standard info, so set it
people[PLAYER]._position = _hsavedPos;
people[PLAYER]._sequenceNumber = _hsavedFs;
} else {
// It's canimation information
cAnimNum = _hsavedFs - 101;
// Prevent Holmes from being drawn
people[PLAYER]._position = Common::Point(0, 0);
}
for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) {
Object &obj = _bgShapes[objIdx];
if (obj._aType > 1 && obj._type != INVALID && obj._type != HIDDEN) {
Common::Point topLeft = obj._position;
Common::Point bottomRight;
if (obj._type != NO_SHAPE) {
topLeft += obj._imageFrame->_position;
bottomRight.x = topLeft.x + obj._imageFrame->_frame.w;
bottomRight.y = topLeft.y + obj._imageFrame->_frame.h;
} else {
bottomRight = topLeft + obj._noShapeSize;
}
if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains(
Common::Point(people[PLAYER]._position.x / 100, people[PLAYER]._position.y / 100))) {
// Current point is already inside box - impact occurred on
// a previous call. So simply do nothing except talk until the
// player is clear of the box
switch (obj._aType) {
case FLAG_SET:
for (int useNum = 0; useNum < 4; ++useNum) {
if (obj._use[useNum]._useFlag) {
if (!_vm->readFlags(obj._use[useNum]._useFlag))
_vm->setFlags(obj._use[useNum]._useFlag);
}
if (!_vm->_talkToAbort) {
for (int nameIdx = 0; nameIdx < 4; ++nameIdx) {
toggleObject(obj._use[useNum]._names[nameIdx]);
}
}
}
obj._type = HIDDEN;
break;
default:
break;
}
}
}
}
updateBackground();
if (screen._fadeStyle)
screen.randomTransition();
else
screen.blitFrom(screen._backBuffer);
if (cAnimNum != -1) {
CAnim &c = _cAnim[cAnimNum];
Common::Point pt = c._position;
c._position = Common::Point(-1, -1);
people[AL]._position = Common::Point(0, 0);
startCAnim(cAnimNum, 1);
c._position = pt;
}
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}
/**
* 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 Scene::toggleObject(const Common::String &name) {
int count = 0;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (scumm_stricmp(name.c_str(), _bgShapes[idx]._name.c_str()) == 0) {
++count;
_bgShapes[idx].toggleHidden();
}
}
return count;
}
/**
* Update the screen back buffer with all of the scene objects which need
* to be drawn
*/
void Scene::updateBackground() {
People &people = *_vm->_people;
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Screen &screen = *_vm->_screen;
Surface surface = screen._backBuffer.getSubArea(
Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
Sprite &player = people[AL];
// Update Holmes if he's turned on
if (people._holmesOn)
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player.adjustSprite();
// Flag the bg shapes which need to be redrawn
checkBgShapes(player._imageFrame, Common::Point(player._position.x / 100,
player._position.y / 100));
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == BEHIND)
surface.transBlitFrom(_bgShapes[idx]._imageFrame->_frame,
_bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == BEHIND)
surface.transBlitFrom(_canimShapes[idx]._imageFrame->_frame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & 2);
}
// Draw all active shapes which are normal and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE && _bgShapes[idx]._misc == NORMAL_BEHIND)
surface.transBlitFrom(_bgShapes[idx]._imageFrame->_frame,
_bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all canimations which are normal and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]._type == ACTIVE_BG_SHAPE && _canimShapes[idx]._misc == NORMAL_BEHIND)
surface.transBlitFrom(_canimShapes[idx]._imageFrame->_frame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & 2);
}
// Draw the player if he's active
if (player._type == CHARACTER && people.isHolmesActive()) {
bool flipped = player._sequenceNumber == WALK_LEFT || player._sequenceNumber == STOP_LEFT ||
player._sequenceNumber == WALK_UPLEFT || player._sequenceNumber == STOP_UPLEFT ||
player._sequenceNumber == WALK_DOWNRIGHT || player._sequenceNumber == STOP_DOWNRIGHT;
surface.transBlitFrom(player._imageFrame->_frame,
Common::Point(player._position.x / 100, player._position.y / 100), flipped);
}
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// Draw all static and active shapes that are NORMAL and are in front of the player
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == NORMAL_FORWARD)
surface.transBlitFrom(_bgShapes[idx]._imageFrame->_frame,
_bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all static and active canimations that are NORMAL and are in front of the player
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == NORMAL_FORWARD)
surface.transBlitFrom(_canimShapes[idx]._imageFrame->_frame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & 2);
}
// Draw all static and active shapes that are FORWARD
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
_bgShapes[idx]._oldPosition = _bgShapes[idx]._position;
_bgShapes[idx]._oldSize = Common::Point(_bgShapes[idx]._imageFrame->_frame.w,
_bgShapes[idx]._imageFrame->_frame.h);
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == FORWARD)
surface.transBlitFrom(_bgShapes[idx]._imageFrame->_frame,
_bgShapes[idx]._position, _bgShapes[idx]._flags & 2);
}
// Draw all static and active canimations that are forward
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if ((_canimShapes[idx]._type == ACTIVE_BG_SHAPE || _canimShapes[idx]._type == STATIC_BG_SHAPE) &&
_canimShapes[idx]._misc == FORWARD)
surface.transBlitFrom(_canimShapes[idx]._imageFrame->_frame,
_canimShapes[idx]._position, _canimShapes[idx]._flags & 2);
}
}
Exit *Scene::checkForExit(const Common::Rect &r) {
for (uint idx = 0; idx < _exits.size(); ++idx) {
if (_exits[idx]._bounds.intersects(r))
return &_exits[idx];
}
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return nullptr;
}
/**
* 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
*/
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void Scene::checkBgShapes(ImageFrame *frame, const Common::Point &pt) {
// Iterate through the shapes
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &obj = _bgShapes[idx];
if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
} else if (!(obj._flags & 1)) {
obj._misc = BEHIND;
} else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
}
// Iterate through the canimshapes
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &obj = _canimShapes[idx];
if (obj._type == STATIC_BG_SHAPE || obj._type == ACTIVE_BG_SHAPE) {
if ((obj._flags & 5) == 1) {
obj._misc = (pt.y < (obj._position.y + obj._imageFrame->_frame.h - 1)) ?
NORMAL_FORWARD : NORMAL_BEHIND;
}
else if (!(obj._flags & 1)) {
obj._misc = BEHIND;
}
else if (obj._flags & 4) {
obj._misc = FORWARD;
}
}
}
}
/**
* 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 Scene::startCAnim(int cAnimNum, int playRate) {
EventsManager &events = *_vm->_events;
People &people = *_vm->_people;
Resources &res = *_vm->_res;
Common::Point tpPos, walkPos;
int tpDir, walkDir;
int tFrames;
int gotoCode = -1;
// Validation
if (cAnimNum >= (int)_cAnim.size())
// number out of bounds
return -1;
if (_canimShapes.size() >= 3 || playRate == 0)
// Too many active animations, or invalid play rate
return 0;
CAnim &cAnim = _cAnim[cAnimNum];
if (playRate < 0) {
// Reverse direction
walkPos = cAnim._teleportPos;
walkDir = cAnim._teleportDir;
tpPos = cAnim._goto;
tpDir = cAnim._gotoDir;
} else {
// Forward direction
walkPos = cAnim._goto;
walkDir = cAnim._gotoDir;
tpPos = cAnim._teleportPos;
tpDir = cAnim._teleportDir;
}
events.changeCursor(WAIT);
_canimShapes.push_back(Object());
Object &cObj = _canimShapes[_canimShapes.size() - 1];
if (walkPos.x != -1) {
// Holmes must walk to the walk point before the cAnimation is started
if (people[AL]._position != walkPos)
people.walkToCoords(walkPos, walkDir);
}
if (_vm->_talkToAbort)
return 1;
// Copy the canimation into the bgShapes type canimation structure so it can be played
cObj._allow = cAnimNum + 1; // Keep track of the parent structure
cObj._name = _cAnim[cAnimNum]._name; // Copy name
// Remove any attempt to draw object frame
if (cAnim._type == NO_SHAPE && cAnim._sequences[0] < 100)
cAnim._sequences[0] = 0;
cObj._sequences = cAnim._sequences;
cObj._images = nullptr;
cObj._position = cAnim._position;
cObj._delta = Common::Point(0, 0);
cObj._type = cAnim._type;
cObj._flags = cAnim._flags;
cObj._maxFrames = 0;
cObj._frameNumber = -1;
cObj._sequenceNumber = cAnimNum;
cObj._oldPosition = Common::Point(0, 0);
cObj._oldPosition = Common::Point(0, 0);
cObj._goto = Common::Point(0, 0);
cObj._status = 0;
cObj._misc = 0;
cObj._imageFrame = nullptr;
if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) {
if (tpPos.x != -1)
people[AL]._type = REMOVE;
Common::String fname = cAnim._name + ".vgs";
if (!res.isInCache(fname)) {
// Set up RRM scene data
Common::SeekableReadStream *rrmStream = res.load(_rrmName);
rrmStream->seek(44 + cAnimNum * 4);
rrmStream->seek(rrmStream->readUint32LE());
// Load the canimation into the cache
Common::SeekableReadStream *imgStream = !_lzwMode ? rrmStream :
decompressLZ(*rrmStream, cAnim._size);
res.addToCache(fname, *imgStream);
if (_lzwMode)
delete imgStream;
delete rrmStream;
}
// Now load the resource as an image
cObj._maxFrames = cObj._images->size();
cObj._images = new ImageFile(fname);
cObj._imageFrame = &(*cObj._images)[0];
int frames = 0;
if (playRate < 0) {
// Reverse direction
// Count number of frames
while (cObj._sequences[frames] && frames < MAX_FRAME)
++frames;
}
else {
// Forward direction
Object::_countCAnimFrames = true;
while (cObj._type == ACTIVE_BG_SHAPE) {
cObj.checkObject(_bgShapes[0]);
++frames;
if (frames >= 1000)
error("CAnim has infinite loop sequence");
}
if (frames > 1)
--frames;
Object::_countCAnimFrames = false;
cObj._type = cAnim._type;
cObj._frameNumber = -1;
cObj._position = cAnim._position;
cObj._delta = Common::Point(0, 0);
}
// Return if animation has no frames in it
if (frames == 0)
return -2;
++frames;
int repeat = ABS(playRate);
int dir;
if (playRate < 0) {
// Play in reverse
dir = -2;
cObj._frameNumber = frames - 3;
} else {
dir = 0;
}
tFrames = frames - 1;
int pauseFrame = (_cAnimFramePause) ? frames - _cAnimFramePause : -1;
while (--frames) {
if (frames == pauseFrame)
printObjDesc(_cAnimStr, true);
doBgAnim();
// Repeat same frame
int temp = repeat;
while (--temp > 0) {
cObj._frameNumber--;
doBgAnim();
}
cObj._frameNumber += dir;
}
people[AL]._type = CHARACTER;
}
// Teleport to ending coordinates if necessary
if (tpPos.x != -1) {
people[AL]._position = tpPos; // Place the player
people[AL]._sequenceNumber = tpDir;
people.gotoStand(people[AL]);
}
if (playRate < 0)
// Reverse direction - set to end sequence
cObj._frameNumber = tFrames - 1;
if (cObj._frameNumber <= 26)
gotoCode = cObj._sequences[cObj._frameNumber + 3];
// Set canim to REMOVE type and free memory
cObj.checkObject(_bgShapes[0]);
if (gotoCode > 0 && !_vm->_talkToAbort) {
_goToRoom = gotoCode;
if (_goToRoom < 97 && _vm->_map[_goToRoom].x) {
_overPos = _vm->_map[_goToRoom];
}
}
people.loadWalk();
if (tpPos.x != -1 && !_vm->_talkToAbort) {
// Teleport to ending coordinates
people[AL]._position = tpPos;
people[AL]._sequenceNumber = tpDir;
people.gotoStand(people[AL]);
}
return 1;
}
void Scene::printObjDesc(const Common::String &str, bool firstTime) {
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// TODO
}
/**
* Animate all objects and people.
*/
void Scene::doBgAnim() {
// TODO
}
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} // End of namespace Sherlock