SHERLOCK: More scene loading code and support methods

This commit is contained in:
Paul Gilbert 2015-03-20 19:44:32 -04:00
parent 43381e9819
commit cf92e540db
10 changed files with 308 additions and 12 deletions

View file

@ -46,18 +46,47 @@ void BgfileheaderInfo::synchronize(Common::SeekableReadStream &s) {
_filename = Common::String(buffer);
}
int _fSize; // How long images are
int _maxFrames; // How many unique frames in object
Common::String _filename; // Filename of object
/*----------------------------------------------------------------*/
void Exit::synchronize(Common::SeekableReadStream &s) {
_position.x = s.readSint16LE();
_position.y = s.readSint16LE();
_size.x = s.readSint16LE();
_size.y = s.readSint16LE();
_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;
_goToRoom = -1;
_changes = false;
_oldCharPoint = 0;
_numExits = 0;
_windowOpen = _infoFlag = false;
_menuMode = _keyboardInput = 0;
_walkedInScene = false;
@ -66,10 +95,12 @@ Scene::Scene(SherlockEngine *vm): _vm(vm) {
_lzwMode = false;
_invGraphicItems = 0;
_controlPanel = new ImageFile("controls.vgs");
_controls = nullptr; // new ImageFile("menu.all");
}
Scene::~Scene() {
delete _controlPanel;
delete _controls;
clear();
}
@ -78,13 +109,10 @@ Scene::~Scene() {
* Takes care of clearing any scene data
*/
void Scene::clear() {
for (uint idx = 0; idx < _bgShapes.size(); ++idx)
delete _bgShapes[idx]._images;
}
void Scene::selectScene() {
// Reset fields
_numExits = 0;
_windowOpen = _infoFlag = false;
_menuMode = _keyboardInput = 0;
_oldKey = _help = _oldHelp = 0;
@ -93,6 +121,7 @@ void Scene::selectScene() {
// Load the scene
Common::String sceneFile = Common::String::format("res%02d", _goToRoom);
Common::String roomName = Common::String::format("res%02d.rrm", _goToRoom);
_currentScene = _goToRoom;
_goToRoom = -1;
loadScene(sceneFile);
@ -108,6 +137,8 @@ void Scene::selectScene() {
* that it should point to after loading; _misc is then set to 0.
*/
void Scene::loadScene(const Common::String &filename) {
Screen &screen = *_vm->_screen;
Sound &sound = *_vm->_sound;
bool flag;
_walkedInScene = false;
@ -240,11 +271,160 @@ void Scene::loadScene(const Common::String &filename) {
// Back at version byte, so skip over it
rrmStream->skip(1);
// TODO
// 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._sfxEnabled) {
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;
}
// 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();
// TODO
}
/**
* 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) {
int mode = mode ? HIDE_SHAPE : HIDDEN;
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
// TODO: read_flags calls
}
}
/**
* 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() {
}
} // End of namespace Sherlock