1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758
|
/* 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/scalpel/scalpel_scene.h"
#include "sherlock/scalpel/scalpel_map.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel_user_interface.h"
#include "sherlock/scalpel/scalpel.h"
#include "sherlock/events.h"
#include "sherlock/people.h"
#include "sherlock/screen.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Scalpel {
const int FS_TRANS[8] = {
STOP_UP, STOP_UPRIGHT, STOP_RIGHT, STOP_DOWNRIGHT, STOP_DOWN, STOP_DOWNLEFT, STOP_LEFT, STOP_UPLEFT
};
/*----------------------------------------------------------------*/
ScalpelScene::~ScalpelScene() {
for (uint idx = 0; idx < _canimShapes.size(); ++idx)
delete _canimShapes[idx];
}
bool ScalpelScene::loadScene(const Common::String &filename) {
ScalpelMap &map = *(ScalpelMap *)_vm->_map;
bool result = Scene::loadScene(filename);
if (!_vm->isDemo()) {
// Reset the previous map location and position on overhead map
map._oldCharPoint = _currentScene;
map._overPos.x = (map[_currentScene].x - 6) * FIXED_INT_MULTIPLIER;
map._overPos.y = (map[_currentScene].y + 9) * FIXED_INT_MULTIPLIER;
}
return result;
}
void ScalpelScene::drawAllShapes() {
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
// Restrict drawing window
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_canimShapes[idx]->_imageFrame,
_canimShapes[idx]->_position, _canimShapes[idx]->_flags & OBJ_FLIPPED);
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position, _bgShapes[idx]._flags & OBJ_FLIPPED);
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_canimShapes[idx]->_imageFrame, _canimShapes[idx]->_position,
_canimShapes[idx]->_flags & OBJ_FLIPPED);
}
// Draw any active characters
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Person &p = people[idx];
if (p._type == CHARACTER && p._walkLoaded) {
bool flipped = IS_SERRATED_SCALPEL && (
p._sequenceNumber == WALK_LEFT || p._sequenceNumber == STOP_LEFT ||
p._sequenceNumber == WALK_UPLEFT || p._sequenceNumber == STOP_UPLEFT ||
p._sequenceNumber == WALK_DOWNRIGHT || p._sequenceNumber == STOP_DOWNRIGHT);
screen.getBackBuffer()->SHtransBlitFrom(*p._imageFrame, Common::Point(p._position.x / FIXED_INT_MULTIPLIER,
p._position.y / FIXED_INT_MULTIPLIER - p.frameHeight()), flipped);
}
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
_bgShapes[idx]._flags & OBJ_FLIPPED);
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_canimShapes[idx]->_imageFrame, _canimShapes[idx]->_position,
_canimShapes[idx]->_flags & OBJ_FLIPPED);
}
// 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].frameWidth(),
_bgShapes[idx].frameHeight());
if ((_bgShapes[idx]._type == ACTIVE_BG_SHAPE || _bgShapes[idx]._type == STATIC_BG_SHAPE) &&
_bgShapes[idx]._misc == FORWARD)
screen.getBackBuffer()->SHtransBlitFrom(*_bgShapes[idx]._imageFrame, _bgShapes[idx]._position,
_bgShapes[idx]._flags & OBJ_FLIPPED);
}
// 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)
screen.getBackBuffer()->SHtransBlitFrom(*_canimShapes[idx]->_imageFrame, _canimShapes[idx]->_position,
_canimShapes[idx]->_flags & OBJ_FLIPPED);
}
screen.resetDisplayBounds();
}
void ScalpelScene::checkBgShapes() {
People &people = *_vm->_people;
Person &holmes = people[HOLMES];
Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
// Call the base scene method to handle bg shapes
Scene::checkBgShapes();
// Iterate through the canim list
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;
}
}
}
}
void ScalpelScene::doBgAnimCheckCursor() {
Inventory &inv = *_vm->_inventory;
Events &events = *_vm->_events;
UserInterface &ui = *_vm->_ui;
Common::Point mousePos = events.mousePos();
events.animateCursorIfNeeded();
if (ui._menuMode == LOOK_MODE) {
if (mousePos.y > CONTROLS_Y1)
events.setCursor(ARROW);
else if (mousePos.y < CONTROLS_Y)
events.setCursor(MAGNIFY);
}
// Check for setting magnifying glass cursor
if (ui._menuMode == INV_MODE || ui._menuMode == USE_MODE || ui._menuMode == GIVE_MODE) {
if (inv._invMode == INVMODE_LOOK) {
// Only show Magnifying glass cursor if it's not on the inventory command line
if (mousePos.y < CONTROLS_Y || mousePos.y >(CONTROLS_Y1 + 13))
events.setCursor(MAGNIFY);
else
events.setCursor(ARROW);
} else {
events.setCursor(ARROW);
}
}
}
void ScalpelScene::doBgAnim() {
ScalpelEngine &vm = *((ScalpelEngine *)_vm);
Events &events = *_vm->_events;
People &people = *_vm->_people;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
doBgAnimCheckCursor();
screen.setDisplayBounds(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
talk._talkToAbort = false;
if (_restoreFlag) {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (people[idx]._type == CHARACTER)
people[idx].checkSprite();
}
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
if (_bgShapes[idx]._type == ACTIVE_BG_SHAPE)
_bgShapes[idx].checkObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.checkObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]->_type != INVALID && _canimShapes[idx]->_type != REMOVE)
_canimShapes[idx]->checkObject();
}
if (_currentScene == DRAWING_ROOM)
vm.eraseBrumwellMirror();
// Restore the back buffer from the back buffer 2 in the changed area
Common::Rect bounds(people[HOLMES]._oldPosition.x, people[HOLMES]._oldPosition.y,
people[HOLMES]._oldPosition.x + people[HOLMES]._oldSize.x,
people[HOLMES]._oldPosition.y + people[HOLMES]._oldSize.y);
Common::Point pt(bounds.left, bounds.top);
if (people[HOLMES]._type == CHARACTER)
screen.restoreBackground(bounds);
else if (people[HOLMES]._type == REMOVE)
screen.getBackBuffer()->SHblitFrom(screen._backBuffer2, pt, bounds);
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(o.getOldBounds());
}
if (people._portraitLoaded)
screen.restoreBackground(Common::Rect(
people._portrait._oldPosition.x, people._portrait._oldPosition.y,
people._portrait._oldPosition.x + people._portrait._oldSize.x,
people._portrait._oldPosition.y + people._portrait._oldSize.y
));
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && ((o._flags & OBJ_BEHIND) == 0)) {
// Restore screen area
screen.getBackBuffer()->SHblitFrom(screen._backBuffer2, o._position,
Common::Rect(o._position.x, o._position.y,
o._position.x + o._noShapeSize.x, o._position.y + o._noShapeSize.y));
o._oldPosition = o._position;
o._oldSize = o._noShapeSize;
}
}
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = *_canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == HIDE_SHAPE || o._type == REMOVE)
screen.restoreBackground(Common::Rect(o._oldPosition.x, o._oldPosition.y,
o._oldPosition.x + o._oldSize.x, o._oldPosition.y + o._oldSize.y));
}
}
//
// Update the background objects and canimations
//
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE || o._type == NO_SHAPE)
o.adjustObject();
}
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
people._portrait.adjustObject();
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx]->_type != INVALID)
_canimShapes[idx]->adjustObject();
}
if (people[HOLMES]._type == CHARACTER && people._holmesOn)
people[HOLMES].adjustSprite();
// Flag the bg shapes which need to be redrawn
checkBgShapes();
if (_currentScene == DRAWING_ROOM)
vm.doBrumwellMirror();
// Draw all active shapes which are behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND)
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all canimations which are behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = *_canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == BEHIND) {
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all active shapes which are HAPPEN and behind the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND)
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all canimations which are NORMAL and behind the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = *_canimShapes[idx];
if (o._type == ACTIVE_BG_SHAPE && o._misc == NORMAL_BEHIND) {
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw the player if he's active and his walk has been loaded into memory
if (people[HOLMES]._type == CHARACTER && people[HOLMES]._walkLoaded && people._holmesOn) {
// If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[HOLMES]._imageFrame->_frame.w;
int tempX = MIN(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER, xRight);
bool flipped = people[HOLMES]._sequenceNumber == WALK_LEFT || people[HOLMES]._sequenceNumber == STOP_LEFT ||
people[HOLMES]._sequenceNumber == WALK_UPLEFT || people[HOLMES]._sequenceNumber == STOP_UPLEFT ||
people[HOLMES]._sequenceNumber == WALK_DOWNRIGHT || people[HOLMES]._sequenceNumber == STOP_DOWNRIGHT;
screen.getBackBuffer()->SHtransBlitFrom(*people[HOLMES]._imageFrame,
Common::Point(tempX, people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES]._imageFrame->_frame.h), flipped);
}
// Draw all static and active shapes are NORMAL and are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD)
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw all static and active canimations that are NORMAL and are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = *_canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == NORMAL_FORWARD) {
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all static and active shapes that are in front of the person
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD)
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Draw any active portrait
if (people._portraitLoaded && people._portrait._type == ACTIVE_BG_SHAPE)
screen.getBackBuffer()->SHtransBlitFrom(*people._portrait._imageFrame,
people._portrait._position, people._portrait._flags & OBJ_FLIPPED);
// Draw all static and active canimations that are in front of the person
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
Object &o = *_canimShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == STATIC_BG_SHAPE) && o._misc == FORWARD) {
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
}
// Draw all NO_SHAPE shapes which have flag bit 0 clear
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0)
screen.getBackBuffer()->SHtransBlitFrom(*o._imageFrame, o._position, o._flags & OBJ_FLIPPED);
}
// Bring the newly built picture to the screen
if (_animating == 2) {
_animating = 0;
screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
} else {
if (people[HOLMES]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) {
if (people[HOLMES]._type == REMOVE) {
screen.slamRect(Common::Rect(
people[HOLMES]._oldPosition.x, people[HOLMES]._oldPosition.y,
people[HOLMES]._oldPosition.x + people[HOLMES]._oldSize.x,
people[HOLMES]._oldPosition.y + people[HOLMES]._oldSize.y
));
people[HOLMES]._type = INVALID;
} else {
screen.flushImage(people[HOLMES]._imageFrame,
Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES].frameHeight()),
&people[HOLMES]._oldPosition.x, &people[HOLMES]._oldPosition.y,
&people[HOLMES]._oldSize.x, &people[HOLMES]._oldSize.y);
}
}
if (_currentScene == DRAWING_ROOM)
vm.flushBrumwellMirror();
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if ((o._type == ACTIVE_BG_SHAPE || o._type == REMOVE) && _goToScene == -1) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
if (people._portraitLoaded) {
if (people._portrait._type == REMOVE)
screen.slamRect(Common::Rect(
people._portrait._position.x, people._portrait._position.y,
people._portrait._position.x + people._portrait._delta.x,
people._portrait._position.y + people._portrait._delta.y
));
else
screen.flushImage(people._portrait._imageFrame, people._portrait._position,
&people._portrait._oldPosition.x, &people._portrait._oldPosition.y,
&people._portrait._oldSize.x, &people._portrait._oldSize.y);
if (people._portrait._type == REMOVE)
people._portrait._type = INVALID;
}
if (_goToScene == -1) {
for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
Object &o = _bgShapes[idx];
if (o._type == NO_SHAPE && (o._flags & OBJ_BEHIND) == 0) {
screen.slamArea(o._position.x, o._position.y, o._oldSize.x, o._oldSize.y);
screen.slamArea(o._oldPosition.x, o._oldPosition.y, o._oldSize.x, o._oldSize.y);
} else if (o._type == HIDE_SHAPE) {
// Hiding shape, so flush it out and mark it as hidden
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
o._type = HIDDEN;
}
}
}
for (int idx = _canimShapes.size() - 1; idx >= 0; --idx) {
Object &o = *_canimShapes[idx];
if (o._type == INVALID) {
// Anim shape was invalidated by checkEndOfSequence, so at this point we can remove it
delete _canimShapes[idx];
_canimShapes.remove_at(idx);
} else if (o._type == REMOVE) {
if (_goToScene == -1)
screen.slamArea(o._position.x, o._position.y, o._delta.x, o._delta.y);
// Shape for an animation is no longer needed, so remove it completely
delete _canimShapes[idx];
_canimShapes.remove_at(idx);
} else if (o._type == ACTIVE_BG_SHAPE) {
screen.flushImage(o._imageFrame, o._position,
&o._oldPosition.x, &o._oldPosition.y, &o._oldSize.x, &o._oldSize.y);
}
}
}
_restoreFlag = true;
_doBgAnimDone = true;
events.wait(3);
screen.resetDisplayBounds();
// Check if the method was called for calling a portrait, and a talk was
// interrupting it. This talk file would not have been executed at the time,
// since we needed to finish the 'doBgAnim' to finish clearing the portrait
if (people._clearingThePortrait && talk._scriptMoreFlag == 3) {
// Reset the flags and call to talk
people._clearingThePortrait = false;
talk._scriptMoreFlag = 0;
talk.talkTo(talk._scriptName);
}
}
int ScalpelScene::startCAnim(int cAnimNum, int playRate) {
Events &events = *_vm->_events;
ScalpelMap &map = *(ScalpelMap *)_vm->_map;
People &people = *_vm->_people;
Resources &res = *_vm->_res;
Talk &talk = *_vm->_talk;
ScalpelUserInterface &ui = *(ScalpelUserInterface *)_vm->_ui;
Point32 tpPos, walkPos;
int tpDir, walkDir;
int tFrames = 0;
int gotoCode = -1;
Object *cObj;
// 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._teleport[0];
walkDir = cAnim._teleport[0]._facing;
tpPos = cAnim._goto[0];
tpDir = cAnim._goto[0]._facing;
} else {
// Forward direction
walkPos = cAnim._goto[0];
walkDir = cAnim._goto[0]._facing;
tpPos = cAnim._teleport[0];
tpDir = cAnim._teleport[0]._facing;
}
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
if (walkPos.x != -1) {
// Holmes must walk to the walk point before the cAnimation is started
if (people[HOLMES]._position != walkPos)
people[HOLMES].walkToCoords(walkPos, walkDir);
}
if (talk._talkToAbort)
return 1;
// Add new anim shape entry for displaying the animation
cObj = new Object();
_canimShapes.push_back(cObj);
// 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->_oldSize = 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[HOLMES]._type = REMOVE;
Common::String fname = cAnim._name + ".vgs";
if (!res.isInCache(fname)) {
// Set up RRM scene data
Common::SeekableReadStream *roomStream = res.load(_roomFilename);
roomStream->seek(cAnim._dataOffset);
//rrmStream->seek(44 + cAnimNum * 4);
//rrmStream->seek(rrmStream->readUint32LE());
// Load the canimation into the cache
Common::SeekableReadStream *imgStream = !_compressed ? roomStream->readStream(cAnim._dataSize) :
Resources::decompressLZ(*roomStream, cAnim._dataSize);
res.addToCache(fname, *imgStream);
delete imgStream;
delete roomStream;
}
// Now load the resource as an image
if (!IS_3DO) {
cObj->_images = new ImageFile(fname);
} else {
cObj->_images = new ImageFile3DO(fname, kImageFile3DOType_RoomFormat);
}
cObj->_imageFrame = &(*cObj->_images)[0];
cObj->_maxFrames = cObj->_images->size();
int frames = 0;
if (playRate < 0) {
// Reverse direction
// Count number of frames
while (frames < MAX_FRAME && cObj->_sequences[frames])
++frames;
} else {
// Forward direction
BaseObject::_countCAnimFrames = true;
while (cObj->_type == ACTIVE_BG_SHAPE) {
cObj->checkObject();
++frames;
if (frames >= 1000)
error("CAnim has infinite loop sequence");
}
if (frames > 1)
--frames;
BaseObject::_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)
ui.printObjectDesc();
doBgAnim();
// Repeat same frame
int temp = repeat;
while (--temp > 0) {
cObj->_frameNumber--;
doBgAnim();
if (_vm->shouldQuit())
return 0;
}
cObj->_frameNumber += dir;
}
people[HOLMES]._type = CHARACTER;
}
// Teleport to ending coordinates if necessary
if (tpPos.x != -1) {
people[HOLMES]._position = tpPos; // Place the player
people[HOLMES]._sequenceNumber = tpDir;
people[HOLMES].gotoStand();
}
if (playRate < 0)
// Reverse direction - set to end sequence
cObj->_frameNumber = tFrames - 1;
if (cObj->_frameNumber <= 26)
gotoCode = cObj->_sequences[cObj->_frameNumber + 3];
// Unless anim shape has already been removed, do a final check to allow it to become REMOVEd
for (uint idx = 0; idx < _canimShapes.size(); ++idx) {
if (_canimShapes[idx] == cObj) {
cObj->checkObject();
break;
}
}
if (gotoCode > 0 && !talk._talkToAbort) {
_goToScene = gotoCode;
if (_goToScene < 97 && map[_goToScene].x) {
map._overPos = map[_goToScene];
}
}
people.loadWalk();
if (tpPos.x != -1 && !talk._talkToAbort) {
// Teleport to ending coordinates
people[HOLMES]._position = tpPos;
people[HOLMES]._sequenceNumber = tpDir;
people[HOLMES].gotoStand();
}
events.setCursor(oldCursor);
return 1;
}
int ScalpelScene::closestZone(const Common::Point &pt) {
int dist = 1000;
int zone = -1;
for (uint idx = 0; idx < _zones.size(); ++idx) {
Common::Point zc((_zones[idx].left + _zones[idx].right) / 2,
(_zones[idx].top + _zones[idx].bottom) / 2);
int d = ABS(zc.x - pt.x) + ABS(zc.y - pt.y);
if (d < dist) {
// Found a closer zone
dist = d;
zone = idx;
}
}
return zone;
}
int ScalpelScene::findBgShape(const Common::Point &pt) {
if (!_doBgAnimDone)
// New frame hasn't been drawn yet
return -1;
for (int idx = (int)_bgShapes.size() - 1; idx >= 0; --idx) {
Object &o = _bgShapes[idx];
if (o._type != INVALID && o._type != NO_SHAPE && o._type != HIDDEN
&& o._type != REMOVE && o._aType <= PERSON) {
if (o.getNewBounds().contains(pt))
return idx;
} else if (o._type == NO_SHAPE) {
if (o.getNoShapeBounds().contains(pt))
return idx;
}
}
return -1;
}
} // End of namespace Scalpel
} // End of namespace Sherlock
|