1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef SHERLOCK_SCALPEL_SCENE_H
24 #define SHERLOCK_SCALPEL_SCENE_H
25 
26 #include "common/scummsys.h"
27 #include "common/array.h"
28 #include "common/rect.h"
29 #include "common/serializer.h"
30 #include "sherlock/objects.h"
31 #include "sherlock/scene.h"
32 #include "sherlock/screen.h"
33 
34 namespace Sherlock {
35 
36 namespace Scalpel {
37 
38 extern const int FS_TRANS[8];
39 
40 enum { BLACKWOOD_CAPTURE = 2, BAKER_STREET = 4, DRAWING_ROOM = 12, STATION = 17, PUB_INTERIOR = 19,
41 	LAWYER_OFFICE = 27, BAKER_ST_EXTERIOR = 39, RESCUE_ANNA = 52, MOOREHEAD_DEATH = 53, EXIT_GAME = 55,
42 	BRUMWELL_SUICIDE = 70, OVERHEAD_MAP2 = 98, DARTS_GAME = 99, OVERHEAD_MAP = 100 };
43 
44 class ScalpelScene : public Scene {
45 private:
46 	void doBgAnimCheckCursor();
47 protected:
48 	/**
49 	 * Loads the data associated for a given scene. The room resource file's format is:
50 	 * BGHEADER: Holds an index for the rest of the file
51 	 * STRUCTS:  The objects for the scene
52 	 * IMAGES:   The graphic information for the structures
53 	 *
54 	 * The _misc field of the structures contains the number of the graphic image
55 	 * that it should point to after loading; _misc is then set to 0.
56 	 */
57 	virtual bool loadScene(const Common::String &filename);
58 
59 	/**
60 	 * Checks all the background shapes. If a background shape is animating,
61 	 * it will flag it as needing to be drawn. If a non-animating shape is
62 	 * colliding with another shape, it will also flag it as needing drawing
63 	 */
64 	virtual void checkBgShapes();
65 
66 	/**
67 	 * Draw all the shapes, people and NPCs in the correct order
68 	 */
69 	virtual void drawAllShapes();
70 
71 	/**
72 	 * Returns the index of the closest zone to a given point.
73 	 */
74 	virtual int closestZone(const Common::Point &pt);
75 public:
ScalpelScene(SherlockEngine * vm)76 	ScalpelScene(SherlockEngine *vm) : Scene(vm) {}
77 
78 	virtual ~ScalpelScene();
79 
80 	/**
81 	 * Draw all objects and characters.
82 	 */
83 	virtual void doBgAnim();
84 
85 	/**
86 	 * Attempt to start a canimation sequence. It will load the requisite graphics, and
87 	 * then copy the canim object into the _canimShapes array to start the animation.
88 	 *
89 	 * @param cAnimNum		The canim object within the current scene
90 	 * @param playRate		Play rate. 0 is invalid; 1=normal speed, 2=1/2 speed, etc.
91 	 *		A negative playRate can also be specified to play the animation in reverse
92 	 */
93 	virtual int startCAnim(int cAnimNum, int playRate = 1);
94 
95 	/**
96 	 * Attempts to find a background shape within the passed bounds. If found,
97 	 * it will return the shape number, or -1 on failure.
98 	 */
99 	virtual int findBgShape(const Common::Point &pt);
100 };
101 
102 } // End of namespace Scalpel
103 
104 } // End of namespace Sherlock
105 
106 #endif
107