◆ loadScene()
virtual bool Sherlock::Scene::loadScene |
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const Common::Path & |
filename | ) |
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protectedvirtual |
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.
Reimplemented in Sherlock::Tattoo::TattooScene, and Sherlock::Scalpel::ScalpelScene.
◆ checkBgShapes()
virtual void Sherlock::Scene::checkBgShapes |
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protectedvirtual |
◆ drawAllShapes()
virtual void Sherlock::Scene::drawAllShapes |
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protectedpure virtual |
◆ paletteLoaded()
virtual void Sherlock::Scene::paletteLoaded |
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inlineprotectedvirtual |
◆ selectScene()
void Sherlock::Scene::selectScene |
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Handles loading the scene specified by _goToScene
◆ checkSceneFlags()
void Sherlock::Scene::checkSceneFlags |
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bool |
mode | ) |
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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)
◆ checkForExit()
Check whether the passed area intersects with one of the scene's exits
◆ toggleObject()
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
◆ checkForZones()
int Sherlock::Scene::checkForZones |
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const Common::Point & |
pt, |
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int |
zoneType |
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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.
◆ whichZone()
Check which zone the given position is located in.
◆ freeScene()
virtual void Sherlock::Scene::freeScene |
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virtual |
◆ closestZone()
virtual int Sherlock::Scene::closestZone |
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const Common::Point & |
pt | ) |
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pure virtual |
◆ findBgShape()
virtual int Sherlock::Scene::findBgShape |
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const Common::Point & |
pt | ) |
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pure virtual |
◆ synchronize()
virtual void Sherlock::Scene::synchronize |
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Serializer & |
s | ) |
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virtual |
◆ doBgAnim()
virtual void Sherlock::Scene::doBgAnim |
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pure virtual |
◆ updateBackground()
virtual void Sherlock::Scene::updateBackground |
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◆ startCAnim()
virtual int Sherlock::Scene::startCAnim |
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int |
cAnimNum, |
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int |
playRate = 1 |
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pure virtual |
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.
- Parameters
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cAnimNum | The canim object within the current scene |
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 |
Implemented in Sherlock::Tattoo::TattooScene, and Sherlock::Scalpel::ScalpelScene.
The documentation for this class was generated from the following file: