2009-08-04 13:27:04 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "asylum/scene.h"
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2009-09-09 22:50:34 +00:00
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#include "asylum/actor.h"
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2009-09-29 23:33:48 +00:00
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#include "asylum/config.h"
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2009-08-04 13:27:04 +00:00
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namespace Asylum {
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#define SCREEN_EDGES 40
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#define SCROLL_STEP 10
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int g_debugPolygons;
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int g_debugBarriers;
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2009-11-24 11:25:30 +00:00
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Scene::Scene(uint8 sceneIdx, AsylumEngine *engine): _vm(engine) {
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2009-09-19 12:24:53 +00:00
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_sceneIdx = sceneIdx;
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2009-08-04 13:27:04 +00:00
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2009-09-19 12:24:53 +00:00
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char filename[10];
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sprintf(filename, SCENE_FILE_MASK, sceneIdx);
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2009-08-04 13:27:04 +00:00
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2009-09-19 12:24:53 +00:00
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char sceneTag[6];
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Common::File* fd = new Common::File;
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2009-09-09 22:50:34 +00:00
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2009-09-19 12:24:53 +00:00
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if (!fd->exists(filename))
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error("Scene file doesn't exist %s", filename);
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2009-08-04 13:27:04 +00:00
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2009-09-19 12:24:53 +00:00
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fd->open(filename);
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2009-08-06 00:04:09 +00:00
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2009-09-19 12:24:53 +00:00
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if (!fd->isOpen())
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error("Failed to load scene file %s", filename);
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fd->read(sceneTag, 6);
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2009-09-21 19:11:49 +00:00
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if (Common::String(sceneTag, 6) != "DFISCN")
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2009-09-19 12:24:53 +00:00
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error("The file isn't recognized as scene %s", filename);
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2009-09-19 17:43:35 +00:00
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_ws = new WorldStats(fd, this);
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2009-09-19 12:24:53 +00:00
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// jump to game polygons data
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fd->seek(0xE8686);
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_polygons = new Polygons(fd);
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// jump to action list data
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fd->seek(0xE868E + _polygons->size * _polygons->numEntries);
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2009-09-19 13:31:00 +00:00
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_actions = new ActionList(fd, this);
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2009-09-19 12:24:53 +00:00
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fd->close();
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delete fd;
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2009-11-22 20:03:44 +00:00
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_speech = new Speech(this);
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2009-09-25 01:05:23 +00:00
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_resPack = new ResourcePack(sceneIdx);
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2009-09-19 12:24:53 +00:00
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2009-09-25 01:05:23 +00:00
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// TODO
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// This will have to be re-initialized elsewhere due to
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// the title screen overwriting the font
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_vm->text()->loadFont(_resPack, _ws->commonRes.font1);
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2009-08-04 13:27:04 +00:00
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2009-09-19 12:24:53 +00:00
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char musPackFileName[10];
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2009-11-11 09:51:36 +00:00
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sprintf(musPackFileName, MUSIC_FILE_MASK, sceneIdx);
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2009-09-19 12:24:53 +00:00
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_musPack = new ResourcePack(musPackFileName);
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_bgResource = new GraphicResource(_resPack, _ws->commonRes.backgroundImage);
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_blowUp = 0;
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_cursor = new Cursor(_resPack);
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2009-08-19 22:19:25 +00:00
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_background = 0;
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_leftClick = false;
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_rightButton = false;
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_isActive = false;
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2009-09-21 19:11:49 +00:00
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_skipDrawScene = 0;
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2009-08-04 13:27:04 +00:00
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g_debugPolygons = 0;
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g_debugBarriers = 0;
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2009-11-24 11:25:30 +00:00
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// TODO figure out what field_120 is used for
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_ws->field_120 = -1;
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for (uint32 a = 0; a < _ws->numActors; a++) {
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_ws->actors[a].tickValue1 = _vm->getTick();
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// FIXME This is a hack just to get the current resource
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// pack and scene into the actor instance(s)
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_ws->actors[a].setResourcePack(_resPack);
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_ws->actors[a].setScene(this);
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}
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// XXX initialize array dword_5433A8[15] to zero
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// This array doesn't appear to be used anywhere afterwards
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// though, so skipping this step.
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initialize();
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// XXX
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// This is a hack for the moment to test out
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// the new sound queuing functionality
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for (uint i = 0; i < _ws->numAmbientSound; i++)
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_vm->sound()->addToSoundBuffer(_ws->ambientSounds[i].resId);
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// TODO: init action list
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_titleLoaded = false;
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}
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void Scene::initialize() {
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_vm->setGameFlag(183);
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2009-09-21 19:11:49 +00:00
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_playerActorIdx = 0;
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if (_ws->numBarriers > 0) {
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uint32 priority = 0x0FFB;
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for (uint32 b = 0; b < _ws->numBarriers; b++) {
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Barrier *barrier = &_ws->barriers[b];
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barrier->priority = priority;
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barrier->flags &= 0xFFFF3FFF;
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priority -= 4;
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}
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}
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2009-11-24 11:25:30 +00:00
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_cursor->load(_ws->commonRes.curMagnifyingGlass);
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_cursor->set(0);
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_cursor->show();
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2009-09-21 19:11:49 +00:00
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_ws->sceneRectIdx = 0;
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2009-11-24 11:46:58 +00:00
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_vm->screen()->clearScreen(); // XXX was clearGraphicsInQueue()
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2009-09-21 19:11:49 +00:00
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_ws->motionStatus = 1;
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2009-11-17 02:00:35 +00:00
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Actor *actor = getActor();
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actor->boundingRect.bottom = actor->y2;
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2009-11-24 11:25:30 +00:00
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actor->boundingRect.right = actor->x2 * 2;
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2009-09-21 19:11:49 +00:00
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2009-11-24 11:25:30 +00:00
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_ws->boundingRect = Common::Rect(195,
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115,
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445 - actor->boundingRect.right,
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345 - actor->boundingRect.bottom);
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2009-09-21 19:11:49 +00:00
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2009-11-24 11:25:30 +00:00
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actor->flags |= 1;
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updateActorDirection(_playerActorIdx, 4);
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2009-09-21 19:11:49 +00:00
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if (_ws->numActors > 1) {
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for (uint32 a = 1; a < _ws->numActors; a++) {
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2009-11-17 02:00:35 +00:00
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Actor *act = &_ws->actors[a];
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act->flags |= 1;
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act->direction = 1;
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2009-11-24 11:25:30 +00:00
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updateActorDirection(a, 4);
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2009-11-17 02:00:35 +00:00
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act->x1 -= act->x2;
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act->y1 -= act->y2;
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act->boundingRect.bottom = act->y2;
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act->boundingRect.right = 2 * act->x2;
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2009-09-21 19:11:49 +00:00
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}
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}
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2009-11-27 02:02:00 +00:00
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uint32 actionIdx = _ws->actionListIdx;
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if (actionIdx)
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2009-11-27 14:36:27 +00:00
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_actions->queueScript(actionIdx, 0);
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2009-11-27 02:02:00 +00:00
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2009-11-24 11:25:30 +00:00
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// XXX not sure why we need to do this again
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_vm->screen()->clearScreen();
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// TODO loadTransTables(3, field_64/68/7C)
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// TODO setTransTable(1)
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_vm->text()->loadFont(_resPack, _ws->commonRes.font1);
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// TODO preloadGraphics() .text:00410F10
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// TODO sound_sub(sceneNumber) .text:0040E750
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_ws->actorType = actorType[_ws->numChapter];
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2009-11-27 02:02:00 +00:00
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startMusic();
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2009-11-24 11:25:30 +00:00
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_vm->tempTick07 = 1;
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2009-11-27 02:02:00 +00:00
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2009-11-24 11:25:30 +00:00
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// TODO sceneRectChangedFlag = 1;
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2009-11-27 02:02:00 +00:00
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2009-11-24 11:25:30 +00:00
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actor->tickValue1= _vm->getTick();
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// XXX This initialization was already done earlier,
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// so I'm not sure why we need to do it again. Investigate.
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updateActorDirectionDefault(_playerActorIdx);
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2009-11-27 02:02:00 +00:00
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2009-11-24 11:25:30 +00:00
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if (_ws->numChapter == 9) {
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// TODO changeActorIndex(1); .text:00405140
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_ws->field_E860C = -1;
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}
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2009-08-04 13:27:04 +00:00
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}
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2009-11-27 02:02:00 +00:00
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void Scene::startMusic() {
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// TODO musicCacheOk check as part of if
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int musicId = 0;
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if (_ws->musicCurrentResId != -666 && _ws->numChapter != 1)
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musicId = _ws->musicResId - 0x7FFE0000;
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_vm->sound()->playMusic(_musPack, musicId);
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}
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2009-08-04 13:27:04 +00:00
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Scene::~Scene() {
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2009-09-19 12:24:53 +00:00
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delete _ws;
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delete _polygons;
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delete _actions;
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2009-09-01 02:49:02 +00:00
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delete _cursor;
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2009-08-04 13:27:04 +00:00
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delete _bgResource;
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delete _musPack;
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delete _resPack;
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2009-09-21 19:11:49 +00:00
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delete _blowUp;
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2009-09-25 01:05:23 +00:00
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// TODO we can probably dispose of the title resource once the
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// _titleLoaded flag has been set, as opposed to in the
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// scene destructor
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#ifdef SHOW_SCENE_LOADING
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delete _title;
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#endif
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2009-09-19 12:24:53 +00:00
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}
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2009-08-04 13:27:04 +00:00
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2009-11-24 11:00:45 +00:00
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Actor* Scene::getActor(int index) {
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return &_ws->actors[(index != -1) ? index : _playerActorIdx];
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}
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void Scene::updateActorDirection(int actorIndex, int param) {
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Actor *actor = getActor(actorIndex);
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GraphicResource *gra;
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switch (param) {
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case 16:
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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actor->grResId = actor->grResTable[15];
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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break;
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case 18:
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if (_ws->numChapter > 2) {
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actor->frameNum = 0;
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if (actorIndex > 12)
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actor->grResId = actor->grResTable[30];
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if (_playerActorIdx == actorIndex) {
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameNum = gra->getFrameCount() - 1;
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delete gra;
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}
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if (actorIndex == 11) {
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// TODO check a global variable (that likely
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// relates to direction) to see if it's > 4,
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// and if so, subtract it from 8. Then use this
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// to set actor[11].grResId
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}
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// FIXME I know this seems wasteful, but it's how the
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// original worked. I guess this is to set the framecount
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// regardless of the actorIndex value, though it assumes
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// the actor's grResId has been set.
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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}
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break;
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case 15:
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// TODO Refactor, because this is identical to case 16,
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// other than a different grResTable index
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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actor->grResId = actor->grResTable[10];
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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break;
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case 9:
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// TODO Check if there is an encounter currently
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// active (via the global at .data:00543504)
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// FIXME skipping for now
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if (0) {
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if (rand() % -2 == 1 && defaultActorDirectionLoaded(actorIndex, 15)) {
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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actor->grResId = actor->grResTable[15];
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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} else {
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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actor->grResId = actor->grResTable[10];
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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}
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}
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break;
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case 4:
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case 6:
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case 14:
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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actor->grResId = actor->grResTable[15];
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gra = new GraphicResource(_resPack, actor->grResId);
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actor->frameCount = gra->getFrameCount();
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delete gra;
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break;
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case 1:
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case 12:
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// TODO check if sceneNumber == 2 && actorIndex == _playerActorInde
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// && actor->field_40 equals/doesn't equal a bunch of values,
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// then set direction like other cases
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break;
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case 2:
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case 13:
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actor->frameNum = 0;
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if (actor->direction > 4)
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actor->direction = 8 - actor->direction;
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|
|
|
actor->grResId = actor->grResTable[actor->direction];
|
|
|
|
gra = new GraphicResource(_resPack, actor->grResId);
|
|
|
|
actor->frameCount = gra->getFrameCount();
|
|
|
|
delete gra;
|
|
|
|
break;
|
|
|
|
case 5:
|
|
|
|
actor->frameNum = 0;
|
|
|
|
if (actor->direction > 4)
|
|
|
|
actor->direction = 8 - actor->direction;
|
|
|
|
actor->grResId = actor->grResTable[actor->direction];
|
|
|
|
gra = new GraphicResource(_resPack, actor->grResId);
|
|
|
|
actor->frameCount = gra->getFrameCount();
|
|
|
|
delete gra;
|
|
|
|
// TODO set word_446EE4 to -1. This global seems to
|
|
|
|
// be used with screen blitting
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
case 19:
|
|
|
|
// TODO check if the actor's name is equal to
|
|
|
|
// "Big Crow"???
|
|
|
|
break;
|
|
|
|
case 7:
|
|
|
|
if (_ws->numChapter == 2 && actorIndex == 10 && _vm->isGameFlagSet(279)) {
|
|
|
|
Actor *act0 = getActor(0);
|
|
|
|
act0->x1 = actor->x2 + actor->x1 - act0->x2;
|
|
|
|
act0->y1 = actor->y2 + actor->y1 - act0->y2;
|
|
|
|
act0->direction = 4;
|
|
|
|
_playerActorIdx = 0;
|
|
|
|
// TODO disableCharacterVisible(actorIndex)
|
|
|
|
// TODO enableActorVisible(0)
|
|
|
|
_vm->clearGameFlag(279);
|
|
|
|
// TODO some cursor update
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 8:
|
|
|
|
case 10:
|
|
|
|
case 17:
|
|
|
|
actor->frameNum = 0;
|
|
|
|
if (actor->direction > 4)
|
|
|
|
actor->direction = 8 - actor->direction;
|
|
|
|
actor->grResId = actor->grResTable[20];
|
|
|
|
gra = new GraphicResource(_resPack, actor->grResId);
|
|
|
|
actor->frameCount = gra->getFrameCount();
|
|
|
|
delete gra;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
actor->updateType = param;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::updateActorDirectionDefault(int actorIndex) {
|
|
|
|
if (actorIndex == -1)
|
|
|
|
actorIndex = _playerActorIdx;
|
|
|
|
updateActorDirection(actorIndex, 4);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Scene::defaultActorDirectionLoaded(int actorIndex, int grResTableIdx) {
|
|
|
|
Actor *actor = getActor(actorIndex);
|
|
|
|
return actor->grResTable[grResTableIdx] != actor->grResTable[5];
|
2009-09-09 22:50:34 +00:00
|
|
|
}
|
|
|
|
|
2009-08-04 13:27:04 +00:00
|
|
|
void Scene::enterScene() {
|
2009-09-25 01:05:23 +00:00
|
|
|
#ifdef SHOW_SCENE_LOADING
|
|
|
|
if (!_titleLoaded) {
|
|
|
|
_title = new SceneTitle(this);
|
|
|
|
// disable input polling
|
|
|
|
_actions->allowInput = false;
|
|
|
|
} else {
|
|
|
|
#endif
|
|
|
|
_vm->screen()->setPalette(_resPack, _ws->commonRes.palette);
|
|
|
|
_background = _bgResource->getFrame(0);
|
|
|
|
_vm->screen()->copyToBackBuffer(
|
|
|
|
((byte *)_background->surface.pixels) + _ws->targetY * _background->surface.w + _ws->targetX, _background->surface.w,
|
|
|
|
0, 0, 640, 480);
|
|
|
|
|
|
|
|
// FIXME
|
|
|
|
// I don't know that this is the right way to initialize the cursor
|
|
|
|
// when the scene is started. Check against the original to see
|
|
|
|
// when the cursor is initalized, and then how it reacts to the
|
|
|
|
// show_cursor opcode
|
|
|
|
_cursor->load(_ws->commonRes.curMagnifyingGlass);
|
|
|
|
_cursor->set(0);
|
|
|
|
_cursor->show();
|
|
|
|
|
2009-11-27 02:02:00 +00:00
|
|
|
startMusic();
|
|
|
|
|
2009-09-25 01:05:23 +00:00
|
|
|
_walking = false;
|
|
|
|
#ifdef SHOW_SCENE_LOADING
|
|
|
|
}
|
|
|
|
#endif
|
2009-08-04 13:27:04 +00:00
|
|
|
_isActive = true;
|
|
|
|
}
|
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
void Scene::setScenePosition(int x, int y) {
|
2009-08-04 13:27:04 +00:00
|
|
|
GraphicFrame *bg = _bgResource->getFrame(0);
|
2009-09-18 23:44:54 +00:00
|
|
|
//_startX = x;
|
|
|
|
//_startY = y;
|
2009-09-21 19:11:49 +00:00
|
|
|
_ws->targetX = x;
|
|
|
|
_ws->targetY = y;
|
|
|
|
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_ws->targetX < 0)
|
|
|
|
_ws->targetX = 0;
|
2009-11-17 02:00:35 +00:00
|
|
|
if (_ws->targetX > (bg->surface.w - 640))
|
2009-09-19 21:00:18 +00:00
|
|
|
_ws->targetX = bg->surface.w - 640;
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_ws->targetY < 0)
|
|
|
|
_ws->targetY = 0;
|
2009-11-17 02:00:35 +00:00
|
|
|
if (_ws->targetY > (bg->surface.h - 480))
|
2009-09-19 21:00:18 +00:00
|
|
|
_ws->targetY = bg->surface.h - 480;
|
2009-08-04 13:27:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::handleEvent(Common::Event *event, bool doUpdate) {
|
|
|
|
_ev = event;
|
|
|
|
|
|
|
|
switch (_ev->type) {
|
|
|
|
|
|
|
|
case Common::EVENT_MOUSEMOVE:
|
2009-09-01 02:49:02 +00:00
|
|
|
_cursor->setCoords(_ev->mouse.x, _ev->mouse.y);
|
2009-08-04 13:27:04 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case Common::EVENT_LBUTTONUP:
|
2009-09-19 13:31:00 +00:00
|
|
|
if (_actions->allowInput)
|
2009-08-04 13:27:04 +00:00
|
|
|
_leftClick = true;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Common::EVENT_RBUTTONUP:
|
2009-09-19 13:31:00 +00:00
|
|
|
if (_actions->allowInput) {
|
2009-08-04 13:27:04 +00:00
|
|
|
// TODO This isn't always going to be the magnifying glass
|
|
|
|
// Should check the current pointer region to identify the type
|
|
|
|
// of cursor to use
|
2009-09-19 12:24:53 +00:00
|
|
|
_cursor->load(_ws->commonRes.curMagnifyingGlass);
|
2009-08-04 13:27:04 +00:00
|
|
|
_rightButton = false;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Common::EVENT_RBUTTONDOWN:
|
2009-09-19 13:31:00 +00:00
|
|
|
if (_actions->allowInput)
|
2009-08-04 13:27:04 +00:00
|
|
|
_rightButton = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (doUpdate || _leftClick)
|
|
|
|
update();
|
|
|
|
}
|
|
|
|
|
2009-08-19 21:51:43 +00:00
|
|
|
// -------------------------------------------
|
|
|
|
// ---------- PROCESS SCENE REGION -----------
|
|
|
|
// -------------------------------------------
|
|
|
|
|
2009-08-04 13:27:04 +00:00
|
|
|
void Scene::update() {
|
2009-09-25 01:05:23 +00:00
|
|
|
#ifdef SHOW_SCENE_LOADING
|
|
|
|
if (!_titleLoaded) {
|
2009-11-17 02:00:35 +00:00
|
|
|
_title->update(_vm->getTick());
|
2009-09-25 01:05:23 +00:00
|
|
|
if (_title->loadingComplete()) {
|
|
|
|
_titleLoaded = true;
|
|
|
|
enterScene();
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
#endif
|
2009-09-21 19:11:49 +00:00
|
|
|
if (updateScene())
|
|
|
|
return;
|
2009-08-19 21:51:43 +00:00
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
// TODO: check game quality
|
|
|
|
drawScene();
|
2009-08-19 21:51:43 +00:00
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
//TODO: other process stuffs from sub 0040AE30
|
2009-11-22 21:15:09 +00:00
|
|
|
|
|
|
|
if (_speech->_soundResIdx != 0) {
|
|
|
|
if (_vm->sound()->isPlaying(_speech->_soundResIdx)) {
|
|
|
|
_speech->prepareSpeech();
|
|
|
|
} else {
|
|
|
|
_speech->_textResIdx = 0;
|
|
|
|
_speech->_soundResIdx = 0;
|
|
|
|
_vm->clearGameFlag(219);
|
|
|
|
}
|
|
|
|
}
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
2009-08-19 22:19:25 +00:00
|
|
|
int Scene::updateScene() {
|
2009-09-19 21:00:18 +00:00
|
|
|
uint32 startTick = 0;
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Mouse
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
updateMouse();
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "UpdateMouse Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Actors
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
for (uint32 a = 0; a < _ws->numActors; a++)
|
|
|
|
updateActor(a);
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "UpdateActors Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Barriers
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-11-11 09:51:36 +00:00
|
|
|
updateBarriers();
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "UpdateBarriers Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Ambient Sounds
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
updateAmbientSounds();
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "UpdateAmbientSounds Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Music
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
updateMusic();
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "UpdateMusic Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
// Adjust Screen
|
2009-11-17 02:00:35 +00:00
|
|
|
startTick = _vm->getTick();
|
2009-11-11 10:49:52 +00:00
|
|
|
updateAdjustScreen();
|
2009-11-17 02:00:35 +00:00
|
|
|
debugC(kDebugLevelScene, "AdjustScreenStart Time: %d", _vm->getTick() - startTick);
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
if (_actions->process())
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
return 0;
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
2009-09-09 11:14:42 +00:00
|
|
|
void Scene::updateMouse() {
|
|
|
|
Common::Rect actorPos;
|
|
|
|
|
|
|
|
if (_sceneIdx != 2 || _playerActorIdx != 10) {
|
2009-09-09 22:50:34 +00:00
|
|
|
actorPos.top = getActor()->y;
|
|
|
|
actorPos.left = getActor()->x + 20;
|
|
|
|
actorPos.right = getActor()->x + 2 + getActor()->x2;
|
|
|
|
actorPos.bottom = getActor()->y + getActor()->y2;
|
2009-09-09 11:14:42 +00:00
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
actorPos.top = getActor()->y + 60;
|
|
|
|
actorPos.left = getActor()->x + 50;
|
|
|
|
actorPos.right = getActor()->x + getActor()->x2 + 10;
|
|
|
|
actorPos.bottom = getActor()->y + getActor()->y2 - 20;
|
2009-09-09 11:14:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int dir = -1;
|
|
|
|
bool done = false;
|
|
|
|
|
2009-09-20 15:37:13 +00:00
|
|
|
if (_cursor->x() < (uint32)actorPos.left) {
|
|
|
|
if (_cursor->y() >= (uint32)actorPos.top) {
|
|
|
|
if (_cursor->y() > (uint32)actorPos.bottom) {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 2) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->y() - actorPos.bottom > 10)
|
|
|
|
dir = 3;
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 4) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.left - _cursor->x() > 10)
|
|
|
|
dir = 3;
|
|
|
|
} else {
|
|
|
|
dir = 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 1) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->y() - actorPos.top > 10)
|
|
|
|
dir = 2;
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 3) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.bottom - _cursor->y() > 10)
|
|
|
|
dir = 2;
|
|
|
|
} else {
|
|
|
|
dir = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction) {
|
|
|
|
if (getActor()->direction == 2) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.top - _cursor->y() > 10)
|
|
|
|
dir = 1;
|
|
|
|
} else {
|
|
|
|
dir = 1;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (actorPos.left - _cursor->x() > 10)
|
|
|
|
dir = 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
done = true;
|
|
|
|
}
|
|
|
|
|
2009-09-20 15:37:13 +00:00
|
|
|
if (!done && _cursor->x() <= (uint32)actorPos.right) {
|
|
|
|
if (_cursor->y() >= (uint32)actorPos.top) {
|
|
|
|
if (_cursor->y() > (uint32)actorPos.bottom) {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 3) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->x() - actorPos.left > 10)
|
|
|
|
dir = 4;
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 5) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.right - _cursor->x() > 10)
|
|
|
|
dir = 4;
|
|
|
|
} else {
|
|
|
|
dir = 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 1) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->x() - actorPos.left > 10)
|
|
|
|
dir = 0;
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 7) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.right - _cursor->x() > 10)
|
|
|
|
dir = 0;
|
|
|
|
} else {
|
|
|
|
dir = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
done = true;
|
|
|
|
}
|
|
|
|
|
2009-09-20 15:37:13 +00:00
|
|
|
if (!done && _cursor->y() < (uint32)actorPos.top) {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction) {
|
|
|
|
if (getActor()->direction == 6) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.top - _cursor->y() > 10)
|
|
|
|
dir = 7;
|
|
|
|
} else {
|
|
|
|
dir = 7;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (_cursor->x() - actorPos.right > 10)
|
|
|
|
dir = 7;
|
|
|
|
}
|
|
|
|
done = true;
|
|
|
|
}
|
|
|
|
|
2009-09-20 15:37:13 +00:00
|
|
|
if (!done && _cursor->y() <= (uint32)actorPos.bottom) {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 5) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (actorPos.bottom - _cursor->y() > 10)
|
|
|
|
dir = 6;
|
|
|
|
} else {
|
2009-09-09 22:50:34 +00:00
|
|
|
if (getActor()->direction == 7) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->y() - actorPos.top > 10)
|
|
|
|
dir = 6;
|
|
|
|
} else {
|
|
|
|
dir = 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
done = true;
|
|
|
|
}
|
|
|
|
|
2009-09-09 22:50:34 +00:00
|
|
|
if (!done && getActor()->direction == 4) {
|
2009-09-09 11:14:42 +00:00
|
|
|
if (_cursor->x() - actorPos.right <= 10)
|
|
|
|
done = true;
|
|
|
|
if (!done)
|
|
|
|
dir = 5;
|
|
|
|
}
|
|
|
|
|
2009-09-09 22:50:34 +00:00
|
|
|
if (!done && (getActor()->direction != 6 || _cursor->y() - actorPos.bottom > 10)) {
|
2009-09-09 11:14:42 +00:00
|
|
|
dir = 5;
|
|
|
|
}
|
|
|
|
|
|
|
|
//printf("Current Dir %d -- New Dir %d\n", actor->direction, dir);
|
|
|
|
}
|
|
|
|
|
2009-11-30 22:52:51 +00:00
|
|
|
void Scene::updateActor(int32 actorIdx) {
|
2009-09-21 19:11:49 +00:00
|
|
|
Actor *actor = getActor();
|
|
|
|
|
|
|
|
if (actor->visible()) {
|
|
|
|
// printf("Actor updateType = 0x%02X\n", actor->updateType);
|
|
|
|
|
|
|
|
switch (actor->updateType) {
|
|
|
|
|
|
|
|
case 0x10:
|
|
|
|
if (_ws->numChapter == 2) {
|
|
|
|
// TODO: updateCharacterSub14()
|
|
|
|
} else if (_ws->numChapter == 1) {
|
|
|
|
if (_playerActorIdx == actorIdx) {
|
|
|
|
// TODO: updateActorSub21();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0x11:
|
|
|
|
if (_ws->numChapter == 2) {
|
|
|
|
// TODO: put code here
|
|
|
|
} else if (_ws->numChapter == 11) {
|
|
|
|
if (_playerActorIdx == actorIdx) {
|
|
|
|
// TODO: put code here
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0xF:
|
|
|
|
if (_ws->numChapter == 2) {
|
|
|
|
// TODO: put code here
|
|
|
|
} else if (_ws->numChapter == 11) {
|
|
|
|
// TODO: put code here
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0x12:
|
|
|
|
if (_ws->numChapter == 2) {
|
|
|
|
// TODO: put code here
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0x5: {
|
|
|
|
uint32 frameNum = actor->frameNum + 1;
|
|
|
|
actor->frameNum = frameNum % actor->frameCount;
|
|
|
|
|
2009-11-17 02:00:35 +00:00
|
|
|
if (_vm->getTick() - actor->tickValue1 > 300) {
|
2009-09-21 19:11:49 +00:00
|
|
|
if (rand() % 100 < 50) {
|
|
|
|
// TODO: check sound playing
|
|
|
|
}
|
2009-11-17 02:00:35 +00:00
|
|
|
actor->tickValue1 = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0xC:
|
|
|
|
if (_ws->numChapter == 2) {
|
|
|
|
// TODO: put code here
|
|
|
|
} else if (_ws->numChapter == 11) {
|
|
|
|
// TODO: put code here
|
|
|
|
}
|
|
|
|
case 0x1:
|
|
|
|
// TODO: do actor direction
|
|
|
|
break;
|
|
|
|
case 0x2:
|
|
|
|
case 0xD:
|
|
|
|
// TODO: do actor direction
|
|
|
|
break;
|
|
|
|
case 0x3:
|
|
|
|
case 0x13:
|
|
|
|
// TODO: updateCharacterSub05();
|
|
|
|
break;
|
|
|
|
case 0x7:
|
|
|
|
// TODO: something
|
|
|
|
break;
|
|
|
|
case 0x4:
|
|
|
|
if (actor->field_944 != 5) {
|
2009-11-17 02:00:35 +00:00
|
|
|
updateActorSub01(actor);
|
2009-09-21 19:11:49 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
case 0xE:
|
|
|
|
// TODO: updateCharacterSub02(1, actorIdx);
|
|
|
|
break;
|
|
|
|
case 0x15:
|
|
|
|
// TODO: updateCharacterSub06(1, actorIdx);
|
|
|
|
break;
|
|
|
|
case 0x9:
|
|
|
|
// TODO: updateCharacterSub03(1, actorIdx);
|
|
|
|
break;
|
|
|
|
case 0x6:
|
|
|
|
case 0xA:
|
|
|
|
actor->frameNum = (actor->frameNum + 1) % actor->frameCount;
|
|
|
|
break;
|
|
|
|
case 0x8:
|
|
|
|
// TODO: actor sound
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2009-08-04 13:27:04 +00:00
|
|
|
}
|
|
|
|
|
2009-11-17 02:00:35 +00:00
|
|
|
void Scene::updateActorSub01(Actor *act) {
|
|
|
|
// TODO make sure this is right
|
|
|
|
act->frameNum = act->frameNum + 1 % act->frameCount;
|
|
|
|
if (_vm->getTick() - act->tickValue1 > 300) {
|
|
|
|
// TODO
|
|
|
|
// Check if the actor's name is "Crow"?
|
|
|
|
if (rand() % 100 < 50) {
|
|
|
|
// TODO
|
|
|
|
// Check if soundResId04 is assigned, and if so,
|
|
|
|
// if it's playing
|
|
|
|
// If true, check characterSub407260(10)
|
|
|
|
// and if that's true, do characterDirection(9)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if act == getActor()
|
|
|
|
if (_vm->tempTick07) {
|
|
|
|
if (_vm->getTick() - _vm->tempTick07 > 500) {
|
|
|
|
if (_vm->isGameFlagNotSet(183)) { // processing action list
|
|
|
|
if (act->visible()) {
|
|
|
|
// if some_encounter_flag
|
|
|
|
// if !soundResId04
|
|
|
|
if (rand() % 100 < 50) {
|
|
|
|
if (_sceneIdx == 13) {
|
|
|
|
; // sub414810(507)
|
|
|
|
} else {
|
|
|
|
; // sub4146d0(4)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
act->tickValue1 = _vm->getTick();
|
|
|
|
}
|
|
|
|
// else
|
|
|
|
// TODO now there's something to do with the
|
|
|
|
// character's name and "Big Crow", or "Crow".
|
|
|
|
// Quite a bit of work to do yet, but it only seems to
|
|
|
|
// take effect when the character index doesn't equal
|
|
|
|
// the currentPlayerIndex (so I'm guessing this is a
|
|
|
|
// one off situation).
|
|
|
|
}
|
|
|
|
|
2009-09-19 21:00:18 +00:00
|
|
|
void Scene::updateBarriers() {
|
2009-09-24 02:55:02 +00:00
|
|
|
//Screen *screen = _vm->screen();
|
2009-09-21 19:11:49 +00:00
|
|
|
|
|
|
|
uint barriersCount = _ws->barriers.size();
|
2009-09-24 02:55:02 +00:00
|
|
|
//int startTickCount = 0;
|
2009-09-21 19:11:49 +00:00
|
|
|
bool canPlaySound = false;
|
|
|
|
|
|
|
|
if (barriersCount > 0) {
|
|
|
|
for (uint32 b = 0; b < barriersCount; b++) {
|
|
|
|
Barrier *barrier = &_ws->barriers[b];
|
|
|
|
|
|
|
|
if (barrier->field_3C == 4) {
|
|
|
|
if (_ws->isBarrierVisible(b)) {
|
|
|
|
uint32 flag = barrier->flags;
|
|
|
|
if (flag & 0x20) {
|
2009-11-17 02:00:35 +00:00
|
|
|
if (barrier->field_B4 && (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
|
2009-11-17 02:00:35 +00:00
|
|
|
barrier->tickCount = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
canPlaySound = true;
|
|
|
|
}
|
|
|
|
} else if (flag & 0x10) {
|
2009-11-17 02:00:35 +00:00
|
|
|
int frameIdx = barrier->frameIdx;
|
|
|
|
int equalZero = frameIdx == 0;
|
|
|
|
int lessZero = frameIdx < 0;
|
2009-09-21 19:11:49 +00:00
|
|
|
if (!frameIdx) {
|
2009-11-17 02:00:35 +00:00
|
|
|
if (_vm->getTick() - barrier->tickCount >= 1000 * barrier->tickCount2) {
|
2009-09-21 19:11:49 +00:00
|
|
|
if (rand() % barrier->field_C0 == 1) {
|
|
|
|
if (barrier->field_68C[0]) {
|
|
|
|
// TODO: fix this, and find a better way to get frame count
|
|
|
|
// Sometimes we get wrong random resource id
|
|
|
|
|
|
|
|
barrier->resId = barrier->getRandomId();
|
|
|
|
GraphicResource *gra = new GraphicResource(_resPack, barrier->resId);
|
|
|
|
barrier->frameCount = gra->getFrameCount();
|
|
|
|
delete gra;
|
|
|
|
}
|
|
|
|
barrier->frameIdx++;
|
|
|
|
}
|
2009-11-17 02:00:35 +00:00
|
|
|
barrier->tickCount = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
canPlaySound = true;
|
|
|
|
}
|
|
|
|
frameIdx = barrier->frameIdx;
|
|
|
|
equalZero = frameIdx == 0;
|
|
|
|
lessZero = frameIdx < 0;
|
|
|
|
}
|
|
|
|
|
2009-11-17 02:00:35 +00:00
|
|
|
if (!((lessZero ^ 0) | equalZero)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
|
2009-11-17 02:00:35 +00:00
|
|
|
if (barrier->field_B4 && (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
|
2009-11-17 02:00:35 +00:00
|
|
|
barrier->tickCount = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
canPlaySound = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (flag & 8) {
|
|
|
|
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
|
2009-11-17 02:00:35 +00:00
|
|
|
if (barrier->field_B4 && (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
|
2009-08-18 21:07:40 +00:00
|
|
|
uint32 frameIdx = barrier->frameIdx + 1;
|
2009-09-21 19:11:49 +00:00
|
|
|
if (frameIdx < barrier->frameCount - 1) {
|
|
|
|
if (barrier->field_688 == 1) {
|
|
|
|
// TODO: get global x, y positions
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
barrier->flags &= 0xFFFFFFF7;
|
|
|
|
if (barrier->field_688 == 1) {
|
|
|
|
// TODO: reset global x, y positions
|
|
|
|
}
|
|
|
|
}
|
|
|
|
barrier->frameIdx = frameIdx;
|
2009-08-18 21:07:40 +00:00
|
|
|
}
|
2009-09-21 19:11:49 +00:00
|
|
|
} else if ((flag & 0xFF) & 8) { // check this
|
2009-11-17 02:00:35 +00:00
|
|
|
if (_vm->getTick() - barrier->tickCount >= 1000 * barrier->tickCount2) {
|
2009-08-20 11:17:32 +00:00
|
|
|
if (rand() % barrier->field_C0 == 1) { // TODO: THIS ISNT WORKING
|
|
|
|
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
|
2009-11-17 02:00:35 +00:00
|
|
|
barrier->tickCount = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
canPlaySound = true;
|
2009-08-18 21:07:40 +00:00
|
|
|
}
|
2009-09-21 19:11:49 +00:00
|
|
|
}
|
2009-08-20 11:17:32 +00:00
|
|
|
} else if (!((flag & 0xFFFF) & 6)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
|
2009-11-17 02:00:35 +00:00
|
|
|
if (barrier->field_B4 && (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4) && (flag & 0x10000)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
uint32 frameIdx = barrier->frameIdx - 1;
|
|
|
|
if (frameIdx <= 0) {
|
|
|
|
barrier->flags &= 0xFFFEFFFF;
|
|
|
|
if (barrier->field_688 == 1) {
|
|
|
|
// TODO: reset global x, y positions
|
|
|
|
}
|
2009-11-17 02:00:35 +00:00
|
|
|
barrier->tickCount = _vm->getTick();
|
2009-09-21 19:11:49 +00:00
|
|
|
canPlaySound = true;
|
|
|
|
}
|
|
|
|
if (barrier->field_688 == 1) {
|
|
|
|
// TODO: get global x, y positions
|
|
|
|
}
|
|
|
|
barrier->frameIdx = frameIdx;
|
2009-11-17 02:00:35 +00:00
|
|
|
} else if (barrier->field_B4 && (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
|
2009-09-21 19:11:49 +00:00
|
|
|
if ((flag & 0xFF) & 2) {
|
|
|
|
if (barrier->frameIdx == barrier->frameCount - 1) {
|
|
|
|
barrier->frameIdx--;
|
|
|
|
barrier->flags = ((flag & 0xFF) & 0xFD) | 4;
|
|
|
|
} else {
|
|
|
|
barrier->frameIdx++;
|
|
|
|
}
|
|
|
|
} else if ((flag & 0xFF) & 4) {
|
|
|
|
if (barrier->frameIdx) {
|
|
|
|
barrier->frameIdx--;
|
|
|
|
} else {
|
|
|
|
barrier->frameIdx++;
|
|
|
|
barrier->flags = ((flag & 0xFF) & 0xFB) | 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
flag = barrier->flags;
|
|
|
|
flag &= 0x40000;
|
|
|
|
if (flag != 0) {
|
|
|
|
if (barrier->frameIdx == barrier->frameCount - 1) {
|
|
|
|
if (barrier->field_B4 <= 15) {
|
|
|
|
barrier->field_B4 -= 2;
|
|
|
|
if (barrier->field_B4 < 0) // FIXME: check this
|
|
|
|
barrier->field_B4 = 0;
|
|
|
|
} else {
|
|
|
|
barrier->field_B4 = 15;
|
|
|
|
}
|
|
|
|
if (!barrier->field_B4)
|
|
|
|
barrier->flags &= 0xFFFEF1C7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (canPlaySound) {
|
|
|
|
// TODO: play sounds
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: get sound functions according with scene
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-08-18 21:07:40 +00:00
|
|
|
}
|
|
|
|
|
2009-08-19 22:19:25 +00:00
|
|
|
void Scene::updateAmbientSounds() {
|
2009-11-11 09:51:36 +00:00
|
|
|
// TODO
|
2009-09-20 21:10:43 +00:00
|
|
|
// if (cfgGameQualityValue > 3)
|
|
|
|
|
|
|
|
int v2 = 1;
|
|
|
|
int v15, v11, v10, v16;
|
|
|
|
|
|
|
|
int panning, volume;
|
|
|
|
|
|
|
|
for (uint32 i = 0; i < _ws->numAmbientSound; i++) {
|
|
|
|
AmbientSoundItem *snd = &_ws->ambientSounds[i];
|
|
|
|
for (uint32 f = 0; f < 6; f++) {
|
2009-11-11 09:51:36 +00:00
|
|
|
int gameFlag = snd->flagNum[f];
|
2009-09-20 21:10:43 +00:00
|
|
|
if (gameFlag >= 0) {
|
|
|
|
if (_vm->isGameFlagNotSet(gameFlag)) {
|
|
|
|
v2 = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
} else {
|
2009-09-24 02:26:14 +00:00
|
|
|
if (_vm->isGameFlagSet(-(int)gameFlag)) {
|
2009-09-20 21:10:43 +00:00
|
|
|
// XXX Looks like this just jumps back to
|
|
|
|
// the top of the loop, so not sure if this
|
|
|
|
// is somehow important
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (v2) {
|
|
|
|
if (_vm->sound()->isPlaying(snd->resId)) {
|
|
|
|
if (snd->field_0) {
|
|
|
|
; // TODO volume calculation
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (snd->field_0) {
|
|
|
|
; // TODO calculate panning at point
|
|
|
|
} else {
|
|
|
|
panning = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (snd->field_0 == 0) {
|
2009-09-24 02:26:14 +00:00
|
|
|
// FIXME: Applying the minus operator to an unsigned type results
|
|
|
|
// in an unsigned type again. Casting gameFlag to int32 for now
|
|
|
|
volume = -(int32)(snd->field_C ^ 2);
|
2009-09-20 21:10:43 +00:00
|
|
|
} else {
|
|
|
|
; // TODO calculate volume increase
|
|
|
|
}
|
|
|
|
|
|
|
|
if (LOBYTE(snd->flags) & 2) {
|
|
|
|
if (rand() % 10000 < 10) {
|
|
|
|
if (snd->field_0) {
|
2009-09-29 23:33:48 +00:00
|
|
|
_vm->sound()->playSound(_resPack, snd->resId, false, Config.sfxVolume + volume, panning);
|
2009-09-20 21:10:43 +00:00
|
|
|
} else {
|
|
|
|
v15 = rand() % 500;
|
|
|
|
v11 = v15 * ((((rand() % 100 >= 50) - 1) & 2) - 1) + volume;
|
|
|
|
v10 = v11;
|
2009-09-21 19:11:49 +00:00
|
|
|
if (v11 <= -10000)
|
|
|
|
v10 = -10000;
|
|
|
|
if (v10 >= 0)
|
|
|
|
v11 = 0;
|
2009-09-20 21:10:43 +00:00
|
|
|
else
|
2009-09-21 19:11:49 +00:00
|
|
|
if (v11 <= -10000)
|
|
|
|
v11 = -10000;
|
2009-09-20 21:10:43 +00:00
|
|
|
v16 = rand();
|
|
|
|
_vm->sound()->playSound(_resPack, snd->resId, false, v11, v16 % 20001 - 10000);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (LOBYTE(snd->flags) & 4) {
|
2009-09-21 19:11:49 +00:00
|
|
|
/*
|
|
|
|
if ( (unsigned int)*ambientPanningArray < getTickCount() )
|
2009-09-20 21:10:43 +00:00
|
|
|
{
|
2009-09-21 19:11:49 +00:00
|
|
|
if ( v1->field_14 >= 0 )
|
|
|
|
v12 = 60000 * v1->field_14 + getTickCount();
|
|
|
|
else
|
|
|
|
v12 = getTickCount() - 1000 * v1->field_14;
|
|
|
|
*ambientPanningArray = v12;
|
2009-09-20 21:10:43 +00:00
|
|
|
playSound(v7, 0, v9, panning);
|
|
|
|
}
|
|
|
|
*/
|
2009-09-21 19:11:49 +00:00
|
|
|
} else {
|
|
|
|
if (LOBYTE(snd->flags) & 8) {
|
|
|
|
/*
|
|
|
|
if ( !*(ambientPanningArray - 15) )
|
|
|
|
{
|
|
|
|
playSound(v7, 0, v9, panning);
|
|
|
|
*(ambientPanningArray - 15) = 1;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
2009-09-20 21:10:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-08-19 22:19:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::updateMusic() {
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
2009-08-19 22:19:25 +00:00
|
|
|
void Scene::updateAdjustScreen() {
|
2009-09-20 15:37:13 +00:00
|
|
|
int v5, v7, v15, v16; //, v6
|
2009-09-13 00:01:57 +00:00
|
|
|
int v1 = -1;
|
|
|
|
int v0 = -1;
|
|
|
|
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_ws->motionStatus == 1) {
|
|
|
|
v5 = getActor()->x1 - _ws->xLeft;
|
|
|
|
v7 = getActor()->y1 - _ws->yTop;
|
|
|
|
if (v5 < _ws->boundingRect.left || v5 > _ws->boundingRect.right) {
|
|
|
|
v15 = _ws->boundingRect.left - _ws->boundingRect.right;
|
|
|
|
v1 = v15 + _ws->xLeft;
|
|
|
|
_ws->xLeft += v15;
|
2009-09-13 00:01:57 +00:00
|
|
|
}
|
2009-09-19 21:00:18 +00:00
|
|
|
if (v7 < _ws->boundingRect.top || v7 > _ws->boundingRect.bottom) {
|
|
|
|
v16 = v7 - _ws->boundingRect.bottom;
|
|
|
|
v0 = v16 + _ws->yTop;
|
|
|
|
_ws->yTop += v16;
|
2009-09-13 00:01:57 +00:00
|
|
|
}
|
|
|
|
if (v1 < 0)
|
2009-09-19 21:00:18 +00:00
|
|
|
v1 = _ws->xLeft = 0;
|
2009-09-20 15:37:13 +00:00
|
|
|
if ((uint32)v1 > _ws->width - 640) {
|
2009-09-19 21:00:18 +00:00
|
|
|
v1 = _ws->width - 640;
|
|
|
|
_ws->xLeft = v1;
|
2009-09-13 00:01:57 +00:00
|
|
|
}
|
|
|
|
if (v0 < 0)
|
2009-09-19 21:00:18 +00:00
|
|
|
v0 = _ws->yTop = 0;
|
2009-09-20 15:37:13 +00:00
|
|
|
if ((uint32)v0 > _ws->height - 480) {
|
2009-09-19 21:00:18 +00:00
|
|
|
v0 = _ws->height - 480;
|
|
|
|
_ws->yTop = v0;
|
2009-09-13 00:01:57 +00:00
|
|
|
}
|
|
|
|
} else {
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_ws->motionStatus == 2 || _ws->motionStatus == 5) {
|
|
|
|
if (_ws->motionStatus != 3) {
|
2009-09-13 00:01:57 +00:00
|
|
|
// TODO
|
|
|
|
/*
|
|
|
|
__asm
|
|
|
|
{
|
|
|
|
fld flt_543514
|
|
|
|
fadd flt_543518
|
|
|
|
fstp flt_543514
|
|
|
|
fild scene.field_98
|
|
|
|
fsubr flt_54350C
|
|
|
|
fild scene.field_9C
|
|
|
|
fsubr flt_543510
|
|
|
|
}
|
|
|
|
v12 = abs(_ftol());
|
|
|
|
if ( v12 <= abs(_ftol()) )
|
|
|
|
{
|
|
|
|
v2 = scene.field_9C;
|
|
|
|
if ( scene.field_9C != scene.yTop )
|
|
|
|
{
|
|
|
|
__asm
|
|
|
|
{
|
|
|
|
fld flt_543514
|
|
|
|
fadd flt_54350C
|
|
|
|
}
|
|
|
|
v14 = _ftol();
|
|
|
|
v1 = v14;
|
|
|
|
scene.xLeft = v14;
|
|
|
|
}
|
|
|
|
v4 = scene.field_A0;
|
|
|
|
v0 += scene.field_A0;
|
|
|
|
scene.yTop = v0;
|
|
|
|
v3 = v0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
v2 = scene.field_98;
|
|
|
|
if ( scene.field_98 != scene.xLeft )
|
|
|
|
{
|
|
|
|
__asm
|
|
|
|
{
|
|
|
|
fld flt_543514
|
|
|
|
fadd flt_543510
|
|
|
|
}
|
|
|
|
v13 = _ftol();
|
|
|
|
v0 = v13;
|
|
|
|
scene.yTop = v13;
|
|
|
|
}
|
|
|
|
v4 = scene.field_A0;
|
|
|
|
v1 += scene.field_A0;
|
|
|
|
scene.xLeft = v1;
|
|
|
|
v3 = v1;
|
|
|
|
}
|
|
|
|
if ( abs(v3 - v2) <= abs(v4) )
|
|
|
|
{
|
|
|
|
scene.field_88 = 3;
|
|
|
|
scene.field_98 = -1;
|
|
|
|
}
|
2009-09-21 19:11:49 +00:00
|
|
|
}
|
|
|
|
*/
|
2009-09-13 00:01:57 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
v9 = 16 * scene.sceneRectIndex;
|
|
|
|
if ( v1 < *(LONG *)((char *)&scene.sceneRects[0].left + v9) )
|
|
|
|
{
|
|
|
|
v1 = *(LONG *)((char *)&scene.sceneRects[0].left + v9);
|
|
|
|
scene.xLeft = *(LONG *)((char *)&scene.sceneRects[0].left + v9);
|
|
|
|
}
|
|
|
|
if ( v0 < *(LONG *)((char *)&scene.sceneRects[0].top + v9) )
|
|
|
|
{
|
|
|
|
v0 = *(LONG *)((char *)&scene.sceneRects[0].top + v9);
|
|
|
|
scene.yTop = *(LONG *)((char *)&scene.sceneRects[0].top + v9);
|
|
|
|
}
|
|
|
|
v10 = *(LONG *)((char *)&scene.sceneRects[0].right + v9);
|
|
|
|
if ( v1 + 639 > v10 )
|
|
|
|
{
|
|
|
|
v1 = v10 - 639;
|
|
|
|
scene.xLeft = v10 - 639;
|
|
|
|
}
|
|
|
|
result = *(LONG *)((char *)&scene.sceneRects[0].bottom + v9);
|
|
|
|
if ( v0 + 479 > result )
|
|
|
|
{
|
|
|
|
v0 = result - 479;
|
|
|
|
scene.yTop = result - 479;
|
|
|
|
}
|
|
|
|
if ( v17 != v1 || v18 != v0 )
|
|
|
|
dword_44E1EC = 2
|
|
|
|
|
|
|
|
*/
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
2009-08-19 22:19:25 +00:00
|
|
|
|
2009-09-19 21:00:18 +00:00
|
|
|
void Scene::OLD_UPDATE() {
|
2009-08-20 11:17:32 +00:00
|
|
|
int32 curHotspot = -1;
|
2009-08-19 22:19:25 +00:00
|
|
|
int32 curBarrier = -1;
|
|
|
|
|
|
|
|
// DEBUGGING
|
|
|
|
// Check current walk region
|
2009-09-19 21:00:18 +00:00
|
|
|
for (uint32 a = 0; a < _ws->numActions; a++) {
|
|
|
|
if (_ws->actions[a].actionType == 0) {
|
|
|
|
ActionArea *area = &_ws->actions[a];
|
2009-09-19 12:24:53 +00:00
|
|
|
PolyDefinitions poly = _polygons->entries[area->polyIdx];
|
2009-09-19 03:01:06 +00:00
|
|
|
if (poly.contains(getActor()->x, getActor()->y)) {
|
2009-08-19 22:19:25 +00:00
|
|
|
debugShowWalkRegion(&poly);
|
|
|
|
//break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-09-09 22:50:34 +00:00
|
|
|
|
2009-08-19 22:19:25 +00:00
|
|
|
if (!_rightButton) {
|
2009-09-19 12:24:53 +00:00
|
|
|
if (_ws->actors[0].flags & 0x01) { // TESTING - only draw if visible flag
|
2009-08-19 22:19:25 +00:00
|
|
|
// Check if the character was walking before the right-button
|
|
|
|
// was released. If so, change the resource to one where he/she
|
|
|
|
// is standing still, facing the last active direction
|
|
|
|
if (_walking) {
|
2009-09-13 00:01:57 +00:00
|
|
|
if (getActor()->currentAction > 0)
|
|
|
|
getActor()->setAction(getActor()->currentAction + 5);
|
2009-08-19 22:19:25 +00:00
|
|
|
_walking = false;
|
|
|
|
}
|
2009-09-09 22:50:34 +00:00
|
|
|
getActor()->drawActor();
|
2009-08-19 22:19:25 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
_walking = true;
|
|
|
|
|
2009-09-09 22:50:34 +00:00
|
|
|
getActor()->walkTo(_cursor->x(), _cursor->y());
|
2009-09-19 12:24:53 +00:00
|
|
|
_cursor->update(&_ws->commonRes, getActor()->direction);
|
2009-08-19 22:19:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (g_debugPolygons)
|
|
|
|
debugShowPolygons();
|
|
|
|
if (g_debugBarriers)
|
|
|
|
debugShowBarriers();
|
|
|
|
|
|
|
|
// Check if we're within a barrier
|
2009-09-19 21:00:18 +00:00
|
|
|
for (uint32 p = 0; p < _ws->numBarriers; p++) {
|
|
|
|
Barrier b = _ws->barriers[p];
|
2009-08-19 22:19:25 +00:00
|
|
|
if (b.flags & 0x20) {
|
2009-09-21 19:11:49 +00:00
|
|
|
if ((b.boundingRect.left + b.x <= _cursor->x() + _ws->targetX) &&
|
|
|
|
(_cursor->x() + _ws->targetX < b.boundingRect.right + b.x) &&
|
|
|
|
(b.boundingRect.top + b.y <= _cursor->y() + _ws->targetY) &&
|
|
|
|
(_cursor->y() + _ws->targetY < b.boundingRect.bottom + b.y)) {
|
2009-09-01 02:49:02 +00:00
|
|
|
_cursor->animate();
|
2009-08-19 22:19:25 +00:00
|
|
|
curBarrier = (int32)p;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// FIXME? I'm assigning a higher priority to barriers than polygons. I'm assuming
|
|
|
|
// that barriers that overlap polygons will have actions associated with them, and
|
|
|
|
// the polygon will be part of a walk/look region (so it's accessible elsewhere).
|
|
|
|
// This could be completely wrong, and if so, we just have to check to see which
|
|
|
|
// of the barrier/polygon action scripts should be processed first
|
|
|
|
if (curBarrier < 0) {
|
|
|
|
// Update cursor if it's in a polygon hotspot
|
2009-09-19 12:24:53 +00:00
|
|
|
for (uint32 p = 0; p < _polygons->numEntries; p++) {
|
|
|
|
PolyDefinitions poly = _polygons->entries[p];
|
2009-09-19 21:00:18 +00:00
|
|
|
if (poly.boundingRect.contains(_cursor->x() + _ws->targetX, _cursor->y() + _ws->targetY)) {
|
|
|
|
if (poly.contains(_cursor->x() + _ws->targetX, _cursor->y() + _ws->targetY)) {
|
2009-08-19 22:19:25 +00:00
|
|
|
curHotspot = (int32)p;
|
2009-09-01 02:49:02 +00:00
|
|
|
_cursor->animate();
|
2009-08-19 22:19:25 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_leftClick) {
|
|
|
|
_leftClick = false;
|
|
|
|
|
|
|
|
if (curHotspot >= 0) {
|
2009-09-19 21:00:18 +00:00
|
|
|
for (uint32 a = 0; a < _ws->numActions; a++) {
|
|
|
|
if (_ws->actions[a].polyIdx == (uint32)curHotspot) {
|
2009-08-19 22:19:25 +00:00
|
|
|
debugC(kDebugLevelScripts, "Hotspot: 0x%X - \"%s\", poly %d, action lists %d/%d, action type %d, sound res %d\n",
|
2009-09-21 19:11:49 +00:00
|
|
|
_ws->actions[a].id,
|
|
|
|
_ws->actions[a].name,
|
|
|
|
_ws->actions[a].polyIdx,
|
|
|
|
_ws->actions[a].actionListIdx1,
|
|
|
|
_ws->actions[a].actionListIdx2,
|
|
|
|
_ws->actions[a].actionType,
|
|
|
|
_ws->actions[a].soundResId);
|
2009-11-27 14:36:27 +00:00
|
|
|
// FIXME _actions->setScriptByIndex(_ws->actions[a].actionListIdx1);
|
2009-08-19 22:19:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (curBarrier >= 0) {
|
2009-09-19 21:00:18 +00:00
|
|
|
Barrier b = _ws->barriers[curBarrier];
|
2009-08-19 22:19:25 +00:00
|
|
|
debugC(kDebugLevelScripts, "%s: action(%d) sound(%d) flags(%d/%d)\n",
|
2009-09-21 19:11:49 +00:00
|
|
|
b.name,
|
|
|
|
b.actionListIdx,
|
|
|
|
b.soundResId,
|
|
|
|
b.flags,
|
|
|
|
b.flags2);
|
2009-11-27 14:36:27 +00:00
|
|
|
// FIXME _actions->setScriptByIndex(b.actionListIdx);
|
2009-08-19 22:19:25 +00:00
|
|
|
}
|
|
|
|
}
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------
|
|
|
|
// ---------- DRAW REGION -----------
|
|
|
|
// ----------------------------------
|
|
|
|
|
|
|
|
int Scene::drawScene() {
|
2009-08-19 22:19:25 +00:00
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
_vm->screen()->clearGraphicsInQueue();
|
|
|
|
|
|
|
|
if (_skipDrawScene) {
|
|
|
|
_vm->screen()->clearScreen();
|
|
|
|
} else {
|
|
|
|
// Draw scene background
|
|
|
|
GraphicFrame *bg = _bgResource->getFrame(0);
|
|
|
|
_vm->screen()->copyToBackBuffer(
|
|
|
|
((byte *)bg->surface.pixels) + _ws->targetY * bg->surface.w + _ws->targetX, bg->surface.w,
|
|
|
|
_ws->xLeft,
|
|
|
|
_ws->yTop,
|
|
|
|
640,
|
|
|
|
480);
|
|
|
|
|
|
|
|
// DEBUG
|
|
|
|
// Force the screen to scroll if the mouse approaches the edges
|
|
|
|
//debugScreenScrolling(bg);
|
|
|
|
|
2009-11-17 02:00:35 +00:00
|
|
|
drawActorsAndBarriers();
|
2009-11-14 03:46:38 +00:00
|
|
|
queueActorUpdates();
|
|
|
|
queueBarrierUpdates();
|
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
// TODO: draw main actor stuff
|
|
|
|
|
|
|
|
_vm->screen()->drawGraphicsInQueue();
|
|
|
|
|
|
|
|
// TODO: we must get rid of this
|
2009-11-11 10:49:52 +00:00
|
|
|
//OLD_UPDATE();
|
2009-09-21 19:11:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
2009-11-14 03:46:38 +00:00
|
|
|
void Scene::drawActorsAndBarriers() {
|
|
|
|
// TODO this is supposed to be looping through
|
|
|
|
// a collection of CharacterUpdateItems. Since
|
|
|
|
// we're only on scene 1 atm, and there is only one
|
|
|
|
// character, this will have to do :P
|
|
|
|
for (uint i = 0; i < _ws->numActors; i++) {
|
|
|
|
int actorRegPt = 0;
|
|
|
|
Actor *act = &_ws->actors[i];
|
|
|
|
Common::Point pt;
|
|
|
|
|
|
|
|
// XXX Since we're not using CharacterUpdateItems,
|
|
|
|
// the actor priority is never going to be changed.
|
|
|
|
// Need to investigate if this is an issue
|
|
|
|
/*
|
|
|
|
if (act->priority < 0)
|
|
|
|
act->priority = abs(act->priority);
|
|
|
|
continue;
|
|
|
|
*/
|
|
|
|
act->priority = 3;
|
|
|
|
if (act->field_944 == 1 || act->field_944 == 4)
|
|
|
|
act->priority = 1;
|
|
|
|
else {
|
|
|
|
act->field_938 = 1;
|
|
|
|
act->field_934 = 0;
|
|
|
|
pt.x = act->x1 + act->x2;
|
|
|
|
pt.y = act->y1 + act->y2;
|
|
|
|
|
|
|
|
actorRegPt = act->boundingRect.bottom + act->boundingRect.right + 4;
|
|
|
|
|
|
|
|
// TODO special case for scene 11
|
|
|
|
// Not sure if we're checking the scene index
|
|
|
|
// or the scene number though :P
|
|
|
|
/*
|
|
|
|
if (_sceneIdx == 11) {
|
|
|
|
// FIXME this probably won't work
|
|
|
|
if (act != this->getActor())
|
|
|
|
actorRegPt += 20;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
// XXX from .text:0040a4d1
|
|
|
|
for (uint barIdx = 0; barIdx < _ws->numBarriers; barIdx++) {
|
|
|
|
Barrier *bar = &_ws->barriers[barIdx];
|
|
|
|
bool actInBar = bar->boundingRect.contains(act->boundingRect);
|
|
|
|
bool intersects = false;
|
|
|
|
|
|
|
|
// TODO verify that my funky LOBYTE macro actually
|
|
|
|
// works the way I assume it should :P
|
|
|
|
if (!actInBar) {
|
|
|
|
if (LOBYTE(bar->flags) & 0x20)
|
2009-11-30 22:52:51 +00:00
|
|
|
if (!(LOBYTE(bar->flags) & 0x80))
|
2009-11-14 03:46:38 +00:00
|
|
|
// XXX not sure if this will work, as it's
|
|
|
|
// supposed to set 0x40 to the lobyte...
|
|
|
|
bar->flags |= 0x40;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (bar->flags & 2) {
|
|
|
|
// TODO refactor
|
|
|
|
if (bar->field_74 || bar->field_78 ||
|
|
|
|
bar->field_7C || bar->field_80)
|
|
|
|
intersects = (pt.y > bar->field_78 + (bar->field_80 - bar->field_78) * (pt.x - bar->field_74) / (bar->field_7C - bar->field_74)) == 0;
|
|
|
|
else
|
|
|
|
intersects = true;
|
|
|
|
} else {
|
|
|
|
if (bar->flags & 0x40) {
|
|
|
|
PolyDefinitions *poly = &_polygons->entries[bar->polyIdx];
|
2009-11-17 02:00:35 +00:00
|
|
|
if (pt.x > 0 && pt.y > 0 && poly->numPoints > 0)
|
|
|
|
intersects = poly->contains(pt.x, pt.y);
|
|
|
|
else
|
2009-11-27 14:36:27 +00:00
|
|
|
;//warning ("[drawActorsAndBarriers] trying to find intersection of uninitialized point");
|
2009-11-14 03:46:38 +00:00
|
|
|
}
|
|
|
|
// XXX the original has an else case here that
|
|
|
|
// assigns intersects the value of the
|
|
|
|
// flags & 2 check, which doesn't make any sense since
|
|
|
|
// that path would never have been taken if code
|
|
|
|
// execution had made it's way here.
|
|
|
|
}
|
|
|
|
if (LOBYTE(bar->flags) & 0x80 || intersects) {
|
|
|
|
if (LOBYTE(bar->flags) & 0x20)
|
|
|
|
// XXX not sure if this will work, as it's
|
|
|
|
// supposed to set this value on the lobyte...
|
|
|
|
bar->flags &= 0xBF | 0x80;
|
|
|
|
else
|
|
|
|
// XXX another lobyte assignment...
|
|
|
|
bar->flags |= 0x40;
|
|
|
|
// TODO label jump up a few lines here. Investigate...
|
|
|
|
}
|
|
|
|
if (bar->flags & 4) {
|
|
|
|
if (intersects) {
|
|
|
|
if(act->flags & 2)
|
2009-11-27 14:36:27 +00:00
|
|
|
;//warning ("[drawActorsAndBarriers] Assigning mask to masked character [%s]", bar->name);
|
2009-11-14 03:46:38 +00:00
|
|
|
else {
|
|
|
|
// TODO there's a call to sub_40ac10 that does
|
|
|
|
// a point calculation, but the result doesn't appear to
|
|
|
|
// ever be used, and the object passed in as a parameter
|
|
|
|
// isn't updated
|
|
|
|
act->field_3C = barIdx;
|
|
|
|
act->flags |= 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (intersects) {
|
|
|
|
// XXX assuming the following:
|
|
|
|
// "if ( *(int *)((char *)&scene.characters[0].priority + v18) < *(v12_barrierPtr + 35) )"
|
|
|
|
// is the same as what I'm comparing :P
|
|
|
|
if (act->priority < bar->priority) {
|
|
|
|
act->field_934 = 1;
|
|
|
|
act->priority = bar->priority + 3;
|
|
|
|
// TODO there's a block of code here that seems
|
|
|
|
// to loop through the CharacterUpdateItems and do some
|
|
|
|
// priority adjustment. Since I'm not using CharacterUpdateItems as of yet,
|
|
|
|
// I'm not sure what to do here
|
|
|
|
// The loop seems to occur if:
|
|
|
|
// (a) there are still character items to process
|
|
|
|
// (b) sceneNumber != 2 && actor->field_944 != 1
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if (act->priority > bar->priority || act->priority == 1) {
|
|
|
|
act->field_934 = 1;
|
|
|
|
act->priority = bar->priority - 1;
|
|
|
|
// TODO another character update loop
|
|
|
|
// This time it looks like there's another
|
|
|
|
// intersection test, and more updates
|
|
|
|
// to field_934 and field_944, then
|
|
|
|
// priority updates
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} // end for (barriers)
|
|
|
|
}
|
|
|
|
} // end for (actors)
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2009-09-21 19:11:49 +00:00
|
|
|
void Scene::getActorPosition(Actor *actor, Common::Point *pt) {
|
|
|
|
pt->x = actor->x1 - _ws->xLeft;
|
|
|
|
pt->y = actor->y1 - _ws->yTop;
|
2009-09-20 19:21:59 +00:00
|
|
|
}
|
|
|
|
|
2009-11-14 03:46:38 +00:00
|
|
|
int Scene::queueActorUpdates() {
|
2009-09-21 19:11:49 +00:00
|
|
|
if (_ws->numActors > 0) {
|
|
|
|
Common::Point pt;
|
|
|
|
for (uint32 a = 0; a < _ws->numActors; a++) {
|
|
|
|
Actor *actor = &_ws->actors[a];
|
|
|
|
|
|
|
|
if ((actor->flags & 0xFF) & 1) { // check this mask
|
|
|
|
getActorPosition(actor, &pt);
|
|
|
|
//pt.x += actor->x;
|
|
|
|
//pt.y += actor->y;
|
|
|
|
|
|
|
|
uint32 frameNum = actor->frameNum;
|
|
|
|
if (actor->frameNum >= actor->frameCount) {
|
|
|
|
frameNum = 2 * actor->frameCount - actor->frameNum - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((actor->flags & 0xFF) & 2) {
|
|
|
|
// TODO: sub_40AC10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
// TODO: get flag value from character_DeadSarah_sub_40A140
|
|
|
|
_vm->screen()->addGraphicToQueue(actor->grResId, frameNum, pt.x, pt.y, ((actor->direction < 5) - 1) & 2, actor->field_96C, actor->priority);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
2009-09-20 19:21:59 +00:00
|
|
|
}
|
|
|
|
|
2009-11-14 03:46:38 +00:00
|
|
|
int Scene::queueBarrierUpdates() {
|
2009-09-21 19:11:49 +00:00
|
|
|
uint barriersCount = _ws->barriers.size();
|
|
|
|
|
|
|
|
if (barriersCount > 0) {
|
|
|
|
for (uint32 b = 0; b < barriersCount; b++) {
|
|
|
|
Barrier *barrier = &_ws->barriers[b];
|
|
|
|
|
|
|
|
if (!(barrier->flags & 4) && !((barrier->flags & 0xFF) & 0x40)) {
|
|
|
|
if (_ws->isBarrierOnScreen(b)) {
|
|
|
|
//TODO: need to do something here yet
|
|
|
|
|
|
|
|
if (barrier->field_67C <= 0 || barrier->field_67C >= 4) { // TODO: still missing a condition for game quality config
|
|
|
|
_vm->screen()->addGraphicToQueue(barrier->resId, barrier->frameIdx, barrier->x, barrier->y, (barrier->flags >> 11) & 2, barrier->field_67C - 3, barrier->priority);
|
|
|
|
} else {
|
|
|
|
// TODO: Do Cross Fade
|
|
|
|
// parameters: barrier->resId, barrier->frameIdx, barrier->x, barrier->y, _ws->commonRes.backgroundImage, _ws->xLeft, _ws->yTop, 0, 0, barrier->field_67C - 1
|
|
|
|
_vm->screen()->addGraphicToQueue(barrier->resId, barrier->frameIdx, barrier->x, barrier->y, 0, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ----------------------------------
|
|
|
|
// ---------- SCREEN REGION -----------
|
|
|
|
// ----------------------------------
|
|
|
|
|
|
|
|
void Scene::copyToBackBufferClipped(Graphics::Surface *surface, int x, int y) {
|
2009-09-19 21:00:18 +00:00
|
|
|
Common::Rect screenRect(_ws->targetX, _ws->targetY, _ws->targetX + 640, _ws->targetY + 480);
|
2009-08-19 21:51:43 +00:00
|
|
|
Common::Rect animRect(x, y, x + surface->w, y + surface->h);
|
|
|
|
animRect.clip(screenRect);
|
|
|
|
|
|
|
|
if (!animRect.isEmpty()) {
|
|
|
|
// Translate anim rectangle
|
2009-09-20 15:37:13 +00:00
|
|
|
animRect.translate(-(int16)_ws->targetX, -(int16)_ws->targetY);
|
2009-08-19 21:51:43 +00:00
|
|
|
|
|
|
|
int startX = animRect.right == 640 ? 0 : surface->w - animRect.width();
|
|
|
|
int startY = animRect.bottom == 480 ? 0 : surface->h - animRect.height();
|
|
|
|
|
|
|
|
if (surface->w > 640)
|
2009-09-19 21:00:18 +00:00
|
|
|
startX = _ws->targetX;
|
2009-08-19 21:51:43 +00:00
|
|
|
if (surface->h > 480)
|
2009-09-19 21:00:18 +00:00
|
|
|
startY = _ws->targetY;
|
2009-08-19 21:51:43 +00:00
|
|
|
|
2009-09-19 17:43:35 +00:00
|
|
|
_vm->screen()->copyToBackBufferWithTransparency(
|
2009-09-21 19:11:49 +00:00
|
|
|
((byte*)surface->pixels) +
|
|
|
|
startY * surface->pitch +
|
|
|
|
startX * surface->bytesPerPixel,
|
|
|
|
surface->pitch,
|
|
|
|
animRect.left,
|
|
|
|
animRect.top,
|
|
|
|
animRect.width(),
|
|
|
|
animRect.height());
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------
|
|
|
|
// ---------- DEBUG REGION -----------
|
|
|
|
// ----------------------------------
|
|
|
|
|
|
|
|
void Scene::debugScreenScrolling(GraphicFrame *bg) {
|
2009-09-21 19:11:49 +00:00
|
|
|
// Horizontal scrolling
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_cursor->x() < SCREEN_EDGES && _ws->targetX >= SCROLL_STEP)
|
|
|
|
_ws->targetX -= SCROLL_STEP;
|
2009-11-30 22:52:51 +00:00
|
|
|
else if (_cursor->x() > 640 - SCREEN_EDGES && _ws->targetX <= bg->surface.w - 640 - SCROLL_STEP)
|
2009-09-19 21:00:18 +00:00
|
|
|
_ws->targetX += SCROLL_STEP;
|
2009-08-19 21:51:43 +00:00
|
|
|
|
|
|
|
// Vertical scrolling
|
2009-09-19 21:00:18 +00:00
|
|
|
if (_cursor->y() < SCREEN_EDGES && _ws->targetY >= SCROLL_STEP)
|
|
|
|
_ws->targetY -= SCROLL_STEP;
|
2009-11-30 22:52:51 +00:00
|
|
|
else if (_cursor->y() > 480 - SCREEN_EDGES && _ws->targetY <= bg->surface.h - 480 - SCROLL_STEP)
|
2009-09-19 21:00:18 +00:00
|
|
|
_ws->targetY += SCROLL_STEP;
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// WALK REGION DEBUG
|
|
|
|
void Scene::debugShowWalkRegion(PolyDefinitions *poly) {
|
|
|
|
Graphics::Surface surface;
|
|
|
|
surface.create(poly->boundingRect.right - poly->boundingRect.left + 1,
|
2009-09-21 19:11:49 +00:00
|
|
|
poly->boundingRect.bottom - poly->boundingRect.top + 1,
|
|
|
|
1);
|
2009-08-19 21:51:43 +00:00
|
|
|
|
|
|
|
// Draw all lines in Polygon
|
2009-09-21 19:11:49 +00:00
|
|
|
for (uint32 i = 0; i < poly->numPoints; i++) {
|
2009-08-19 21:51:43 +00:00
|
|
|
surface.drawLine(
|
2009-09-21 19:11:49 +00:00
|
|
|
poly->points[i].x - poly->boundingRect.left,
|
|
|
|
poly->points[i].y - poly->boundingRect.top,
|
|
|
|
poly->points[(i+1) % poly->numPoints].x - poly->boundingRect.left,
|
|
|
|
poly->points[(i+1) % poly->numPoints].y - poly->boundingRect.top, 0x3A);
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
copyToBackBufferClipped(&surface, poly->boundingRect.left, poly->boundingRect.top);
|
|
|
|
|
|
|
|
surface.free();
|
|
|
|
}
|
|
|
|
|
|
|
|
// POLYGONS DEBUG
|
|
|
|
void Scene::debugShowPolygons() {
|
2009-09-19 12:24:53 +00:00
|
|
|
for (uint32 p = 0; p < _polygons->numEntries; p++) {
|
2009-08-19 21:51:43 +00:00
|
|
|
Graphics::Surface surface;
|
2009-09-19 12:24:53 +00:00
|
|
|
PolyDefinitions poly = _polygons->entries[p];
|
2009-08-19 21:51:43 +00:00
|
|
|
surface.create(poly.boundingRect.right - poly.boundingRect.left + 1,
|
2009-09-21 19:11:49 +00:00
|
|
|
poly.boundingRect.bottom - poly.boundingRect.top + 1,
|
|
|
|
1);
|
|
|
|
|
2009-08-19 21:51:43 +00:00
|
|
|
// Draw all lines in Polygon
|
2009-09-21 19:11:49 +00:00
|
|
|
for (uint32 i = 0; i < poly.numPoints; i++) {
|
2009-08-19 21:51:43 +00:00
|
|
|
surface.drawLine(
|
2009-09-21 19:11:49 +00:00
|
|
|
poly.points[i].x - poly.boundingRect.left,
|
|
|
|
poly.points[i].y - poly.boundingRect.top,
|
|
|
|
poly.points[(i+1) % poly.numPoints].x - poly.boundingRect.left,
|
|
|
|
poly.points[(i+1) % poly.numPoints].y - poly.boundingRect.top, 0xFF);
|
2009-08-19 21:51:43 +00:00
|
|
|
}
|
2009-09-21 19:11:49 +00:00
|
|
|
|
2009-08-19 21:51:43 +00:00
|
|
|
copyToBackBufferClipped(&surface, poly.boundingRect.left, poly.boundingRect.top);
|
|
|
|
|
|
|
|
surface.free();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// BARRIER DEBUGGING
|
|
|
|
void Scene::debugShowBarriers() {
|
2009-09-19 12:24:53 +00:00
|
|
|
for (uint32 p = 0; p < _ws->numBarriers; p++) {
|
2009-08-19 21:51:43 +00:00
|
|
|
Graphics::Surface surface;
|
2009-09-19 12:24:53 +00:00
|
|
|
Barrier b = _ws->barriers[p];
|
2009-08-19 21:51:43 +00:00
|
|
|
|
|
|
|
if (b.flags & 0x20) {
|
|
|
|
surface.create(b.boundingRect.right - b.boundingRect.left + 1,
|
2009-09-21 19:11:49 +00:00
|
|
|
b.boundingRect.bottom - b.boundingRect.top + 1,
|
|
|
|
1);
|
2009-08-19 21:51:43 +00:00
|
|
|
surface.frameRect(b.boundingRect, 0x22);
|
|
|
|
copyToBackBufferClipped(&surface, b.x, b.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
surface.free();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-09-20 19:21:59 +00:00
|
|
|
// BARRIER DEBUGGING
|
|
|
|
void Scene::debugShowActors() {
|
|
|
|
for (uint32 p = 0; p < _ws->numActors; p++) {
|
|
|
|
Graphics::Surface surface;
|
|
|
|
Actor a = _ws->actors[p];
|
|
|
|
|
|
|
|
if (a.flags & 2) {
|
|
|
|
surface.create(a.boundingRect.right - a.boundingRect.left + 1,
|
2009-09-21 19:11:49 +00:00
|
|
|
a.boundingRect.bottom - a.boundingRect.top + 1,
|
|
|
|
1);
|
2009-09-20 19:21:59 +00:00
|
|
|
surface.frameRect(a.boundingRect, 0x22);
|
|
|
|
copyToBackBufferClipped(&surface, a.x, a.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
surface.free();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-09-25 01:05:23 +00:00
|
|
|
SceneTitle::SceneTitle(Scene *scene): _scene(scene) {
|
2009-11-24 11:46:58 +00:00
|
|
|
_start = _scene->vm()->getTick();
|
2009-09-25 01:05:23 +00:00
|
|
|
|
|
|
|
_bg = new GraphicResource(_scene->_resPack, _scene->_ws->sceneTitleGrResId);
|
|
|
|
_scene->vm()->screen()->setPalette(_scene->_resPack, _scene->_ws->sceneTitlePalResId);
|
|
|
|
|
|
|
|
ResourcePack *pack = new ResourcePack(0x12);
|
|
|
|
_progress = new GraphicResource(pack, 0x80120011);
|
|
|
|
_spinnerProgress = 0;
|
|
|
|
_spinnerFrame = 0;
|
|
|
|
|
|
|
|
_scene->vm()->text()->loadFont(pack, 0x80120012);
|
|
|
|
|
|
|
|
delete pack;
|
|
|
|
|
|
|
|
_done = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
SceneTitle::~SceneTitle() {
|
|
|
|
delete _bg;
|
|
|
|
delete _progress;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SceneTitle::update(uint32 tick) {
|
|
|
|
|
|
|
|
// XXX This is not from the original. It's just some
|
|
|
|
// arbitrary math to throttle the progress indicator.
|
|
|
|
// In the game, the scene loading progress indicated
|
|
|
|
// how far the engine had progressed in terms of buffering
|
|
|
|
// the various scene resource.
|
|
|
|
// Since we don't actually buffer content like the original,
|
|
|
|
// but load on demand from offset/length within a ResourcePack,
|
|
|
|
// the progress indicator is effectively useless.
|
|
|
|
// It's just in here as "eye candy" :P
|
|
|
|
if ((tick - _start) % 500 > 100)
|
|
|
|
_spinnerProgress += 20;
|
|
|
|
|
|
|
|
GraphicFrame *bgFrame = _bg->getFrame(0);
|
|
|
|
|
|
|
|
_scene->vm()->screen()->copyToBackBuffer(
|
|
|
|
((byte *)bgFrame->surface.pixels),
|
|
|
|
bgFrame->surface.w,
|
|
|
|
0, 0, 640, 480);
|
|
|
|
|
|
|
|
uint32 resId = _scene->getSceneIndex() - 4 + 1811;
|
|
|
|
uint32 resWidth = _scene->vm()->text()->getResTextWidth(resId);
|
|
|
|
_scene->vm()->text()->drawResTextCentered(320 - resWidth * 24, 30, resWidth, resId);
|
|
|
|
|
|
|
|
GraphicFrame *frame = _progress->getFrame(_spinnerFrame);
|
|
|
|
|
|
|
|
_scene->vm()->screen()->copyRectToScreenWithTransparency(
|
|
|
|
((byte*)frame->surface.pixels),
|
|
|
|
frame->surface.w,
|
|
|
|
frame->x - 290 + _spinnerProgress,
|
|
|
|
frame->y,
|
|
|
|
frame->surface.w,
|
|
|
|
frame->surface.h);
|
|
|
|
|
|
|
|
_spinnerFrame++;
|
|
|
|
|
|
|
|
if (_spinnerFrame > _progress->getFrameCount() - 1)
|
|
|
|
_spinnerFrame = 0;
|
|
|
|
|
|
|
|
if (_spinnerProgress > 590)
|
|
|
|
_done = true;
|
|
|
|
}
|
|
|
|
|
2009-08-04 13:27:04 +00:00
|
|
|
} // end of namespace Asylum
|