scummvm/engines/asylum/scene.cpp

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/* 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.
*
* $URL$
* $Id$
*
*/
#include "asylum/scene.h"
#include "asylum/actor.h"
#include "asylum/config.h"
namespace Asylum {
#define SCREEN_EDGES 40
#define SCROLL_STEP 10
int g_debugPolygons;
int g_debugBarriers;
int g_debugScrolling;
Scene::Scene(uint8 sceneIdx, AsylumEngine *engine): _vm(engine) {
_sceneIdx = sceneIdx;
char filename[10];
sprintf(filename, SCENE_FILE_MASK, sceneIdx);
char sceneTag[6];
Common::File* fd = new Common::File;
if (!fd->exists(filename))
error("Scene file doesn't exist %s", filename);
fd->open(filename);
if (!fd->isOpen())
error("Failed to load scene file %s", filename);
fd->read(sceneTag, 6);
if (Common::String(sceneTag, 6) != "DFISCN")
error("The file isn't recognized as scene %s", filename);
_ws = new WorldStats(fd, this);
// jump to game polygons data
fd->seek(0xE8686);
_polygons = new Polygons(fd);
// jump to action list data
fd->seek(0xE868E + _polygons->size * _polygons->numEntries);
_actions = new ActionList(fd, this);
fd->close();
delete fd;
_speech = new Speech(this);
_resPack = new ResourcePack(sceneIdx);
// TODO
// This will have to be re-initialized elsewhere due to
// the title screen overwriting the font
_vm->text()->loadFont(_resPack, _ws->font1);
char musPackFileName[10];
sprintf(musPackFileName, MUSIC_FILE_MASK, sceneIdx);
_musPack = new ResourcePack(musPackFileName);
_bgResource = new GraphicResource(_resPack, _ws->backgroundImage);
//_blowUp = 0;
_cursor = 0;
_background = 0;
_leftClick = false;
_rightButton = false;
_isActive = false;
_skipDrawScene = 0;
g_debugPolygons = 0;
g_debugBarriers = 0;
g_debugScrolling = 0;
// TODO figure out what field_120 is used for
_ws->field_120 = -1;
for (int32 a = 0; a < _ws->numActors; a++) {
_ws->actors[a].tickValue1 = _vm->getTick();
// FIXME This is a hack just to get the current resource
// pack and scene into the actor instance(s)
_ws->actors[a].setResourcePack(_resPack);
_ws->actors[a].setScene(this);
}
// TODO: init action list
_titleLoaded = false;
}
void Scene::initialize() {
_vm->setGameFlag(183);
_playerActorIdx = 0;
if (_ws->numBarriers > 0) {
int32 priority = 0x0FFB;
for (int32 b = 0; b < _ws->numBarriers; b++) {
Barrier *barrier = &_ws->barriers[b];
barrier->priority = priority;
barrier->flags &= 0xFFFF3FFF;
priority -= 4;
}
}
Cursor::create(_cursor, _resPack, _ws->curMagnifyingGlass);
_ws->sceneRectIdx = 0;
_vm->screen()->clearScreen(); // XXX was clearGraphicsInQueue()
_ws->motionStatus = 1;
Actor *actor = getActor();
actor->boundingRect.bottom = actor->y2;
actor->boundingRect.right = actor->x2 * 2;
_ws->boundingRect = Common::Rect(195,
115,
445 - actor->boundingRect.right,
345 - actor->boundingRect.bottom);
actor->flags |= 1;
updateActorDirection(_playerActorIdx, 4);
if (_ws->numActors > 1) {
for (int32 a = 1; a < _ws->numActors; a++) {
Actor *act = &_ws->actors[a];
act->flags |= 1;
act->direction = 1;
updateActorDirection(a, 4);
act->x1 -= act->x2;
act->y1 -= act->y2;
act->boundingRect.bottom = act->y2;
act->boundingRect.right = 2 * act->x2;
}
}
int32 actionIdx = _ws->actionListIdx;
if (actionIdx)
_actions->queueScript(actionIdx, 0);
// XXX not sure why we need to do this again
_vm->screen()->clearScreen();
// TODO loadTransTables(3, field_64/68/7C)
// TODO setTransTable(1)
_vm->text()->loadFont(_resPack, _ws->font1);
// TODO preloadGraphics() .text:00410F10
// TODO sound_sub(sceneNumber) .text:0040E750
_ws->actorType = actorType[_ws->numChapter];
startMusic();
_vm->tempTick07 = 1;
// TODO sceneRectChangedFlag = 1;
actor->tickValue1= _vm->getTick();
// XXX This initialization was already done earlier,
// so I'm not sure why we need to do it again. Investigate.
updateActorDirectionDefault(_playerActorIdx);
if (_ws->numChapter == 9) {
// TODO changeActorIndex(1); .text:00405140
_ws->field_E860C = -1;
}
}
void Scene::startMusic() {
// TODO musicCacheOk check as part of if
int musicId = 0;
if (_ws->musicCurrentResId != -666 && _ws->numChapter != 1)
musicId = _ws->musicResId - 0x7FFE0000;
_vm->sound()->playMusic(_musPack, musicId);
}
Scene::~Scene() {
delete _ws;
delete _polygons;
delete _actions;
delete _cursor;
delete _bgResource;
delete _musPack;
delete _resPack;
//delete _blowUp;
// TODO we can probably dispose of the title resource once the
// _titleLoaded flag has been set, as opposed to in the
// scene destructor
#ifdef SHOW_SCENE_LOADING
delete _title;
#endif
}
Actor* Scene::getActor(int index) {
return &_ws->actors[(index != -1) ? index : _playerActorIdx];
}
void Scene::updateActorDirection(int actorIndex, int param) {
Actor *actor = getActor(actorIndex);
GraphicResource *gra;
switch (param) {
case 16:
actor->frameNum = 0;
if (actor->direction > 4)
actor->direction = 8 - actor->direction;
actor->grResId = actor->grResTable[15];
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
break;
case 18:
if (_ws->numChapter > 2) {
actor->frameNum = 0;
if (actorIndex > 12)
actor->grResId = actor->grResTable[30];
if (_playerActorIdx == actorIndex) {
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameNum = gra->getFrameCount() - 1;
delete gra;
}
if (actorIndex == 11) {
// TODO check a global variable (that likely
// relates to direction) to see if it's > 4,
// and if so, subtract it from 8. Then use this
// to set actor[11].grResId
}
// FIXME I know this seems wasteful, but it's how the
// original worked. I guess this is to set the framecount
// regardless of the actorIndex value, though it assumes
// the actor's grResId has been set.
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
}
break;
case 15:
// TODO Refactor, because this is identical to case 16,
// other than a different grResTable index
actor->frameNum = 0;
if (actor->direction > 4)
actor->direction = 8 - actor->direction;
actor->grResId = actor->grResTable[10];
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
break;
case 9:
// TODO Check if there is an encounter currently
// active (via the global at .data:00543504)
// FIXME skipping for now
if (0) {
if (rand() % -2 == 1 && defaultActorDirectionLoaded(actorIndex, 15)) {
actor->frameNum = 0;
if (actor->direction > 4)
actor->direction = 8 - actor->direction;
actor->grResId = actor->grResTable[15];
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
} else {
actor->frameNum = 0;
if (actor->direction > 4)
actor->direction = 8 - actor->direction;
actor->grResId = actor->grResTable[10];
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
}
}
break;
case 4:
case 6:
case 14:
actor->frameNum = 0;
if (actor->direction > 4)
actor->direction = 8 - actor->direction;
actor->grResId = actor->grResTable[15];
gra = new GraphicResource(_resPack, actor->grResId);
actor->frameCount = gra->getFrameCount();
delete gra;
break;
case 1:
case 12:
// TODO check if sceneNumber == 2 && actorIndex == _playerActorInde
// && actor->field_40 equals/doesn't equal a bunch of values,
// then set direction like other cases
break;
case 2:
case 13:
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;
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];
}
void Scene::enterScene() {
#ifdef SHOW_SCENE_LOADING
if (!_titleLoaded) {
_title = new SceneTitle(this);
// disable input polling
_actions->allowInput = false;
} else {
#endif
_vm->screen()->setPalette(_resPack, _ws->palette);
_background = _bgResource->getFrame(0);
_vm->screen()->copyToBackBuffer(
((byte *)_background->surface.pixels) + _ws->yTop * _background->surface.w + _ws->xLeft, _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::create(_cursor, _resPack, _ws->curMagnifyingGlass);
_cursor->show();
startMusic();
_walking = false;
#ifdef SHOW_SCENE_LOADING
}
#endif
_isActive = true;
}
void Scene::setScenePosition(int x, int y) {
GraphicFrame *bg = _bgResource->getFrame(0);
//_startX = x;
//_startY = y;
_ws->targetX = x;
_ws->targetY = y;
if (_ws->targetX < 0)
_ws->targetX = 0;
if (_ws->targetX > (bg->surface.w - 640))
_ws->targetX = bg->surface.w - 640;
if (_ws->targetY < 0)
_ws->targetY = 0;
if (_ws->targetY > (bg->surface.h - 480))
_ws->targetY = bg->surface.h - 480;
}
void Scene::handleEvent(Common::Event *event, bool doUpdate) {
_ev = event;
switch (_ev->type) {
case Common::EVENT_MOUSEMOVE:
if (_cursor)
_cursor->move(_ev->mouse.x, _ev->mouse.y);
break;
case Common::EVENT_LBUTTONUP:
if (_actions->allowInput)
_leftClick = true;
break;
case Common::EVENT_RBUTTONUP:
if (_actions->allowInput) {
// 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
Cursor::create(_cursor, _resPack, _ws->curMagnifyingGlass);
_rightButton = false;
}
break;
case Common::EVENT_RBUTTONDOWN:
if (_actions->allowInput)
_rightButton = true;
break;
default:
break;
}
// FIXME just updating because a left click event
// is caught causes animation speeds to change. This needs
// to be addressed
if (doUpdate) // || _leftClick)
update();
}
// -------------------------------------------
// ---------- PROCESS SCENE REGION -----------
// -------------------------------------------
void Scene::update() {
#ifdef SHOW_SCENE_LOADING
if (!_titleLoaded) {
_title->update(_vm->getTick());
if (_title->loadingComplete()) {
_titleLoaded = true;
enterScene();
}
return;
}
#endif
if (updateScene())
return;
// TODO: check game quality
drawScene();
//TODO: other process stuffs from sub 0040AE30
if (_speech->_soundResIdx != 0) {
if (_vm->sound()->isPlaying(_speech->_soundResIdx)) {
_speech->prepareSpeech();
} else {
_speech->_textResIdx = 0;
_speech->_soundResIdx = 0;
_vm->clearGameFlag(219);
}
}
}
int Scene::updateScene() {
int32 startTick = 0;
// Mouse
startTick = _vm->getTick();
updateMouse();
debugC(kDebugLevelScene, "UpdateMouse Time: %d", _vm->getTick() - startTick);
// Actors
startTick = _vm->getTick();
for (int32 a = 0; a < _ws->numActors; a++)
updateActor(a);
debugC(kDebugLevelScene, "UpdateActors Time: %d", _vm->getTick() - startTick);
// Barriers
startTick = _vm->getTick();
updateBarriers();
debugC(kDebugLevelScene, "UpdateBarriers Time: %d", _vm->getTick() - startTick);
// Ambient Sounds
startTick = _vm->getTick();
updateAmbientSounds();
debugC(kDebugLevelScene, "UpdateAmbientSounds Time: %d", _vm->getTick() - startTick);
// Music
startTick = _vm->getTick();
updateMusic();
debugC(kDebugLevelScene, "UpdateMusic Time: %d", _vm->getTick() - startTick);
// Adjust Screen
startTick = _vm->getTick();
if (g_debugScrolling) { // DEBUG ScreenScrolling
debugScreenScrolling(_bgResource->getFrame(0));
} else {
updateAdjustScreen();
}
debugC(kDebugLevelScene, "AdjustScreenStart Time: %d", _vm->getTick() - startTick);
// Update Debug
if (g_debugPolygons)
debugShowPolygons();
if (g_debugBarriers)
debugShowBarriers();
if (_actions->process())
return 1;
return 0;
}
void Scene::updateMouse() {
Common::Rect actorPos;
Common::Point pt;
Actor *act = getActor();
// The code below was from
// .text:0040A1B0 getCharacterScreenPosition()
// which was only ever called at this point, so
// inlining it for simplicity
pt.x = act->x1 -_ws->xLeft;
pt.y = act->y1 -_ws->yTop;
if (_sceneIdx != 2 || _playerActorIdx != 10) {
actorPos.left = pt.x + 20;
actorPos.top = pt.y;
actorPos.right = pt.x + 2 * act->x2;
actorPos.bottom = pt.y + act->y2;
} else {
actorPos.left = pt.x + 50;
actorPos.top = pt.y + 60;
actorPos.right = pt.x + getActor(10)->x2 + 10;
actorPos.bottom = pt.y + getActor(10)->y2 - 20;
}
int dir = -1;
bool done = false;
if (_cursor->position().x < actorPos.left) {
if (_cursor->position().y >= actorPos.top) {
if (_cursor->position().y > actorPos.bottom) {
if (act->direction == 2) {
if (_cursor->position().y - actorPos.bottom > 10)
dir = 3;
} else {
if (act->direction == 4) {
if (actorPos.left - _cursor->position().x > 10)
dir = 3;
} else {
dir = 3;
}
}
} else {
if (act->direction == 1) {
if (_cursor->position().y - actorPos.top > 10)
dir = 2;
} else {
if (act->direction == 3) {
if (actorPos.bottom - _cursor->position().y > 10)
dir = 2;
} else {
dir = 2;
}
}
}
} else {
if (act->direction) {
if (act->direction == 2) {
if (actorPos.top - _cursor->position().y > 10)
dir = 1;
} else {
dir = 1;
}
} else {
if (actorPos.left - _cursor->position().x > 10)
dir = 1;
}
}
done = true;
}
if (!done && _cursor->position().x <= actorPos.right) {
if (_cursor->position().y >= actorPos.top) {
if (_cursor->position().y > actorPos.bottom) {
if (act->direction == 3) {
if (_cursor->position().x - actorPos.left > 10)
dir = 4;
} else {
if (act->direction == 5) {
if (actorPos.right - _cursor->position().x > 10)
dir = 4;
} else {
dir = 4;
}
}
}
} else {
if (act->direction == 1) {
if (_cursor->position().x - actorPos.left > 10)
dir = 0;
} else {
if (act->direction == 7) {
if (actorPos.right - _cursor->position().x > 10)
dir = 0;
} else {
dir = 0;
}
}
}
done = true;
}
if (!done && _cursor->position().y < actorPos.top) {
if (act->direction) {
if (act->direction == 6) {
if (actorPos.top - _cursor->position().y > 10)
dir = 7;
} else {
dir = 7;
}
} else {
if (_cursor->position().x - actorPos.right > 10)
dir = 7;
}
done = true;
}
if (!done && _cursor->position().y <= actorPos.bottom) {
if (act->direction == 5) {
if (actorPos.bottom - _cursor->position().y > 10)
dir = 6;
} else {
if (act->direction == 7) {
if (_cursor->position().y - actorPos.top > 10)
dir = 6;
} else {
dir = 6;
}
}
done = true;
}
if (!done && act->direction == 4) {
if (_cursor->position().x - actorPos.right <= 10)
done = true;
if (!done)
dir = 5;
}
if (!done && (act->direction != 6 || _cursor->position().y - actorPos.bottom > 10))
dir = 5;
handleMouseUpdate(dir, actorPos);
if (dir >= 0) {
if (act->updateType == 1 || act->updateType == 12)
setActorDirection(act, dir);
}
}
void Scene::setActorDirection(Actor *act, int direction) {
act->direction = (direction > 4) ? 8 - direction : direction;
int32 grResId;
if (act->field_944 != 5) {
switch (act->updateType) {
case 0x04:
case 0x05:
case 0x0E: {
grResId = act->grResTable[act->direction + 5];
// FIXME this seems kind of wasteful just to grab a frame count
GraphicResource *gra = new GraphicResource(_resPack, grResId);
act->grResId = grResId;
act->frameCount = gra->getFrameCount();
delete gra;
}
break;
case 0x12:
if (_ws->numChapter == 2) {
if (_playerActorIdx == 11) {
// NOTE this is supposed to explicitely point to the actor 11 reference,
// (_ws->actors[11])
// but I'm assuming if control drops through to here, getActor() would
// pull the right object because the _playerActorIndex should == 11
if (act->direction > 4)
act->grResId = act->grResTable[8 - act->direction];
else
act->grResId = act->grResTable[act->direction];
}
}
break;
case 0x01:
case 0x02:
case 0x0C:
act->grResId = act->grResTable[act->direction];
break;
case 0x08:
act->grResId = act->grResTable[act->direction + 20];
break;
default:
warning ("[setActorDirection] default case hit with updateType of %d", act->updateType);
}
}
}
void Scene::handleMouseUpdate(int direction, Common::Rect rect) {
int16 rlimit = rect.right - 10;
int32 newGrResId;
HitType type = kHitNone;
// TODO if encounter_flag03
if (0 && _cursor->grResId != _ws->curTalkNPC)
_cursor->set(_ws->curTalkNPC, 0, 2);
Actor *act = getActor(); // get the player actor reference
// XXX field_11 seems to have something to do with
// whether the event manager is handling a right mouse down
// event
if (_cursor->field_11 & 2) {
if (act->updateType == 1 || act->updateType == 12) {
if (direction >= 0) {
newGrResId = _ws->curScrollUp + direction;
_cursor->set(newGrResId, 0, 2);
}
}
}
if (act->updateType == 6 || act->updateType == 10) {
newGrResId = _ws->curHand;
_cursor->set(newGrResId, 0, 2);
} else {
if (act->field_638) {
if (_cursor->position().x >= rect.left && _cursor->position().x <= rlimit &&
_cursor->position().y >= rect.top && _cursor->position().y <= rect.bottom &&
hitTestActor(_cursor->position())) {
// TODO LOTS of work here, because apparently we need to use
// field_638 as an index into _ws->field_D6AC8, which is not
// yet defined as part of worldstats, but according to IDA, is:
// 000D6A88 field_D6A88 dd 16 dup(?)
// so this is an array that is initialized as part of the scene
// loading process. Need to investigate further ...
warning("Something...");
} else {
// TODO pass a reference to hitType so it can be populated by
// hitTestScene
newGrResId = hitTestScene(_cursor->position(), type);
if (newGrResId != -1) {
warning ("Can't set mouse cursor, field_D6AC8 not handled ... yet");
// TODO
// check if _ws->field_D6AC8[act->field_638] != newGrResId
// if false, set mouse cursor
} else {
// TODO _ws->field_D6B08 stuff, then set cursor
warning ("Can't set mouse cursor, field_D6B08 not handled ... yet");
}
}
return; // return result;
}
int32 targetIdx = hitTest(_cursor->position(), type);
//printf ("Mouse X(%d)/Y(%d) = %d\n", _cursor->position().x, _cursor->position().y, type);
if (_cursor->position().x >= rect.left && _cursor->position().x <= rlimit &&
_cursor->position().y >= rect.top && _cursor->position().y <= rect.bottom &&
hitTestActor(_cursor->position())) {
if (act->reaction[0]) {
_cursor->set(_ws->curGrabPointer, 0, 2);
return;
}
}
if (targetIdx == -1) {
if (_ws->numChapter != 2 || _playerActorIdx != 10) {
if (_cursor->flags)
_cursor->set(_ws->curMagnifyingGlass, 0, 2);
} else {
if (_cursor->flags)
_cursor->set(_ws->curTalkNPC2, 0, 2);
}
} else {
int32 targetUpdateType;
switch (type) {
case kHitActionArea:
targetUpdateType = _ws->actions[targetIdx].actionType;
break;
case kHitBarrier:
targetUpdateType = _ws->barriers[targetIdx].flags2;
break;
case kHitActor:
targetUpdateType = getActor(targetIdx)->updateType;
break;
default:
// TODO LOBYTE(hitType)
break;
}
if (targetUpdateType & 1 && _cursor->flags != 2) {
_cursor->set(_ws->curMagnifyingGlass, 0, 2);
} else {
if (targetUpdateType & 4) {
_cursor->set(_ws->curHand, 0, 2);
} else {
if (targetUpdateType & 2) {
_cursor->set(_ws->curTalkNPC, 0, 2);
} else {
if (targetUpdateType & 0x10 && _cursor->flags != 2) {
_cursor->set(_ws->curTalkNPC2, 0, 2);
} else {
if (_ws->numChapter != 2 && _playerActorIdx != 10) {
_cursor->set(_ws->curMagnifyingGlass, 0, 0);
} else {
if (_cursor->flags)
_cursor->set(_ws->curTalkNPC2, 0, 2);
}
}
}
}
}
}
}
}
int32 Scene::hitTestBarrier(const Common::Point pt) {
int32 targetIdx = -1;
for (int32 i = 0; i < _ws->numBarriers; i++) {
Barrier b = _ws->barriers[i];
if (_ws->isBarrierOnScreen(i))
if (b.polyIdx)
if (hitTestPixel(b.resId, b.frameIdx, pt.x, pt.y, b.flags & 0x1000)) {
targetIdx = i;
break;
}
}
return targetIdx;
}
int32 Scene::hitTest(const Common::Point pt, HitType &type) {
type = kHitNone;
int32 targetIdx = hitTestBarrier(pt);
if (targetIdx == -1) {
targetIdx = hitTestActionArea(pt);
if (targetIdx == -1) {
targetIdx = hitTestActor(pt);
if (targetIdx != -1)
type = kHitActor;
} else {
type = kHitActionArea;
}
} else {
type = kHitBarrier;
}
return targetIdx;
}
int32 Scene::hitTestActionArea(const Common::Point pt) {
int32 targetIdx = findActionArea(Common::Point(_ws->xLeft + pt.x, _ws->yTop + pt.y));
if ( targetIdx == -1 || !(_ws->actions[targetIdx].actionType & 0x17))
targetIdx = -1;
return targetIdx;
}
int32 Scene::findActionArea(const Common::Point pt) {
// TODO
// This is a VERY loose implementation of the target
// function, as this doesn't do any of the flag checking
// the original did
int32 targetIdx = -1;
for (int32 i = 0; i < _ws->numActions; i++) {
ActionArea a = _ws->actions[i];
PolyDefinitions p = _polygons->entries[a.polyIdx];
if (p.contains(pt.x, pt.y)) {
targetIdx = i;
break;
}
}
return targetIdx;
}
int32 Scene::hitTestScene(const Common::Point pt, HitType &type) {
int32 top = pt.x + _ws->xLeft;
int32 left = pt.y + _ws->yTop;
type = kHitNone;
int32 result = findActionArea(Common::Point(top, left));
if (result != -1) {
if (LOBYTE(_ws->actions[result].actionType) & 8) {
type = kHitActionArea;
return result;
}
}
// TODO barrier and actor checks
return result;
}
bool Scene::hitTestActor(const Common::Point pt) {
Actor *act = getActor();
Common::Point actPos;
getActorPosition(act, &actPos);
int32 hitFrame;
if (act->frameNum >= act->frameCount)
hitFrame = 2 * act->frameNum - act->frameCount - 1;
else
hitFrame = act->frameNum;
return hitTestPixel(act->grResId,
hitFrame,
pt.x - act->x - actPos.x,
pt.y - act->y - actPos.y,
(act->direction >= 0));
}
bool Scene::hitTestPixel(int32 grResId, int32 frame, int16 x, int16 y, bool flipped) {
GraphicResource *gra = new GraphicResource(_resPack, grResId);
GraphicFrame *fra = gra->getFrame(frame);
// TODO this gets a bit funky with the "flipped" calculations for x intersection
// The below is a pretty basic intersection test for proof of concept
Common::Rect rect;
rect.top = fra->x;
rect.left = fra->y;
rect.right = fra->x + fra->surface.w;
rect.bottom = fra->y + fra->surface.h;
delete gra;
return rect.contains(x, y);
}
void Scene::updateActor(int32 actorIdx) {
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: {
int32 frameNum = actor->frameNum + 1;
actor->frameNum = frameNum % actor->frameCount;
if (_vm->getTick() - actor->tickValue1 > 300) {
if (rand() % 100 < 50) {
// TODO: check sound playing
}
actor->tickValue1 = _vm->getTick();
}
}
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) {
updateActorSub01(actor);
}
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;
}
}
}
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).
}
void Scene::stopSound(int32 barrierIndex, int32 actorIndex) {
int32 sndResId = 0;
if (actorIndex) {
sndResId = getActor(actorIndex)->soundResId;
} else {
if (barrierIndex) {
sndResId = _ws->barriers[barrierIndex].soundResId;
}
}
if (_vm->sound()->isPlaying(sndResId)) {
_vm->sound()->stopSound(sndResId);
}
}
void Scene::updateBarriers() {
//Screen *screen = _vm->screen();
int32 barriersCount = (int32)_ws->barriers.size();
//int startTickCount = 0;
bool canPlaySound = false;
if (barriersCount > 0) {
for (int32 b = 0; b < barriersCount; b++) {
Barrier *barrier = &_ws->barriers[b];
if (barrier->field_3C == 4) {
if (_ws->isBarrierVisible(b)) {
int32 flag = barrier->flags;
if (flag & 0x20) {
if (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4) {
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
barrier->tickCount = _vm->getTick();
canPlaySound = true;
}
} else if (flag & 0x10) {
uint32 frameIdx = barrier->frameIdx;
int equalZero = frameIdx == 0;
if (!frameIdx) {
if (_vm->getTick() - barrier->tickCount >= 1000 * barrier->tickCount2) {
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++;
}
barrier->tickCount = _vm->getTick();
canPlaySound = true;
}
frameIdx = barrier->frameIdx;
equalZero = frameIdx == 0;
}
if (!equalZero) {
if (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4) {
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
barrier->tickCount = _vm->getTick();
canPlaySound = true;
}
}
} else if (flag & 8) {
if (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4) {
uint32 frameIdx = barrier->frameIdx + 1;
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;
}
} else if ((flag & 0xFF) & 8) { // check this
if (_vm->getTick() - barrier->tickCount >= 1000 * barrier->tickCount2) {
if (rand() % barrier->field_C0 == 1) { // TODO: THIS ISNT WORKING
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
barrier->tickCount = _vm->getTick();
canPlaySound = true;
}
}
} else if (!((flag & 0xFFFF) & 6)) {
if (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4 && (flag & 0x10000)) {
uint32 frameIdx = barrier->frameIdx - 1;
if (frameIdx <= 0) {
barrier->flags &= 0xFFFEFFFF;
if (barrier->field_688 == 1) {
// TODO: reset global x, y positions
}
barrier->tickCount = _vm->getTick();
canPlaySound = true;
}
if (barrier->field_688 == 1) {
// TODO: get global x, y positions
}
barrier->frameIdx = frameIdx;
} else if (_vm->getTick() - barrier->tickCount >= 0x3E8 / barrier->field_B4) {
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)
barrier->field_B4 = 0;
} else {
barrier->field_B4 = 15;
}
if (!barrier->field_B4)
barrier->flags &= 0xFFFEF1C7;
}
}
}
if (canPlaySound) {
barrier->updateSoundItems(_vm->sound());
stopSound(b, 0);
}
// TODO: get sound functions according with scene
}
}
}
}
void Scene::updateAmbientSounds() {
if (Config.performance <= 3)
return;
for (int32 i = 0; i < _ws->numAmbientSound; i++) {
bool processSound = true;
int panning = 0;
int volume = 0;
AmbientSoundItem *snd = &_ws->ambientSounds[i];
for (int32 f = 0; f < 6; f++) {
int gameFlag = snd->flagNum[f];
if (gameFlag >= 0) {
if (_vm->isGameFlagNotSet(gameFlag)) {
processSound = false;
break;
}
} else {
if (_vm->isGameFlagSet(-gameFlag)) {
processSound = false;
break;
}
}
}
if (processSound) {
if (_vm->sound()->isPlaying(snd->resId)) {
if (snd->field_0) {
// TODO optimize
// This adjustment only uses the actor at
// index zero, but it's supposed to loop through
// all available actors as well (I think)
volume = calculateVolumeAdjustment(snd, getActor(0));
if (volume <= 0) {
if (volume < -10000)
volume = -10000;
// TODO setSoundVolume(snd->resId, volume);
} else
; // TODO setSoundVolume(snd->resId, 0);
}
} else {
int loflag = LOBYTE(snd->flags);
if (snd->field_0) {
; // TODO calculate panning at point
} else {
panning = 0;
}
if (snd->field_0 == 0) {
volume = -(snd->field_C ^ 2);
} else {
volume = calculateVolumeAdjustment(snd, getActor(0));
volume += Config.ambientVolume;
}
if (loflag & 2) {
int tmpVol = volume;
if (rand() % 10000 < 10) {
if (snd->field_0) {
_vm->sound()->playSound(snd->resId, false, volume, panning, false);
} else {
// FIXME will this even work?
tmpVol += (rand() % 500) * (((rand() % 100 >= 50) - 1) & 2) - 1;
if (tmpVol <= -10000)
volume = -10000;
if (volume >= 0)
tmpVol = 0;
else
if (tmpVol <= -10000)
tmpVol = -10000;
_vm->sound()->playSound(snd->resId, 0, tmpVol, rand() % 20001 - 10000);
}
}
} else {
if (loflag & 4) {
// TODO panning array stuff
}
}
}
} else {
if (_vm->sound()->isPlaying(snd->resId))
_vm->sound()->stopSound(snd->resId);
}
}
}
int32 Scene::calculateVolumeAdjustment(AmbientSoundItem *snd, Actor *act) {
//int32 x, y;
if (snd->field_10) {
/* FIXME properly handle global x/y
if (g_object_x == -1) {
x = snd->x - act->x1 - act->x2;
y = snd->y - act->y1 - act->y2;
} else {
x = snd->x - g_object_x;
y = snd->y - g_object_y;
}
*/
// FIXME vol = sub_432CA0(x ^ 2 + y ^ 2);
// Just assigning an arbitrary value for the
// time being
int vol = 5000;
if (100 / snd->field_C)
vol = vol / (100 / snd->field_C);
else
vol = snd->field_C;
vol = (vol - snd->field_C) ^ 2;
if (vol <= 10000)
vol = -vol;
else
vol = -10000;
return vol;
} else {
return -(snd->field_C ^ 2);
}
}
void Scene::updateMusic() {
}
void Scene::updateAdjustScreen() {
Actor *act = getActor();
int32 newXLeft = -1;
int32 newYTop = -1;
Common::Rect b = _ws->boundingRect;
if (_ws->motionStatus == 1) {
int32 posX = act->x1 - _ws->xLeft;
int32 posY = act->y1 - _ws->yTop;
if (posX < b.left || posX > b.right) {
int32 newRBounds = posX - b.right;
newXLeft = newRBounds + _ws->xLeft;
_ws->xLeft += newRBounds;
}
if (posY < b.top || posY > b.bottom) {
int32 newBBounds = posY - b.bottom;
newYTop = newBBounds + _ws->yTop;
_ws->yTop += newBBounds;
}
if (newXLeft < 0)
newXLeft = _ws->xLeft = 0;
if (newXLeft > _ws->width - 640)
newXLeft = _ws->xLeft = _ws->width - 640;
if (newYTop < 0)
newYTop = _ws->yTop = 0;
if (newYTop > _ws->height - 480)
newYTop = _ws->yTop = _ws->height - 480;
} else {
// TODO
}
uint8 rectIndex = _ws->sceneRectIdx;
b = _ws->sceneRects[rectIndex];
if (newXLeft < b.left)
newXLeft = _ws->xLeft = b.left;
if (newYTop < b.top)
newYTop = _ws->yTop = b.top;
if (newXLeft + 639 > b.right)
newXLeft = _ws->xLeft = b.right - 639;
if (newYTop + 479 > b.bottom)
newYTop = _ws->yTop = b.bottom - 479;
}
// ----------------------------------
// ---------- DRAW REGION -----------
// ----------------------------------
int Scene::drawScene() {
_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->yTop * bg->surface.w + _ws->xLeft,
bg->surface.w,
0,
0,
640,
480);
drawActorsAndBarriers();
queueActorUpdates();
queueBarrierUpdates();
// TODO: draw main actor stuff
_vm->screen()->drawGraphicsInQueue();
}
return 1;
}
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 (int32 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 (int32 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)
if (!(LOBYTE(bar->flags) & 0x80))
// 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];
if (pt.x > 0 && pt.y > 0 && poly->numPoints > 0)
intersects = poly->contains(pt.x, pt.y);
else
;//warning ("[drawActorsAndBarriers] trying to find intersection of uninitialized point");
}
// 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)
;//warning ("[drawActorsAndBarriers] Assigning mask to masked character [%s]", bar->name);
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)
}
void Scene::getActorPosition(Actor *actor, Common::Point *pt) {
pt->x = actor->x1 - _ws->xLeft;
pt->y = actor->y1 - _ws->yTop;
}
int Scene::queueActorUpdates() {
if (_ws->numActors > 0) {
Common::Point pt;
for (int32 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;
int32 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;
}
int Scene::queueBarrierUpdates() {
int32 barriersCount = (int32)_ws->barriers.size();
if (barriersCount > 0) {
for (int32 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->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;
}
// ----------------------------------
// ---------- SCREEN REGION -----------
// ----------------------------------
void Scene::copyToBackBufferClipped(Graphics::Surface *surface, int x, int y) {
Common::Rect screenRect(_ws->xLeft, _ws->yTop, _ws->xLeft + 640, _ws->yTop + 480);
Common::Rect animRect(x, y, x + surface->w, y + surface->h);
animRect.clip(screenRect);
if (!animRect.isEmpty()) {
// Translate anim rectangle
animRect.translate(-(int16)_ws->xLeft, -(int16)_ws->yTop);
int startX = animRect.right == 640 ? 0 : surface->w - animRect.width();
int startY = animRect.bottom == 480 ? 0 : surface->h - animRect.height();
if (surface->w > 640)
startX = _ws->xLeft;
if (surface->h > 480)
startY = _ws->yTop;
_vm->screen()->copyToBackBufferWithTransparency(
((byte*)surface->pixels) +
startY * surface->pitch +
startX * surface->bytesPerPixel,
surface->pitch,
animRect.left,
animRect.top,
animRect.width(),
animRect.height());
}
}
// ----------------------------------
// ---------- DEBUG REGION -----------
// ----------------------------------
void Scene::debugScreenScrolling(GraphicFrame *bg) {
// Horizontal scrolling
if (_cursor->position().x < SCREEN_EDGES && _ws->xLeft >= SCROLL_STEP)
_ws->xLeft -= SCROLL_STEP;
else if (_cursor->position().x > 640 - SCREEN_EDGES && _ws->xLeft <= bg->surface.w - 640 - SCROLL_STEP)
_ws->xLeft += SCROLL_STEP;
// Vertical scrolling
if (_cursor->position().y < SCREEN_EDGES && _ws->yTop >= SCROLL_STEP)
_ws->yTop -= SCROLL_STEP;
else if (_cursor->position().y > 480 - SCREEN_EDGES && _ws->yTop <= bg->surface.h - 480 - SCROLL_STEP)
_ws->yTop += SCROLL_STEP;
}
// WALK REGION DEBUG
void Scene::debugShowWalkRegion(PolyDefinitions *poly) {
Graphics::Surface surface;
surface.create(poly->boundingRect.right - poly->boundingRect.left + 1,
poly->boundingRect.bottom - poly->boundingRect.top + 1,
1);
// Draw all lines in Polygon
for (int32 i = 0; i < poly->numPoints; i++) {
surface.drawLine(
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);
}
copyToBackBufferClipped(&surface, poly->boundingRect.left, poly->boundingRect.top);
surface.free();
}
// POLYGONS DEBUG
void Scene::debugShowPolygons() {
for (int32 p = 0; p < _polygons->numEntries; p++) {
Graphics::Surface surface;
PolyDefinitions poly = _polygons->entries[p];
surface.create(poly.boundingRect.right - poly.boundingRect.left + 1,
poly.boundingRect.bottom - poly.boundingRect.top + 1,
1);
// Draw all lines in Polygon
for (int32 i = 0; i < poly.numPoints; i++) {
surface.drawLine(
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);
}
copyToBackBufferClipped(&surface, poly.boundingRect.left, poly.boundingRect.top);
surface.free();
}
}
// BARRIER DEBUGGING
void Scene::debugShowBarriers() {
for (int32 p = 0; p < _ws->numBarriers; p++) {
Graphics::Surface surface;
Barrier b = _ws->barriers[p];
if (b.flags & 0x20) {
surface.create(b.boundingRect.right - b.boundingRect.left + 1,
b.boundingRect.bottom - b.boundingRect.top + 1,
1);
surface.frameRect(b.boundingRect, 0x22);
copyToBackBufferClipped(&surface, b.x, b.y);
}
surface.free();
}
}
// BARRIER DEBUGGING
void Scene::debugShowActors() {
for (int32 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,
a.boundingRect.bottom - a.boundingRect.top + 1,
1);
surface.frameRect(a.boundingRect, 0x22);
copyToBackBufferClipped(&surface, a.x, a.y);
}
surface.free();
}
}
SceneTitle::SceneTitle(Scene *scene): _scene(scene) {
_start = _scene->vm()->getTick();
_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;
_showMouseState = g_system->showMouse(false);
}
SceneTitle::~SceneTitle() {
delete _bg;
delete _progress;
}
void SceneTitle::update(int32 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);
int32 resId = _scene->getSceneIndex() - 4 + 1811;
int32 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;
g_system->showMouse(_showMouseState);
}
}
} // end of namespace Asylum