scummvm/engines/asylum/scene.cpp
Alex Bevilacqua 005cfdcf5a
ASYLUM: * changed some variable casting from uint32 to int
* force kDebugFlagScripts to be on by default (for now)

git-svn-id: http://asylumengine.googlecode.com/svn/trunk@378 0bfb4aae-4ea4-11de-8d8d-752d95cf3e3c
2021-05-17 15:35:52 +02:00

1333 lines
35 KiB
C++

/* 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;
Scene::Scene(uint8 sceneIdx, AsylumEngine *vm): _vm(vm) {
_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;
_resPack = new ResourcePack(sceneIdx);
// FIXME
// Is there EVER more than one actor enabled for a scene? I can't
// remember, so I guess a playthrough is in order :P
// Either way, this is kinda dumb
for (uint8 i = 0; i < _ws->numActors; i++) {
_ws->actors[i].setResourcePack(_resPack);
_ws->actors[i].setScene(this);
}
// TODO
// This will have to be re-initialized elsewhere due to
// the title screen overwriting the font
_vm->text()->loadFont(_resPack, _ws->commonRes.font1);
char musPackFileName[10];
sprintf(musPackFileName, MUSIC_FILE_MASK, sceneIdx);
_musPack = new ResourcePack(musPackFileName);
_bgResource = new GraphicResource(_resPack, _ws->commonRes.backgroundImage);
_blowUp = 0;
_cursor = new Cursor(_resPack);
_background = 0;
_leftClick = false;
_rightButton = false;
_isActive = false;
_skipDrawScene = 0;
g_debugPolygons = 0;
g_debugBarriers = 0;
// TODO: do all the rest stuffs in sub at address 40E460
_playerActorIdx = 0;
if (_ws->numBarriers > 0) {
uint32 priority = 0x0FFB;
for (uint32 b = 0; b < _ws->numBarriers; b++) {
Barrier *barrier = &_ws->barriers[b];
barrier->priority = priority;
barrier->flags &= 0xFFFF3FFF;
priority -= 4;
}
}
_ws->sceneRectIdx = 0;
_vm->screen()->clearGraphicsInQueue();
_ws->motionStatus = 1;
_ws->actors[_playerActorIdx].boundingRect.bottom = _ws->actors[_playerActorIdx].y2;
_ws->actors[_playerActorIdx].boundingRect.right = 2 * _ws->actors[_playerActorIdx].x2;
_ws->boundingRect = Common::Rect(195, 115, 445 - _ws->actors[_playerActorIdx].boundingRect.right, 345 - _ws->actors[_playerActorIdx].boundingRect.bottom);
_ws->actors[_playerActorIdx].flags |= 1;
_ws->actors[_playerActorIdx].update_4072A0(4);
_ws->actors[_playerActorIdx].x1 -= _ws->actors[_playerActorIdx].x2;
_ws->actors[_playerActorIdx].y1 -= _ws->actors[_playerActorIdx].y2;
if (_ws->numActors > 1) {
for (uint32 a = 1; a < _ws->numActors; a++) {
Actor *actor = &_ws->actors[a];
actor->flags |= 1;
actor->direction = 1;
actor->update_4072A0(4);
actor->x1 -= actor->x2;
actor->y1 -= actor->y2;
actor->boundingRect.bottom = actor->y2;
actor->boundingRect.right = 2 * actor->x2;
}
}
// XXX
// This is a hack for the moment to test out
// the new sound queuing functionality
for (uint i = 0; i < _ws->numAmbientSound; i++)
_vm->sound()->addToSoundBuffer(_ws->ambientSounds[i].resId);
// TODO: init action list
_titleLoaded = false;
}
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() {
return &_ws->actors[_playerActorIdx];
}
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->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();
// Music testing: play the first music track
_vm->sound()->playMusic(_musPack, 0);
_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 > (uint32)(bg->surface.w - 640))
_ws->targetX = bg->surface.w - 640;
if (_ws->targetY < 0)
_ws->targetY = 0;
if (_ws->targetY > (uint32)(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:
_cursor->setCoords(_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->load(_ws->commonRes.curMagnifyingGlass);
_rightButton = false;
}
break;
case Common::EVENT_RBUTTONDOWN:
if (_actions->allowInput)
_rightButton = true;
break;
}
if (doUpdate || _leftClick)
update();
}
// -------------------------------------------
// ---------- PROCESS SCENE REGION -----------
// -------------------------------------------
void Scene::update() {
#ifdef SHOW_SCENE_LOADING
if (!_titleLoaded) {
_title->update(_vm->_system->getMillis());
if (_title->loadingComplete()) {
_titleLoaded = true;
enterScene();
}
return;
}
#endif
if (updateScene())
return;
// TODO: check game quality
drawScene();
//TODO: other process stuffs from sub 0040AE30
}
int Scene::updateScene() {
uint32 startTick = 0;
// Mouse
startTick = _vm->_system->getMillis();
updateMouse();
debugC(kDebugLevelScene, "UpdateMouse Time: %d", _vm->_system->getMillis() - startTick);
// Actors
startTick = _vm->_system->getMillis();
for (uint32 a = 0; a < _ws->numActors; a++)
updateActor(a);
debugC(kDebugLevelScene, "UpdateActors Time: %d", _vm->_system->getMillis() - startTick);
// Barriers
startTick = _vm->_system->getMillis();
updateBarriers();
debugC(kDebugLevelScene, "UpdateBarriers Time: %d", _vm->_system->getMillis() - startTick);
// Ambient Sounds
startTick = _vm->_system->getMillis();
updateAmbientSounds();
debugC(kDebugLevelScene, "UpdateAmbientSounds Time: %d", _vm->_system->getMillis() - startTick);
// Music
startTick = _vm->_system->getMillis();
updateMusic();
debugC(kDebugLevelScene, "UpdateMusic Time: %d", _vm->_system->getMillis() - startTick);
// Adjust Screen
//startTick = _vm->_system->getMillis();
// FIXME
// Commented out the (incomplete) update screen code because once the
// actor's x1/y1 values are properly set, the temp code causes a crash
// Have to finish implementing the method I guess :P
//updateAdjustScreen();
//debugC(kDebugLevelScene, "AdjustScreenStart Time: %d", _vm->_system->getMillis() - startTick);
if (_actions->process())
return 1;
return 0;
}
void Scene::updateMouse() {
Common::Rect actorPos;
if (_sceneIdx != 2 || _playerActorIdx != 10) {
actorPos.top = getActor()->y;
actorPos.left = getActor()->x + 20;
actorPos.right = getActor()->x + 2 + getActor()->x2;
actorPos.bottom = getActor()->y + getActor()->y2;
} else {
actorPos.top = getActor()->y + 60;
actorPos.left = getActor()->x + 50;
actorPos.right = getActor()->x + getActor()->x2 + 10;
actorPos.bottom = getActor()->y + getActor()->y2 - 20;
}
int dir = -1;
bool done = false;
if (_cursor->x() < (uint32)actorPos.left) {
if (_cursor->y() >= (uint32)actorPos.top) {
if (_cursor->y() > (uint32)actorPos.bottom) {
if (getActor()->direction == 2) {
if (_cursor->y() - actorPos.bottom > 10)
dir = 3;
} else {
if (getActor()->direction == 4) {
if (actorPos.left - _cursor->x() > 10)
dir = 3;
} else {
dir = 3;
}
}
} else {
if (getActor()->direction == 1) {
if (_cursor->y() - actorPos.top > 10)
dir = 2;
} else {
if (getActor()->direction == 3) {
if (actorPos.bottom - _cursor->y() > 10)
dir = 2;
} else {
dir = 2;
}
}
}
} else {
if (getActor()->direction) {
if (getActor()->direction == 2) {
if (actorPos.top - _cursor->y() > 10)
dir = 1;
} else {
dir = 1;
}
} else {
if (actorPos.left - _cursor->x() > 10)
dir = 1;
}
}
done = true;
}
if (!done && _cursor->x() <= (uint32)actorPos.right) {
if (_cursor->y() >= (uint32)actorPos.top) {
if (_cursor->y() > (uint32)actorPos.bottom) {
if (getActor()->direction == 3) {
if (_cursor->x() - actorPos.left > 10)
dir = 4;
} else {
if (getActor()->direction == 5) {
if (actorPos.right - _cursor->x() > 10)
dir = 4;
} else {
dir = 4;
}
}
}
} else {
if (getActor()->direction == 1) {
if (_cursor->x() - actorPos.left > 10)
dir = 0;
} else {
if (getActor()->direction == 7) {
if (actorPos.right - _cursor->x() > 10)
dir = 0;
} else {
dir = 0;
}
}
}
done = true;
}
if (!done && _cursor->y() < (uint32)actorPos.top) {
if (getActor()->direction) {
if (getActor()->direction == 6) {
if (actorPos.top - _cursor->y() > 10)
dir = 7;
} else {
dir = 7;
}
} else {
if (_cursor->x() - actorPos.right > 10)
dir = 7;
}
done = true;
}
if (!done && _cursor->y() <= (uint32)actorPos.bottom) {
if (getActor()->direction == 5) {
if (actorPos.bottom - _cursor->y() > 10)
dir = 6;
} else {
if (getActor()->direction == 7) {
if (_cursor->y() - actorPos.top > 10)
dir = 6;
} else {
dir = 6;
}
}
done = true;
}
if (!done && getActor()->direction == 4) {
if (_cursor->x() - actorPos.right <= 10)
done = true;
if (!done)
dir = 5;
}
if (!done && (getActor()->direction != 6 || _cursor->y() - actorPos.bottom > 10)) {
dir = 5;
}
//printf("Current Dir %d -- New Dir %d\n", actor->direction, dir);
}
void Scene::updateActor(uint32 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: {
uint32 frameNum = actor->frameNum + 1;
actor->frameNum = frameNum % actor->frameCount;
if (_vm->_system->getMillis() - actor->tickValue1 > 300) {
if (rand() % 100 < 50) {
// TODO: check sound playing
}
actor->tickValue1 = _vm->_system->getMillis();
}
}
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) {
// TODO: updateCharacterSub01_sw(1, actorIdx);
}
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::updateBarriers() {
//Screen *screen = _vm->screen();
uint barriersCount = _ws->barriers.size();
//int startTickCount = 0;
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) {
if (barrier->field_B4 && (_vm->_system->getMillis() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
barrier->tickCount = _vm->_system->getMillis();
canPlaySound = true;
}
} else if (flag & 0x10) {
uint32 frameIdx = barrier->frameIdx;
char equalZero = frameIdx == 0;
char lessZero = frameIdx < 0;
if (!frameIdx) {
if (_vm->_system->getMillis() - 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->_system->getMillis();
canPlaySound = true;
}
frameIdx = barrier->frameIdx;
equalZero = frameIdx == 0;
lessZero = frameIdx < 0;
}
if (!(lessZero ^ 0 | equalZero)) {
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
if (barrier->field_B4 && (_vm->_system->getMillis() - barrier->tickCount >= 0x3E8 / barrier->field_B4)) {
barrier->frameIdx = (barrier->frameIdx + 1) % barrier->frameCount;
barrier->tickCount = _vm->_system->getMillis();
canPlaySound = true;
}
}
} else if (flag & 8) {
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
if (barrier->field_B4 && (_vm->_system->getMillis() - 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->_system->getMillis() - 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->_system->getMillis();
canPlaySound = true;
}
}
} else if (!((flag & 0xFFFF) & 6)) {
// FIXME: we shouldn't increment field_B4 (check why this value came zero sometimes)
if (barrier->field_B4 && (_vm->_system->getMillis() - 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->_system->getMillis();
canPlaySound = true;
}
if (barrier->field_688 == 1) {
// TODO: get global x, y positions
}
barrier->frameIdx = frameIdx;
} else if (barrier->field_B4 && (_vm->_system->getMillis() - 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) // 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
}
}
}
}
void Scene::updateAmbientSounds() {
// TODO
// 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++) {
int gameFlag = snd->flagNum[f];
if (gameFlag >= 0) {
if (_vm->isGameFlagNotSet(gameFlag)) {
v2 = 0;
break;
}
} else {
if (_vm->isGameFlagSet(-(int)gameFlag)) {
// 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) {
// 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);
} else {
; // TODO calculate volume increase
}
if (LOBYTE(snd->flags) & 2) {
if (rand() % 10000 < 10) {
if (snd->field_0) {
_vm->sound()->playSound(_resPack, snd->resId, false, Config.sfxVolume + volume, panning);
} else {
v15 = rand() % 500;
v11 = v15 * ((((rand() % 100 >= 50) - 1) & 2) - 1) + volume;
v10 = v11;
if (v11 <= -10000)
v10 = -10000;
if (v10 >= 0)
v11 = 0;
else
if (v11 <= -10000)
v11 = -10000;
v16 = rand();
_vm->sound()->playSound(_resPack, snd->resId, false, v11, v16 % 20001 - 10000);
}
} else {
if (LOBYTE(snd->flags) & 4) {
/*
if ( (unsigned int)*ambientPanningArray < getTickCount() )
{
if ( v1->field_14 >= 0 )
v12 = 60000 * v1->field_14 + getTickCount();
else
v12 = getTickCount() - 1000 * v1->field_14;
*ambientPanningArray = v12;
playSound(v7, 0, v9, panning);
}
*/
} else {
if (LOBYTE(snd->flags) & 8) {
/*
if ( !*(ambientPanningArray - 15) )
{
playSound(v7, 0, v9, panning);
*(ambientPanningArray - 15) = 1;
}
*/
}
}
}
}
}
}
}
}
void Scene::updateMusic() {
}
void Scene::updateAdjustScreen() {
int v5, v7, v15, v16; //, v6
int v1 = -1;
int v0 = -1;
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;
}
if (v7 < _ws->boundingRect.top || v7 > _ws->boundingRect.bottom) {
v16 = v7 - _ws->boundingRect.bottom;
v0 = v16 + _ws->yTop;
_ws->yTop += v16;
}
if (v1 < 0)
v1 = _ws->xLeft = 0;
if ((uint32)v1 > _ws->width - 640) {
v1 = _ws->width - 640;
_ws->xLeft = v1;
}
if (v0 < 0)
v0 = _ws->yTop = 0;
if ((uint32)v0 > _ws->height - 480) {
v0 = _ws->height - 480;
_ws->yTop = v0;
}
} else {
if (_ws->motionStatus == 2 || _ws->motionStatus == 5) {
if (_ws->motionStatus != 3) {
// 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;
}
}
*/
}
}
}
/*
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
*/
}
void Scene::OLD_UPDATE() {
int32 curHotspot = -1;
int32 curBarrier = -1;
// DEBUGGING
// Check current walk region
for (uint32 a = 0; a < _ws->numActions; a++) {
if (_ws->actions[a].actionType == 0) {
ActionArea *area = &_ws->actions[a];
PolyDefinitions poly = _polygons->entries[area->polyIdx];
if (poly.contains(getActor()->x, getActor()->y)) {
debugShowWalkRegion(&poly);
//break;
}
}
}
if (!_rightButton) {
if (_ws->actors[0].flags & 0x01) { // TESTING - only draw if visible flag
// 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) {
if (getActor()->currentAction > 0)
getActor()->setAction(getActor()->currentAction + 5);
_walking = false;
}
getActor()->drawActor();
}
} else {
_walking = true;
getActor()->walkTo(_cursor->x(), _cursor->y());
_cursor->update(&_ws->commonRes, getActor()->direction);
}
if (g_debugPolygons)
debugShowPolygons();
if (g_debugBarriers)
debugShowBarriers();
// Check if we're within a barrier
for (uint32 p = 0; p < _ws->numBarriers; p++) {
Barrier b = _ws->barriers[p];
if (b.flags & 0x20) {
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)) {
_cursor->animate();
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
for (uint32 p = 0; p < _polygons->numEntries; p++) {
PolyDefinitions poly = _polygons->entries[p];
if (poly.boundingRect.contains(_cursor->x() + _ws->targetX, _cursor->y() + _ws->targetY)) {
if (poly.contains(_cursor->x() + _ws->targetX, _cursor->y() + _ws->targetY)) {
curHotspot = (int32)p;
_cursor->animate();
break;
}
}
}
}
if (_leftClick) {
_leftClick = false;
if (curHotspot >= 0) {
for (uint32 a = 0; a < _ws->numActions; a++) {
if (_ws->actions[a].polyIdx == (uint32)curHotspot) {
debugC(kDebugLevelScripts, "Hotspot: 0x%X - \"%s\", poly %d, action lists %d/%d, action type %d, sound res %d\n",
_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);
_actions->setScriptByIndex(_ws->actions[a].actionListIdx1);
}
}
} else if (curBarrier >= 0) {
Barrier b = _ws->barriers[curBarrier];
debugC(kDebugLevelScripts, "%s: action(%d) sound(%d) flags(%d/%d)\n",
b.name,
b.actionListIdx,
b.soundResId,
b.flags,
b.flags2);
_actions->setScriptByIndex(b.actionListIdx);
}
}
}
// ----------------------------------
// ---------- 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->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);
// TODO: prepare Actors and Barriers draw
drawActors();
drawBarriers();
// TODO: draw main actor stuff
_vm->screen()->drawGraphicsInQueue();
// TODO: we must get rid of this
OLD_UPDATE();
}
return 1;
}
void Scene::getActorPosition(Actor *actor, Common::Point *pt) {
pt->x = actor->x1 - _ws->xLeft;
pt->y = actor->y1 - _ws->yTop;
}
int Scene::drawActors() {
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;
}
int Scene::drawBarriers() {
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;
}
// ----------------------------------
// ---------- SCREEN REGION -----------
// ----------------------------------
void Scene::copyToBackBufferClipped(Graphics::Surface *surface, int x, int y) {
Common::Rect screenRect(_ws->targetX, _ws->targetY, _ws->targetX + 640, _ws->targetY + 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->targetX, -(int16)_ws->targetY);
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->targetX;
if (surface->h > 480)
startY = _ws->targetY;
_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->x() < SCREEN_EDGES && _ws->targetX >= SCROLL_STEP)
_ws->targetX -= SCROLL_STEP;
else if (_cursor->x() > 640 - SCREEN_EDGES && _ws->targetX <= (uint32)bg->surface.w - 640 - SCROLL_STEP)
_ws->targetX += SCROLL_STEP;
// Vertical scrolling
if (_cursor->y() < SCREEN_EDGES && _ws->targetY >= SCROLL_STEP)
_ws->targetY -= SCROLL_STEP;
else if (_cursor->y() > 480 - SCREEN_EDGES && _ws->targetY <= (uint32)bg->surface.h - 480 - SCROLL_STEP)
_ws->targetY += 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 (uint32 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 (uint32 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 (uint32 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 (uint32 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 (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,
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()->_system->getMillis();
_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;
}
} // end of namespace Asylum