scummvm/engines/tsage/scenes.cpp
Paul Gilbert 8246758e7e TSAGE: Implement original engine scene scrolling optimisations
Wide screens are broken into 160x100 chunks. When scrolling, sections of the scene which have already been previously decoded for display can be reused, rather than re-decoding them from scratch
2011-03-19 14:20:15 +11:00

435 lines
13 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: https://scummvm-misc.svn.sourceforge.net/svnroot/scummvm-misc/trunk/engines/tsage/scenes.cpp $
* $Id: scenes.cpp 229 2011-02-12 06:50:14Z dreammaster $
*
*/
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/ringworld_logic.h"
#include "tsage/tsage.h"
namespace tSage {
SceneManager::SceneManager() {
_scene = NULL;
_hasPalette = false;
_sceneNumber = -1;
_nextSceneNumber = -1;
_fadeMode = FADEMODE_GRADUAL;
_scrollerRect = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
_saver->addListener(this);
}
SceneManager::~SceneManager() {
delete _scene;
}
void SceneManager::setNewScene(int sceneNumber) {
_nextSceneNumber = sceneNumber;
}
void SceneManager::checkScene() {
if (_nextSceneNumber != -1) {
sceneChange();
_nextSceneNumber = -1;
}
_globals->_sceneListeners.forEach(SceneHandler::handleListener);
}
void SceneManager::sceneChange() {
// Clear the scene objects
List<SceneObject *>::iterator io = _globals->_sceneObjects->begin();
while (io != _globals->_sceneObjects->end()) {
SceneObject *sceneObj = *io;
++io;
sceneObj->removeObject();
}
// Clear the scene change listeners
_globals->_sceneManager._sceneChangeListeners.clear();
// Clear the hotspot list
List<SceneItem *>::iterator ii = _globals->_sceneItems.begin();
while (ii != _globals->_sceneItems.end()) {
SceneItem *sceneItem = *ii;
++ii;
sceneItem->remove();
}
// TODO: Clear _list_45BAA list
// If there is an active scene, deactivate it
if (_scene) {
_previousScene = _sceneNumber;
delete _scene;
_scene = NULL;
_sceneNumber = -1;
}
// Set the next scene to be active
_sceneNumber = _nextSceneNumber;
// TODO: Unknown check of word_45CD3 / call to saver method
// Free any regions
disposeRegions();
// Instantiate and set the new scene
_scene = getNewScene();
_scene->postInit();
}
Scene *SceneManager::getNewScene() {
return SceneFactory::createScene(_nextSceneNumber);
}
void SceneManager::fadeInIfNecessary() {
if (_hasPalette) {
uint32 adjustData = 0;
for (int percent = 0; percent < 100; percent += 5) {
if (_globals->_sceneManager._fadeMode == FADEMODE_IMMEDIATE)
percent = 100;
_globals->_scenePalette.fade((const byte *)&adjustData, false, percent);
g_system->delayMillis(10);
}
_globals->_scenePalette.refresh();
_hasPalette = false;
}
}
void SceneManager::changeScene(int newSceneNumber) {
// Fade out the scene
ScenePalette scenePalette;
uint32 adjustData = 0;
scenePalette.clearListeners();
scenePalette.getPalette();
for (int percent = 100; percent >= 0; percent -= 5) {
scenePalette.fade((byte *)&adjustData, false, percent);
g_system->delayMillis(10);
}
// Stop any objects that were animating
List<SceneObject *>::iterator i;
for (i = _globals->_sceneObjects->begin(); i != _globals->_sceneObjects->end(); ++i) {
SceneObject *sceneObj = *i;
Common::Point pt(0, 0);
sceneObj->addMover(NULL, &pt);
sceneObj->setObjectWrapper(NULL);
sceneObj->animate(ANIM_MODE_NONE, 0);
sceneObj->_flags &= !OBJFLAG_PANES;
}
// Blank out the screen
_globals->_screenSurface.fillRect(_globals->_screenSurface.getBounds(), 0);
// Set the new scene to be loaded
setNewScene(newSceneNumber);
}
void SceneManager::setup() {
_saver->addLoadNotifier(SceneManager::loadNotifier);
setBackSurface();
}
void SceneManager::setBackSurface() {
int size = _globals->_sceneManager._scene->_backgroundBounds.width() *
_globals->_sceneManager._scene->_backgroundBounds.height();
if (size > 96000) {
if (_globals->_sceneManager._scene->_backgroundBounds.width() <= SCREEN_WIDTH) {
// Standard size creation
_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH, SCREEN_HEIGHT);
_globals->_sceneManager._scrollerRect = Rect(0, 30, SCREEN_WIDTH, SCREEN_HEIGHT - 30);
} else {
// Wide screen needs extra space to allow for scrolling
_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH * 3 / 2, SCREEN_HEIGHT);
_globals->_sceneManager._scrollerRect = Rect(80, 0, SCREEN_WIDTH - 80, SCREEN_HEIGHT);
}
} else {
_globals->_sceneManager._scene->_backSurface.create(
_globals->_sceneManager._scene->_backgroundBounds.width(),
_globals->_sceneManager._scene->_backgroundBounds.height()
);
_globals->_sceneManager._scrollerRect = Rect(80, 20, SCREEN_WIDTH - 80, SCREEN_HEIGHT - 20);
}
}
void SceneManager::saveListener(int saveMode) {
warning("TODO: SceneManager::saveLIstener");
}
void SceneManager::loadNotifier(bool postFlag) {
if (postFlag) {
if (_globals->_sceneManager._scene->_activeScreenNumber != -1)
_globals->_sceneManager._scene->loadSceneData(_globals->_sceneManager._scene->_activeScreenNumber);
_globals->_sceneManager._hasPalette = true;
}
}
void SceneManager::setBgOffset(const Common::Point &pt, int loadCount) {
_sceneBgOffset = pt;
_sceneLoadCount = loadCount;
}
void SceneManager::listenerSynchronise(Serialiser &s) {
s.validate("SceneManager");
_sceneChangeListeners.synchronise(s);
s.syncAsSint32LE(_sceneNumber);
if (s.isLoading()) {
changeScene(_sceneNumber);
checkScene();
}
s.syncAsUint16LE(_globals->_sceneManager._scene->_activeScreenNumber);
_globals->_sceneManager._scrollerRect.synchronise(s);
SYNC_POINTER(_globals->_scrollFollower);
s.syncAsSint16LE(_loadMode);
}
/*--------------------------------------------------------------------------*/
Scene::Scene(): _sceneBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
_backgroundBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) {
_sceneMode = 0;
_oldSceneBounds = Rect(4000, 4000, 4100, 4100);
}
Scene::~Scene() {
// TODO: Delete the obj11C object
}
void Scene::synchronise(Serialiser &s) {
s.syncAsSint32LE(_field12);
s.syncAsSint32LE(_sceneNumber);
s.syncAsSint32LE(_activeScreenNumber);
s.syncAsSint32LE(_sceneMode);
_backgroundBounds.synchronise(s);
_sceneBounds.synchronise(s);
_oldSceneBounds.synchronise(s);
for (int i = 0; i < 256; ++i)
s.syncAsUint16LE(_enabledSections[i]);
for (int i = 0; i < 256; ++i)
s.syncAsSint16LE(_zoomPercents[i]);
}
void Scene::postInit(SceneObjectList *OwnerList) {
_action = NULL;
_field12 = 0;
_sceneMode = 0;
}
void Scene::process(Event &event) {
if (_action)
_action->process(event);
}
void Scene::dispatch() {
if (_action)
_action->dispatch();
}
void Scene::loadScene(int sceneNum) {
_sceneNumber = sceneNum;
if (_globals->_scenePalette.loadPalette(sceneNum))
_globals->_sceneManager._hasPalette = true;
loadSceneData(sceneNum);
}
void Scene::loadSceneData(int sceneNum) {
_globals->_sceneManager._scene->_activeScreenNumber = sceneNum;
// Get the basic scene size
byte *data = _vm->_dataManager->getResource(RES_BITMAP, sceneNum, 9999);
_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
_globals->_sceneManager._scene->_sceneBounds.contain(_backgroundBounds);
DEALLOCATE(data);
// Set up a surface for storing the scene background
SceneManager::setBackSurface();
// Load the data lists for the scene
_globals->_walkRegions.load(sceneNum);
// Load the item regions of the scene
_globals->_sceneRegions.load(sceneNum);
// Load the priority regions
_priorities.load(sceneNum);
// Initialise the section enabled list
Common::set_to(&_enabledSections[0], &_enabledSections[16 * 16], 0xffff);
_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
_globals->_paneRefreshFlag[0] = 1;
_globals->_paneRefreshFlag[1] = 1;
_globals->_sceneManager._loadMode = 1;
_globals->_sceneManager._sceneLoadCount = 0;
_globals->_sceneManager._sceneBgOffset = Common::Point(0, 0);
// Load the background for the scene
loadBackground(0, 0);
}
void Scene::loadBackground(int xAmount, int yAmount) {
// Adjust the scene bounds by the passed scroll amounts
_sceneBounds.translate(xAmount, yAmount);
_sceneBounds.contain(_backgroundBounds);
_sceneBounds.left &= ~3;
_sceneBounds.right &= ~3;
_globals->_sceneOffset.x &= ~3;
if ((_sceneBounds.top != _oldSceneBounds.top) || (_sceneBounds.left != _oldSceneBounds.left)) {
if (_globals->_sceneManager._loadMode == 0) {
_globals->_paneRefreshFlag[0] = 2;
_globals->_paneRefreshFlag[1] = 2;
_globals->_sceneManager._loadMode = 2;
}
_oldSceneBounds = _sceneBounds;
}
_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
if ((_backgroundBounds.width() / 160) == 3)
_globals->_sceneOffset.x = 0;
if ((_backgroundBounds.height() / 100) == 3)
_globals->_sceneOffset.y = 0;
if ((_globals->_sceneOffset.x != _globals->_prevSceneOffset.x) ||
(_globals->_sceneOffset.y != _globals->_prevSceneOffset.y)) {
// Change has happend, so refresh background
_globals->_prevSceneOffset = _globals->_sceneOffset;
refreshBackground(xAmount, yAmount);
}
}
void Scene::refreshBackground(int xAmount, int yAmount) {
if (_globals->_sceneManager._scene->_activeScreenNumber == -1)
return;
// Set the quadrant ranges
int xHalfCount = MIN(_backSurface.getBounds().width() / 160, _backgroundBounds.width() / 160);
int yHalfCount = MIN(_backSurface.getBounds().height() / 100, _backgroundBounds.height() / 100);
int xHalfOffset = (_backgroundBounds.width() / 160) == 3 ? 0 : _sceneBounds.left / 160;
int yHalfOffset = (_backgroundBounds.height() / 100) == 3 ? 0 : _sceneBounds.top / 100;
// Set the limits and increment amounts
int xInc = (xAmount < 0) ? -1 : 1;
int xSectionStart = (xAmount < 0) ? 15 : 0;
int xSectionEnd = (xAmount < 0) ? -1 : 16;
int yInc = (yAmount < 0) ? -1 : 1;
int ySectionStart = (yAmount < 0) ? 15 : 0;
int ySectionEnd = (yAmount < 0) ? -1 : 16;
bool changedFlag = false;
for (int yp = ySectionStart; yp != ySectionEnd; yp += yInc) {
for (int xp = xSectionStart; xp != xSectionEnd; xp += xInc) {
if ((yp < yHalfOffset) || (yp >= (yHalfOffset + yHalfCount)) ||
(xp < xHalfOffset) || (xp >= (xHalfOffset + xHalfCount))) {
// Flag section as enabled
_enabledSections[xp * 16 + yp] = 0xffff;
} else {
// Check if the section is already loaded
if ((_enabledSections[xp * 16 + yp] == 0xffff) || ((xAmount == 0) && (yAmount == 0))) {
// Chunk isn't loaded, so load it in
Graphics::Surface s = _backSurface.lockSurface();
GfxSurface::loadScreenSection(s, xp - xHalfOffset, yp - yHalfOffset, xp, yp);
_backSurface.unlockSurface();
changedFlag = true;
} else {
int yv = (_enabledSections[xp * 16 + yp] == ((xp - xHalfOffset) << 4)) ? 0 : 1;
if (yv | (yp - yHalfOffset)) {
// Copy an existing 160x100 screen section previously loaded
int xSectionDest = xp - xHalfOffset;
int ySectionDest = yp - yHalfOffset;
int xSectionSrc = _enabledSections[xp * 16 + yp] >> 4;
int ySectionSrc = _enabledSections[xp * 16 + yp] & 0xf;
Rect srcBounds(xSectionSrc * 160, ySectionSrc * 100,
(xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100);
Rect destBounds(xSectionDest * 160, ySectionDest * 100,
(xSectionDest + 1) * 160, (ySectionDest + 1) * 100);
_backSurface.copyFrom(_backSurface, srcBounds, destBounds);
}
}
_enabledSections[xp * 16 + yp] =
((xp - xHalfOffset) << 4) | (yp - yHalfOffset);
}
}
}
if (changedFlag) {
signalListeners();
}
}
void Scene::signalListeners() {
// TODO: Figure out method
}
void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent) {
int var_6 = 0;
int v = 0;
while (v < yStart)
_zoomPercents[v++] = minPercent;
int diff1 = ABS(maxPercent - minPercent);
int diff2 = ABS(yEnd - yStart);
int var_8 = MAX(diff1, diff2);
while (var_8-- != 0) {
_zoomPercents[v] = minPercent;
if (diff2 <= diff1) {
++minPercent;
var_6 += diff2;
if (var_6 >= diff1) {
var_6 -= diff1;
++v;
}
} else {
++v;
var_6 += diff1;
if (var_6 >= diff2) {
var_6 -= diff2;
++minPercent;
}
}
}
while (yEnd < 256)
_zoomPercents[yEnd++] = minPercent;
}
} // End of namespace tSage