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authorPaul Gilbert2010-03-07 05:06:58 +0000
committerPaul Gilbert2010-03-07 05:06:58 +0000
commit7f57001e175ef2215e192968e9883e63145e7a50 (patch)
tree99a4fd17e2a9717d0763f2a19065b2c2056f59d6 /engines/m4/m4_scene.cpp
parenta5a8b6c19f2601113fc3d3a14b6ec19576fdd1f8 (diff)
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Split up the scene.cpp file into separate files for M4 and MADS specific scene code and support classes. Also have started adding code for textual display and proper current action display
svn-id: r48172
Diffstat (limited to 'engines/m4/m4_scene.cpp')
-rw-r--r--engines/m4/m4_scene.cpp226
1 files changed, 226 insertions, 0 deletions
diff --git a/engines/m4/m4_scene.cpp b/engines/m4/m4_scene.cpp
new file mode 100644
index 0000000000..1d5cc171a3
--- /dev/null
+++ b/engines/m4/m4_scene.cpp
@@ -0,0 +1,226 @@
+/* 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 "common/system.h"
+
+#include "m4/dialogs.h"
+#include "m4/globals.h"
+#include "m4/scene.h"
+#include "m4/events.h"
+#include "m4/graphics.h"
+#include "m4/rails.h"
+#include "m4/font.h"
+#include "m4/m4_views.h"
+#include "m4/mads_views.h"
+#include "m4/compression.h"
+
+namespace M4 {
+
+M4Scene::M4Scene(M4Engine *vm): Scene(vm) {
+ _vm = vm;
+ _sceneSprites = NULL;
+ _interfaceSurface = new M4InterfaceView(vm);
+}
+
+M4Scene::~M4Scene() {
+ delete _sceneSprites;
+}
+
+void M4Scene::loadSceneSprites(int sceneNumber) {
+ char filename[kM4MaxFilenameSize];
+ sprintf(filename, "%i.ssb", sceneNumber);
+
+ Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
+ _sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
+ _vm->res()->toss(filename);
+
+ printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
+}
+
+void M4Scene::loadScene(int sceneNumber) {
+ Scene::loadScene(sceneNumber);
+
+ _backgroundSurface->loadBackground(sceneNumber);
+ _palData = NULL;
+
+ if (_vm->getGameType() == GType_Burger &&
+ sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
+ setStatusText("");
+
+ // Load scene def file (*.CHK)
+ loadSceneResources(sceneNumber);
+ loadSceneInverseColorTable(sceneNumber);
+
+ // TODO: set walker scaling
+ // TODO: destroy woodscript buffer
+
+ // Load scene walk path file (*.COD/*.WW?)
+ loadSceneCodes(sceneNumber);
+
+ // Load inverse color table file (*.IPL)
+ loadSceneInverseColorTable(sceneNumber);
+
+ if (_vm->getGameType() != GType_Burger) {
+ // Load scene sprites file (*.SSB)
+ loadSceneSprites(sceneNumber);
+
+ // Load scene sprite codes file (*.SSC)
+ loadSceneSpriteCodes(sceneNumber);
+ }
+
+
+ if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
+ _m4Vm->scene()->getInterface()->show();
+ showSprites();
+ }
+
+ // Purge resources
+ _vm->res()->purge();
+}
+
+void M4Scene::loadSceneCodes(int sceneNumber, int index) {
+ char filename[kM4MaxFilenameSize];
+ Common::SeekableReadStream *sceneS;
+
+ sprintf(filename, "%i.cod", sceneNumber);
+ sceneS = _vm->res()->openFile(filename);
+ _walkSurface->loadCodesM4(sceneS);
+ _vm->res()->toss(filename);
+}
+
+void M4Scene::show() {
+ Scene::show();
+ _vm->_viewManager->addView(_interfaceSurface);
+}
+
+void M4Scene::checkHotspotAtMousePos(int x, int y) {
+ if (_vm->getGameType() == GType_Riddle)
+ return;
+
+ // TODO: loads of things to do here, only the mouse cursor and the status
+ // text is changed for now
+
+ // Only scene hotspots are checked for now, not parallax/props, as the
+ // latter ones are not used by Orion Burger
+ HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
+ if (currentHotSpot != NULL && currentHotSpot->getActive()) {
+ if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
+ _vm->_mouse->getCursorNum() != CURSOR_TAKE &&
+ _vm->_mouse->getCursorNum() != CURSOR_USE &&
+ _m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
+ _vm->_mouse->setCursorNum(currentHotSpot->getCursor());
+ }
+ _m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
+ } else {
+ if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
+ _vm->_mouse->getCursorNum() != CURSOR_TAKE &&
+ _vm->_mouse->getCursorNum() != CURSOR_USE &&
+ _m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
+ _vm->_mouse->setCursorNum(0);
+ } else {
+
+ }
+ }
+}
+
+void M4Scene::leftClick(int x, int y) {
+ if (_vm->getGameType() == GType_Burger) {
+ // Place a Wilbur sprite with the correct facing
+ HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
+ if (currentHotSpot != NULL && currentHotSpot->getActive()) {
+ update();
+ _vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
+ /*
+ int posX = currentHotSpot->getFeetX();
+ int posY = currentHotSpot->getFeetY() -
+ scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
+ //_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
+ */
+
+ // Player said.... (for scene scripts)
+ printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
+
+ // FIXME: This should be moved somewhere else, and is incomplete
+ if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
+ if (_vm->_mouse->getVerb() == NULL) {
+ strcpy(_vm->_player->verb, currentHotSpot->getVerb());
+ } else {
+ strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
+ }
+ } else {
+ strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
+ }
+ strcpy(_vm->_player->noun, currentHotSpot->getVocab());
+ strcpy(_vm->_player->object, "");
+ _vm->_player->commandReady = true;
+
+ printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
+
+ }
+ }
+}
+
+void M4Scene::rightClick(int x, int y) {
+ if (_vm->getGameType() == GType_Burger) {
+ nextCommonCursor();
+ _m4Vm->scene()->getInterface()->_inventory.clearSelected();
+ }
+}
+
+void M4Scene::setAction(int action, int objectId) {
+}
+
+void M4Scene::setStatusText(const char *text) {
+ getInterface()->setStatusText(text);
+}
+
+void M4Scene::update() {
+
+}
+
+void M4Scene::nextCommonCursor() {
+ int cursorIndex = _vm->_mouse->getCursorNum();
+
+ switch (cursorIndex) {
+ case CURSOR_ARROW:
+ cursorIndex = CURSOR_LOOK;
+ break;
+ case CURSOR_LOOK:
+ cursorIndex = CURSOR_TAKE;
+ break;
+ case CURSOR_TAKE:
+ cursorIndex = CURSOR_USE;
+ break;
+ case CURSOR_USE:
+ cursorIndex = CURSOR_ARROW;
+ break;
+ default:
+ cursorIndex = CURSOR_ARROW;
+ }
+
+ _vm->_mouse->setCursorNum(cursorIndex);
+}
+
+} // End of namespace M4