diff options
Diffstat (limited to 'engines/tsage/core.cpp')
-rw-r--r-- | engines/tsage/core.cpp | 280 |
1 files changed, 224 insertions, 56 deletions
diff --git a/engines/tsage/core.cpp b/engines/tsage/core.cpp index 4a90e23a33..596f056bfe 100644 --- a/engines/tsage/core.cpp +++ b/engines/tsage/core.cpp @@ -860,6 +860,8 @@ void PlayerMover::doStepsOfNpcMovement(const Common::Point &srcPos, const Common int PlayerMover::calculateRestOfRoute(int *routeList, int srcRegion, int destRegion, bool &foundRoute) { // Make a copy of the provided route. The first entry is the size. int tempList[REGION_LIST_SIZE + 1]; + memset(tempList, 0, sizeof(tempList)); + foundRoute = false; for (int idx = 0; idx <= *routeList; ++idx) tempList[idx] = routeList[idx]; @@ -1151,6 +1153,13 @@ void PaletteRotation::signal() { if (flag) _currIndex = _start; } + + // Added in Return to Ringworld + if (_currIndex < _start) { + flag = decDuration(); + if (flag) + _currIndex = _end; + } break; case 2: _currIndex += _idxChange; @@ -1179,7 +1188,7 @@ void PaletteRotation::signal() { int count = _end - _currIndex; g_system->getPaletteManager()->setPalette((const byte *)&_palette[_currIndex * 3], _start, count); - if (count2) { + if (count2 > 0) { g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start * 3], _start + count, count2); } } @@ -1516,6 +1525,10 @@ void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) { g_globals->_screenSurface.copyFrom(g_globals->_sceneManager._scene->_backSurface, tempRect, Rect(0, 0, tempRect.width(), tempRect.height()), NULL); + if (g_vm->getGameID() == GType_Ringworld2 && !GLOBALS._player._uiEnabled + && T2_GLOBALS._interfaceY == UI_INTERFACE_Y) { + g_globals->_screenSurface.fillRect(Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT - 1), 0); + } for (SynchronizedList<PaletteModifier *>::iterator i = tempPalette._listeners.begin(); i != tempPalette._listeners.end(); ++i) delete *i; @@ -1532,7 +1545,11 @@ void ScenePalette::synchronize(Serializer &s) { s.syncAsSint32LE(_colors.foreground); s.syncAsSint32LE(_colors.background); - s.syncAsSint32LE(_field412); + if (s.getVersion() < 12) { + int useless = 0; + s.syncAsSint32LE(useless); + } + s.syncAsByte(_redColor); s.syncAsByte(_greenColor); s.syncAsByte(_blueColor); @@ -1615,7 +1632,8 @@ void SceneItem::display(int resNum, int lineNum, ...) { Common::String msg = (!resNum || (resNum == -1)) ? Common::String() : g_resourceManager->getMessage(resNum, lineNum); - if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active) + if ((g_vm->getGameID() != GType_Ringworld) && (g_vm->getGameID() != GType_Ringworld2) + && T2_GLOBALS._uiElements._active) T2_GLOBALS._uiElements.hide(); if (g_globals->_sceneObjects->contains(&g_globals->_sceneText)) { @@ -1725,9 +1743,13 @@ void SceneItem::display(int resNum, int lineNum, ...) { font.setFontNumber(g_globals->_sceneText._fontNumber); font.getStringBounds(msg.c_str(), textRect, maxWidth); + Rect screenBounds = g_globals->gfxManager()._bounds; + if (g_vm->getGameID() == GType_Ringworld2) + screenBounds.collapse(20, 15); + // Center the text at the specified position, and then constrain it to be- textRect.center(pos.x, pos.y); - textRect.contain(g_globals->gfxManager()._bounds); + textRect.contain(screenBounds); if (centerText) { g_globals->_sceneText._color1 = g_globals->_sceneText._color2; @@ -1745,9 +1767,22 @@ void SceneItem::display(int resNum, int lineNum, ...) { } g_globals->_sceneText.fixPriority(255); + + // In Return to Ringworld, if in voice mode only, don't show the text + if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE) + && !(R2_GLOBALS._speechSubtitles & SPEECH_TEXT)) + g_globals->_sceneText.hide(); + g_globals->_sceneObjects->draw(); } + // For Return to Ringworld, play the voice overs in sequence + if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE) + && !playList.empty()) { + R2_GLOBALS._playStream.play(*playList.begin(), NULL); + playList.pop_front(); + } + // Unless the flag is set to keep the message on-screen, show it until a mouse or keypress, then remove it if (!keepOnscreen && !msg.empty()) { Event event; @@ -1757,18 +1792,31 @@ void SceneItem::display(int resNum, int lineNum, ...) { EVENT_BUTTON_DOWN | EVENT_KEYPRESS)) { GLOBALS._screenSurface.updateScreen(); g_system->delayMillis(10); - } - // For Return to Ringworld, play the voice overs in sequence - if ((g_vm->getGameID() == GType_Ringworld2) && !playList.empty() && !R2_GLOBALS._playStream.isPlaying()) { - R2_GLOBALS._playStream.play(*playList.begin(), NULL); - playList.pop_front(); + if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE)) { + // Allow the play stream to do processing + R2_GLOBALS._playStream.dispatch(); + if (!R2_GLOBALS._playStream.isPlaying()) { + // Check if there are further voice samples to play + if (!playList.empty()) { + R2_GLOBALS._playStream.play(*playList.begin(), NULL); + playList.pop_front(); + } else if (!(R2_GLOBALS._speechSubtitles & SPEECH_TEXT)) { + // If not showing text, don't both waiting for a click to end + break; + } + } + } } + if (g_vm->getGameID() == GType_Ringworld2) + R2_GLOBALS._playStream.stop(); + g_globals->_sceneText.remove(); } - if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active) { + if ((g_vm->getGameID() != GType_Ringworld) && (g_vm->getGameID() != GType_Ringworld2) + && T2_GLOBALS._uiElements._active) { // Show user interface T2_GLOBALS._uiElements.show(); @@ -2062,18 +2110,18 @@ SceneObject::SceneObject() : SceneHotspot() { _visage = 0; _strip = 0; _frame = 0; - _effect = 0; - _shade = _shade2 = 0; + _effect = EFFECT_NONE; + _shade = _oldShade = 0; _linkedActor = NULL; - _field8A = Common::Point(0, 0); + _actorDestPos = Common::Point(0, 0); _angle = 0; _xs = 0; _xe = 0; _endFrame = 0; _field68 = 0; _regionIndex = 0; - _field9C = NULL; + _shadowMap = NULL; } SceneObject::SceneObject(const SceneObject &so) : SceneHotspot() { @@ -2111,8 +2159,13 @@ int SceneObject::getFrameCount() { void SceneObject::animEnded() { _animateMode = ANIM_MODE_NONE; - if (_endAction) - _endAction->signal(); + if (_endAction) { + Action *endAction = _endAction; + if (g_vm->getGameID() == GType_Ringworld2) + _endAction = NULL; + + endAction->signal(); + } } int SceneObject::changeFrame() { @@ -2361,12 +2414,17 @@ void SceneObject::animate(AnimateMode animMode, ...) { case ANIM_MODE_8: case ANIM_MODE_9: - _field68 = va_arg(va, int); - _endAction = va_arg(va, Action *); - _frameChange = 1; - _endFrame = getFrameCount(); - if (_frame == _endFrame) - setFrame(getNewFrame()); + if (_animateMode == ANIM_MODE_9 && g_vm->getGameID() == GType_Ringworld2) { + _frameChange = -1; + _field2E = _position; + } else { + _field68 = va_arg(va, int); + _endAction = va_arg(va, Action *); + _frameChange = 1; + _endFrame = getFrameCount(); + if (_frame == _endFrame) + setFrame(getNewFrame()); + } break; } va_end(va); @@ -2450,8 +2508,8 @@ void SceneObject::synchronize(Serializer &s) { s.syncAsSint16LE(_moveDiff.x); s.syncAsSint16LE(_moveDiff.y); s.syncAsSint32LE(_moveRate); if (g_vm->getGameID() == GType_Ringworld2) { - s.syncAsSint16LE(_field8A.x); - s.syncAsSint16LE(_field8A.y); + s.syncAsSint16LE(_actorDestPos.x); + s.syncAsSint16LE(_actorDestPos.y); } SYNC_POINTER(_endAction); s.syncAsUint32LE(_regionBitList); @@ -2459,7 +2517,7 @@ void SceneObject::synchronize(Serializer &s) { if (g_vm->getGameID() == GType_Ringworld2) { s.syncAsSint16LE(_effect); s.syncAsSint16LE(_shade); - s.syncAsSint16LE(_shade2); + s.syncAsSint16LE(_oldShade); SYNC_POINTER(_linkedActor); } } @@ -2468,10 +2526,11 @@ void SceneObject::postInit(SceneObjectList *OwnerList) { if (!OwnerList) OwnerList = g_globals->_sceneObjects; - if (!OwnerList->contains(this)) { + bool isExisting = OwnerList->contains(this); + if (!isExisting || ((_flags & OBJFLAG_REMOVE) != 0)) { _percent = 100; _priority = 255; - _flags = 4; + _flags = OBJFLAG_ZOOMED; _visage = 0; _strip = 1; _frame = 1; @@ -2487,7 +2546,8 @@ void SceneObject::postInit(SceneObjectList *OwnerList) { _numFrames = 10; _regionBitList = 0; - OwnerList->push_back(this); + if (!isExisting) + OwnerList->push_back(this); _flags |= OBJFLAG_PANES; } } @@ -2505,9 +2565,9 @@ void SceneObject::remove() { void SceneObject::dispatch() { if (g_vm->getGameID() == GType_Ringworld2) { - if (_shade != _shade2) + if (_shade != _oldShade) _flags |= OBJFLAG_PANES; - _shade2 = _shade; + _oldShade = _shade; } uint32 currTime = g_globals->_events.getFrameNumber(); @@ -2625,8 +2685,9 @@ void SceneObject::dispatch() { _linkedActor->setFrame(_frame); } - if ((_effect == 1) && (getRegionIndex() < 11)) - _shade = 0; + int regionIndex = getRegionIndex(); + if ((_effect == EFFECT_SHADED) && (regionIndex < 11)) + _shade = regionIndex; } } @@ -2655,11 +2716,46 @@ void SceneObject::removeObject() { GfxSurface SceneObject::getFrame() { _visageImages.setVisage(_visage, _strip); - return _visageImages.getFrame(_frame); + GfxSurface frame = _visageImages.getFrame(_frame); + + // Reset any centroid adjustment flags, in + frame._flags &= ~(FRAME_FLIP_CENTROID_X | FRAME_FLIP_CENTROID_Y); + + // For later games, check whether the appropriate object flags are set for flipping + if (g_vm->getGameID() != GType_Ringworld) { + if ((_flags & OBJFLAG_FLIP_CENTROID_X) || _visageImages._flipHoriz) + frame._flags |= FRAME_FLIP_CENTROID_X; + if ((_flags & OBJFLAG_FLIP_CENTROID_Y) || _visageImages._flipVert) + frame._flags |= FRAME_FLIP_CENTROID_Y; + } + + // If shading is needed, post apply the shadiing onto the frame + if ((g_vm->getGameID() == GType_Ringworld2) && (_shade >= 1)) { + Graphics::Surface s = frame.lockSurface(); + byte *p = (byte *)s.getPixels(); + byte *endP = p + s.w * s.h; + + while (p < endP) { + if (*p != frame._transColor) + *p = R2_GLOBALS._fadePaletteMap[_shade - 1][*p]; + ++p; + } + + frame.unlockSurface(); + } + + return frame; } void SceneObject::reposition() { + if (g_vm->getGameID() == GType_Ringworld2) { + if (!(_flags & OBJFLAG_ZOOMED)) { + setZoom(g_globals->_sceneManager._scene->_zoomPercents[MIN(_position.y, (int16)255)]); + } + } + GfxSurface frame = getFrame(); + _bounds.resize(frame, _position.x, _position.y - _yDiff, _percent); _xs = _bounds.left; _xe = _bounds.right; @@ -2670,11 +2766,27 @@ void SceneObject::reposition() { */ void SceneObject::draw() { Rect destRect = _bounds; - destRect.translate(-g_globals->_sceneManager._scene->_sceneBounds.left, - -g_globals->_sceneManager._scene->_sceneBounds.top); - Region *priorityRegion = g_globals->_sceneManager._scene->_priorities.find(_priority); + Scene *scene = g_globals->_sceneManager._scene; + destRect.translate(-scene->_sceneBounds.left, -scene->_sceneBounds.top); GfxSurface frame = getFrame(); - g_globals->gfxManager().copyFrom(frame, destRect, priorityRegion); + Region *priorityRegion = scene->_priorities.find(_priority); + + if (g_vm->getGameID() == GType_Ringworld2) { + switch (_effect) { + case EFFECT_SHADOW_MAP: { + if (!_shadowMap) + _shadowMap = static_cast<Ringworld2::SceneExt *>(scene)->_shadowPaletteMap; + + GLOBALS.gfxManager().getSurface().copyFrom(frame, frame.getBounds(), + destRect, priorityRegion, _shadowMap); + return; + } + default: + break; + } + } + + GLOBALS.gfxManager().copyFrom(frame, destRect, priorityRegion); } /** @@ -2724,7 +2836,9 @@ void SceneObject::setup(int visage, int stripFrameNum, int frameNum, int posX, i } void SceneObject::setup(int visage, int stripFrameNum, int frameNum) { - postInit(); + if (g_vm->getGameID() != GType_Ringworld2) + postInit(); + setVisage(visage); setStrip(stripFrameNum); setFrame(frameNum); @@ -2750,18 +2864,39 @@ void BackgroundSceneObject::draw() { g_globals->_sceneManager._scene->_backSurface.copyFrom(frame, destRect, priorityRegion); } -void BackgroundSceneObject::setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority, int32 arg10) { - warning("TODO: Implement properly BackgroundSceneObject::setup2()"); +SceneObject *BackgroundSceneObject::clone() const { + BackgroundSceneObject *obj = new BackgroundSceneObject(*this); + return obj; +} + +void BackgroundSceneObject::setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority, int effect) { + // Check if the given object is already in the background object list + if (R2_GLOBALS._sceneManager._scene->_bgSceneObjects.contains(this)) { + _flags |= OBJFLAG_REMOVE; + + // Clone the item + SceneObject *obj = clone(); + obj->_flags |= OBJFLAG_CLONED; + R2_GLOBALS._sceneManager._scene->_bgSceneObjects.push_back(obj); + + _flags |= ~OBJFLAG_REMOVE; + } + postInit(); setVisage(visage); setStrip(stripFrameNum); setFrame(frameNum); - setPosition(Common::Point(posX, posY), 0); + setPosition(Common::Point(posX, posY)); fixPriority(priority); } -void BackgroundSceneObject::proc27() { - warning("STUB: BackgroundSceneObject::proc27()"); +void BackgroundSceneObject::copySceneToBackground() { + GLOBALS._sceneManager._scene->_backSurface.copyFrom(g_globals->gfxManager().getSurface(), 0, 0); + + // WORKAROUND: Since savegames don't store the active screen data, once we copy the + // foreground objects to the background, we have to prevent the scene being saved. + if (g_vm->getGameID() == GType_Ringworld2) + ((Ringworld2::SceneExt *)GLOBALS._sceneManager._scene)->_preventSaving = true; } /*--------------------------------------------------------------------------*/ @@ -3103,6 +3238,7 @@ Visage::Visage() { _rlbNum = -1; _data = NULL; _flipHoriz = false; + _flipVert = false; } Visage::Visage(const Visage &v) { @@ -3112,6 +3248,7 @@ Visage::Visage(const Visage &v) { if (_data) g_vm->_memoryManager.incLocks(_data); _flipHoriz = false; + _flipVert = false; } Visage &Visage::operator=(const Visage &s) { @@ -3155,8 +3292,11 @@ void Visage::setVisage(int resNum, int rlbNum) { rlbNum = (int)(v & 0xff); } _flipHoriz = flags & 1; + _flipVert = flags & 2; _data = g_resourceManager->getResource(RES_VISAGE, resNum, rlbNum); + + DEALLOCATE(indexData); } } @@ -3179,7 +3319,9 @@ GfxSurface Visage::getFrame(int frameNum) { byte *frameData = _data + offset; GfxSurface result = surfaceFromRes(frameData); - if (_flipHoriz) flip(result); + if (_flipHoriz) flipHorizontal(result); + if (_flipVert) flipVertical(result); + return result; } @@ -3187,7 +3329,7 @@ int Visage::getFrameCount() const { return READ_LE_UINT16(_data); } -void Visage::flip(GfxSurface &gfxSurface) { +void Visage::flipHorizontal(GfxSurface &gfxSurface) { Graphics::Surface s = gfxSurface.lockSurface(); for (int y = 0; y < s.h; ++y) { @@ -3200,6 +3342,21 @@ void Visage::flip(GfxSurface &gfxSurface) { gfxSurface.unlockSurface(); } +void Visage::flipVertical(GfxSurface &gfxSurface) { + Graphics::Surface s = gfxSurface.lockSurface(); + + for (int y = 0; y < s.h / 2; ++y) { + // Flip the lines1 + byte *line1P = (byte *)s.getBasePtr(0, y); + byte *line2P = (byte *)s.getBasePtr(0, s.h - y - 1); + + for (int x = 0; x < s.w; ++x) + SWAP(line1P[x], line2P[x]); + } + + gfxSurface.unlockSurface(); +} + /*--------------------------------------------------------------------------*/ Player::Player(): SceneObject() { @@ -3236,8 +3393,9 @@ void Player::postInit(SceneObjectList *OwnerList) { { _moveDiff.x = 3; _moveDiff.y = 2; - _effect = 1; + _effect = EFFECT_SHADED; _shade = 0; + _linkedActor = NULL; setObjectWrapper(new SceneObjectWrapper()); setPosition(_characterPos[_characterIndex]); @@ -3249,20 +3407,24 @@ void Player::postInit(SceneObjectList *OwnerList) { void Player::disableControl() { _canWalk = false; - _uiEnabled = false; g_globals->_events.setCursor(CURSOR_NONE); _enabled = false; - if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active) - T2_GLOBALS._uiElements.hide(); + if (g_vm->getGameID() != GType_Ringworld2) { + _uiEnabled = false; + + if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active) + T2_GLOBALS._uiElements.hide(); + } } void Player::enableControl() { CursorType cursor; _canWalk = true; - _uiEnabled = true; _enabled = true; + if (g_vm->getGameID() != GType_Ringworld2) + _uiEnabled = true; switch (g_vm->getGameID()) { case GType_BlueForce: @@ -3270,7 +3432,7 @@ void Player::enableControl() { cursor = g_globals->_events.getCursor(); g_globals->_events.setCursor(cursor); - if (T2_GLOBALS._uiElements._active) + if (g_vm->getGameID() == GType_BlueForce && T2_GLOBALS._uiElements._active) T2_GLOBALS._uiElements.show(); break; @@ -3968,7 +4130,7 @@ int WalkRegions::indexOf(const Common::Point &pt, const Common::List<int> *index } void WalkRegions::synchronize(Serializer &s) { - // Synchronise the list of disabled regions as a list of values terminated with a '-1' + // Synchronize the list of disabled regions as a list of values terminated with a '-1' int regionId = 0; if (s.isLoading()) { _disabledRegions.clear(); @@ -4180,11 +4342,11 @@ void SceneHandler::process(Event &event) { g_vm->_debugger->onFrame(); } - if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled && g_globals->_player._canWalk) { + if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled) { // Keyboard shortcuts for different actions switch (event.kbd.keycode) { case Common::KEYCODE_w: - g_globals->_events.setCursor(CURSOR_WALK); + g_globals->_events.setCursor(GLOBALS._player._canWalk ? CURSOR_WALK : CURSOR_USE); event.handled = true; break; case Common::KEYCODE_l: @@ -4218,9 +4380,10 @@ void SceneHandler::process(Event &event) { // Scan the item list to find one the mouse is within SynchronizedList<SceneItem *>::iterator i; for (i = g_globals->_sceneItems.begin(); i != g_globals->_sceneItems.end(); ++i) { - if ((*i)->contains(event.mousePos)) { + SceneItem *item = *i; + if (item->contains(event.mousePos)) { // Pass the action to the item - bool handled = (*i)->startAction(g_globals->_events.getCursor(), event); + bool handled = item->startAction(g_globals->_events.getCursor(), event); if (!handled) // Item wasn't handled, keep scanning continue; @@ -4267,10 +4430,15 @@ void SceneHandler::dispatch() { GUIErrorMessage(SAVE_ERROR_MSG); } if (_loadGameSlot != -1) { + int priorSceneBeforeLoad = GLOBALS._sceneManager._previousScene; + int currentSceneBeforeLoad = GLOBALS._sceneManager._sceneNumber; + int loadSlot = _loadGameSlot; _loadGameSlot = -1; g_saver->restore(loadSlot); g_globals->_events.setCursorFromFlag(); + + postLoad(priorSceneBeforeLoad, currentSceneBeforeLoad); } g_globals->_soundManager.dispatch(); |