diff options
Diffstat (limited to 'engines/wintermute/Ad/AdScene.cpp')
-rw-r--r-- | engines/wintermute/Ad/AdScene.cpp | 2763 |
1 files changed, 2763 insertions, 0 deletions
diff --git a/engines/wintermute/Ad/AdScene.cpp b/engines/wintermute/Ad/AdScene.cpp new file mode 100644 index 0000000000..f7cd60c555 --- /dev/null +++ b/engines/wintermute/Ad/AdScene.cpp @@ -0,0 +1,2763 @@ +/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/Ad/AdScene.h"
+#include "engines/wintermute/Ad/AdActor.h"
+#include "engines/wintermute/Ad/AdEntity.h"
+#include "engines/wintermute/Ad/AdGame.h"
+#include "engines/wintermute/Ad/AdLayer.h"
+#include "engines/wintermute/Ad/AdNodeState.h"
+#include "engines/wintermute/Ad/AdObject.h"
+#include "engines/wintermute/Ad/AdPath.h"
+#include "engines/wintermute/Ad/AdPathPoint.h"
+#include "engines/wintermute/Ad/AdRotLevel.h"
+#include "engines/wintermute/Ad/AdScaleLevel.h"
+#include "engines/wintermute/Ad/AdSceneNode.h"
+#include "engines/wintermute/Ad/AdSceneState.h"
+#include "engines/wintermute/Ad/AdSentence.h"
+#include "engines/wintermute/Ad/AdWaypointGroup.h"
+#include "engines/wintermute/BDynBuffer.h"
+#include "engines/wintermute/BFileManager.h"
+#include "engines/wintermute/BFont.h"
+#include "engines/wintermute/BGame.h"
+#include "engines/wintermute/BObject.h"
+#include "engines/wintermute/BParser.h"
+#include "engines/wintermute/BPoint.h"
+#include "engines/wintermute/BRegion.h"
+#include "engines/wintermute/BScriptable.h"
+#include "engines/wintermute/BSprite.h"
+#include "engines/wintermute/BViewport.h"
+#include "engines/wintermute/PlatformSDL.h"
+#include "engines/wintermute/scriptables/ScStack.h"
+#include "engines/wintermute/scriptables/ScValue.h"
+#include "engines/wintermute/scriptables/ScScript.h"
+#include "engines/wintermute/UIWindow.h"
+#include "engines/wintermute/utils.h"
+#include <math.h>
+#include <limits.h>
+
+namespace WinterMute {
+
+IMPLEMENT_PERSISTENT(CAdScene, false)
+
+//////////////////////////////////////////////////////////////////////////
+CAdScene::CAdScene(CBGame *inGame): CBObject(inGame) {
+ _pFTarget = new CBPoint;
+ SetDefaults();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CAdScene::~CAdScene() {
+ Cleanup();
+ Game->UnregisterObject(_fader);
+ delete _pFTarget;
+ _pFTarget = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::SetDefaults() {
+ _initialized = false;
+ _pFReady = true;
+ _pFTargetPath = NULL;
+ _pFRequester = NULL;
+ _mainLayer = NULL;
+
+ _pFPointsNum = 0;
+ _persistentState = false;
+ _persistentStateSprites = true;
+
+ _autoScroll = true;
+ _offsetLeft = _offsetTop = 0;
+ _targetOffsetLeft = _targetOffsetTop = 0;
+
+ _lastTimeH = _lastTimeV = 0;
+ _scrollTimeH = _scrollTimeV = 10;
+ _scrollPixelsH = _scrollPixelsV = 1;
+
+ _pFMaxTime = 15;
+
+ _paralaxScrolling = true;
+
+ // editor settings
+ _editorMarginH = _editorMarginV = 100;
+
+ _editorColFrame = 0xE0888888;
+ _editorColEntity = 0xFF008000;
+ _editorColRegion = 0xFF0000FF;
+ _editorColBlocked = 0xFF800080;
+ _editorColWaypoints = 0xFF0000FF;
+ _editorColEntitySel = 0xFFFF0000;
+ _editorColRegionSel = 0xFFFF0000;
+ _editorColBlockedSel = 0xFFFF0000;
+ _editorColWaypointsSel = 0xFFFF0000;
+ _editorColScale = 0xFF00FF00;
+ _editorColDecor = 0xFF00FFFF;
+ _editorColDecorSel = 0xFFFF0000;
+
+ _editorShowRegions = true;
+ _editorShowBlocked = true;
+ _editorShowDecor = true;
+ _editorShowEntities = true;
+ _editorShowScale = true;
+
+ _shieldWindow = NULL;
+
+ _fader = new CBFader(Game);
+ Game->RegisterObject(_fader);
+
+ _viewport = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::Cleanup() {
+ CBObject::Cleanup();
+
+ _mainLayer = NULL; // reference only
+
+ int i;
+
+ delete _shieldWindow;
+ _shieldWindow = NULL;
+
+ Game->UnregisterObject(_fader);
+ _fader = NULL;
+
+ for (i = 0; i < _layers.GetSize(); i++)
+ Game->UnregisterObject(_layers[i]);
+ _layers.RemoveAll();
+
+
+ for (i = 0; i < _waypointGroups.GetSize(); i++)
+ Game->UnregisterObject(_waypointGroups[i]);
+ _waypointGroups.RemoveAll();
+
+ for (i = 0; i < _scaleLevels.GetSize(); i++)
+ Game->UnregisterObject(_scaleLevels[i]);
+ _scaleLevels.RemoveAll();
+
+ for (i = 0; i < _rotLevels.GetSize(); i++)
+ Game->UnregisterObject(_rotLevels[i]);
+ _rotLevels.RemoveAll();
+
+
+ for (i = 0; i < _pFPath.GetSize(); i++)
+ delete _pFPath[i];
+ _pFPath.RemoveAll();
+ _pFPointsNum = 0;
+
+ for (i = 0; i < _objects.GetSize(); i++)
+ Game->UnregisterObject(_objects[i]);
+ _objects.RemoveAll();
+
+ delete _viewport;
+ _viewport = NULL;
+
+ SetDefaults();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester) {
+ if (!_pFReady) return false;
+ else {
+ _pFReady = false;
+ *_pFTarget = target;
+ _pFTargetPath = path;
+ _pFRequester = requester;
+
+ _pFTargetPath->Reset();
+ _pFTargetPath->SetReady(false);
+
+ // prepare working path
+ int i;
+ PFPointsStart();
+
+ // first point
+ //_pFPath.Add(new CAdPathPoint(source.x, source.y, 0));
+
+ // if we're one pixel stuck, get unstuck
+ int StartX = source.x;
+ int StartY = source.y;
+ int BestDistance = 1000;
+ if (IsBlockedAt(StartX, StartY, true, requester)) {
+ int Tolerance = 2;
+ for (int xxx = StartX - Tolerance; xxx <= StartX + Tolerance; xxx++) {
+ for (int yyy = StartY - Tolerance; yyy <= StartY + Tolerance; yyy++) {
+ if (IsWalkableAt(xxx, yyy, true, requester)) {
+ int Distance = abs(xxx - source.x) + abs(yyy - source.y);
+ if (Distance < BestDistance) {
+ StartX = xxx;
+ StartY = yyy;
+
+ BestDistance = Distance;
+ }
+ }
+ }
+ }
+ }
+
+ PFPointsAdd(StartX, StartY, 0);
+
+ //CorrectTargetPoint(&target.x, &target.y);
+
+ // last point
+ //_pFPath.Add(new CAdPathPoint(target.x, target.y, INT_MAX));
+ PFPointsAdd(target.x, target.y, INT_MAX);
+
+ // active waypoints
+ for (i = 0; i < _waypointGroups.GetSize(); i++) {
+ if (_waypointGroups[i]->_active) {
+ PFAddWaypointGroup(_waypointGroups[i], requester);
+ }
+ }
+
+
+ // free waypoints
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentWptGroup) {
+ PFAddWaypointGroup(_objects[i]->_currentWptGroup, requester);
+ }
+ }
+ CAdGame *AdGame = (CAdGame *)Game;
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ if (AdGame->_objects[i]->_active && AdGame->_objects[i] != requester && AdGame->_objects[i]->_currentWptGroup) {
+ PFAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester);
+ }
+ }
+
+ return true;
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::PFAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) {
+ if (!Wpt->_active) return;
+
+ for (int i = 0; i < Wpt->_points.GetSize(); i++) {
+ if (IsBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue;
+
+ //_pFPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX));
+ PFPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX);
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+float CAdScene::GetZoomAt(int X, int Y) {
+ float ret = 100;
+
+ bool found = false;
+ if (_mainLayer) {
+ for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_blocked && Node->_region->PointInRegion(X, Y)) {
+ if (Node->_region->_zoom != 0) {
+ ret = Node->_region->_zoom;
+ found = true;
+ break;
+ }
+ }
+ }
+ }
+ if (!found) ret = GetScaleAt(Y);
+
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CAdScene::GetAlphaAt(int X, int Y, bool ColorCheck) {
+ if (!Game->_dEBUG_DebugMode) ColorCheck = false;
+
+ uint32 ret;
+ if (ColorCheck) ret = 0xFFFF0000;
+ else ret = 0xFFFFFFFF;
+
+ if (_mainLayer) {
+ for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && (ColorCheck || !Node->_region->_blocked) && Node->_region->PointInRegion(X, Y)) {
+ if (!Node->_region->_blocked) ret = Node->_region->_alpha;
+ break;
+ }
+ }
+ }
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdScene::IsBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+ bool ret = true;
+
+
+ if (CheckFreeObjects) {
+ int i;
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
+ if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
+ }
+ }
+ CAdGame *AdGame = (CAdGame *)Game;
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
+ if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
+ }
+ }
+ }
+
+
+ if (_mainLayer) {
+ for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ /*
+ if(Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->_blocked && Node->_region->PointInRegion(X, Y))
+ {
+ ret = true;
+ break;
+ }
+ */
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
+ if (Node->_region->_blocked) {
+ ret = true;
+ break;
+ } else ret = false;
+ }
+ }
+ }
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdScene::IsWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
+ bool ret = false;
+
+
+ if (CheckFreeObjects) {
+ int i;
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
+ if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
+ }
+ }
+ CAdGame *AdGame = (CAdGame *)Game;
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
+ if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
+ }
+ }
+ }
+
+
+ if (_mainLayer) {
+ for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
+ if (Node->_region->_blocked) {
+ ret = false;
+ break;
+ } else ret = true;
+ }
+ }
+ }
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
+ double xStep, yStep, X, Y;
+ int xLength, yLength, xCount, yCount;
+ int X1, Y1, X2, Y2;
+
+ X1 = p1.x;
+ Y1 = p1.y;
+ X2 = p2.x;
+ Y2 = p2.y;
+
+ xLength = abs(X2 - X1);
+ yLength = abs(Y2 - Y1);
+
+ if (xLength > yLength) {
+ if (X1 > X2) {
+ CBUtils::Swap(&X1, &X2);
+ CBUtils::Swap(&Y1, &Y2);
+ }
+
+ yStep = (double)(Y2 - Y1) / (double)(X2 - X1);
+ Y = Y1;
+
+ for (xCount = X1; xCount < X2; xCount++) {
+ if (IsBlockedAt(xCount, (int)Y, true, requester)) return -1;
+ Y += yStep;
+ }
+ } else {
+ if (Y1 > Y2) {
+ CBUtils::Swap(&X1, &X2);
+ CBUtils::Swap(&Y1, &Y2);
+ }
+
+ xStep = (double)(X2 - X1) / (double)(Y2 - Y1);
+ X = X1;
+
+ for (yCount = Y1; yCount < Y2; yCount++) {
+ if (IsBlockedAt((int)X, yCount, true, requester)) return -1;
+ X += xStep;
+ }
+ }
+ return MAX(xLength, yLength);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::PathFinderStep() {
+ int i;
+ // get lowest unmarked
+ int lowest_dist = INT_MAX;
+ CAdPathPoint *lowest_pt = NULL;
+
+ for (i = 0; i < _pFPointsNum; i++)
+ if (!_pFPath[i]->_marked && _pFPath[i]->_distance < lowest_dist) {
+ lowest_dist = _pFPath[i]->_distance;
+ lowest_pt = _pFPath[i];
+ }
+
+ if (lowest_pt == NULL) { // no path -> terminate PathFinder
+ _pFReady = true;
+ _pFTargetPath->SetReady(true);
+ return;
+ }
+
+ lowest_pt->_marked = true;
+
+ // target point marked, generate path and terminate
+ if (lowest_pt->x == _pFTarget->x && lowest_pt->y == _pFTarget->y) {
+ while (lowest_pt != NULL) {
+ _pFTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y));
+ lowest_pt = lowest_pt->_origin;
+ }
+
+ _pFReady = true;
+ _pFTargetPath->SetReady(true);
+ return;
+ }
+
+ // otherwise keep on searching
+ for (i = 0; i < _pFPointsNum; i++)
+ if (!_pFPath[i]->_marked) {
+ int j = GetPointsDist(*lowest_pt, *_pFPath[i], _pFRequester);
+ if (j != -1 && lowest_pt->_distance + j < _pFPath[i]->_distance) {
+ _pFPath[i]->_distance = lowest_pt->_distance + j;
+ _pFPath[i]->_origin = lowest_pt;
+ }
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::InitLoop() {
+#ifdef _DEBUGxxxx
+ int nu_steps = 0;
+ uint32 start = Game->_currentTime;
+ while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) {
+ PathFinderStep();
+ nu_steps++;
+ }
+ if (nu_steps > 0) Game->LOG(0, "STAT: PathFinder iterations in one loop: %d (%s) _pFMaxTime=%d", nu_steps, _pFReady ? "finished" : "not yet done", _pFMaxTime);
+#else
+ uint32 start = Game->_currentTime;
+ while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) PathFinderStep();
+#endif
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::LoadFile(const char *Filename) {
+ byte *Buffer = Game->_fileManager->ReadWholeFile(Filename);
+ if (Buffer == NULL) {
+ Game->LOG(0, "CAdScene::LoadFile failed for file '%s'", Filename);
+ return E_FAIL;
+ }
+
+ HRESULT ret;
+
+ delete[] _filename;
+ _filename = new char [strlen(Filename) + 1];
+ strcpy(_filename, Filename);
+
+ if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing SCENE file '%s'", Filename);
+
+ _filename = new char [strlen(Filename) + 1];
+ strcpy(_filename, Filename);
+
+
+ delete [] Buffer;
+
+ return ret;
+}
+
+
+TOKEN_DEF_START
+TOKEN_DEF(SCENE)
+TOKEN_DEF(TEMPLATE)
+TOKEN_DEF(NAME)
+TOKEN_DEF(LAYER)
+TOKEN_DEF(WAYPOINTS)
+TOKEN_DEF(EVENTS)
+TOKEN_DEF(CURSOR)
+TOKEN_DEF(CAMERA)
+TOKEN_DEF(ENTITY)
+TOKEN_DEF(SCALE_LEVEL)
+TOKEN_DEF(ROTATION_LEVEL)
+TOKEN_DEF(EDITOR_MARGIN_H)
+TOKEN_DEF(EDITOR_MARGIN_V)
+TOKEN_DEF(EDITOR_COLOR_FRAME)
+TOKEN_DEF(EDITOR_COLOR_ENTITY_SEL)
+TOKEN_DEF(EDITOR_COLOR_REGION_SEL)
+TOKEN_DEF(EDITOR_COLOR_DECORATION_SEL)
+TOKEN_DEF(EDITOR_COLOR_BLOCKED_SEL)
+TOKEN_DEF(EDITOR_COLOR_WAYPOINTS_SEL)
+TOKEN_DEF(EDITOR_COLOR_REGION)
+TOKEN_DEF(EDITOR_COLOR_DECORATION)
+TOKEN_DEF(EDITOR_COLOR_BLOCKED)
+TOKEN_DEF(EDITOR_COLOR_ENTITY)
+TOKEN_DEF(EDITOR_COLOR_WAYPOINTS)
+TOKEN_DEF(EDITOR_COLOR_SCALE)
+TOKEN_DEF(EDITOR_SHOW_REGIONS)
+TOKEN_DEF(EDITOR_SHOW_BLOCKED)
+TOKEN_DEF(EDITOR_SHOW_DECORATION)
+TOKEN_DEF(EDITOR_SHOW_ENTITIES)
+TOKEN_DEF(EDITOR_SHOW_SCALE)
+TOKEN_DEF(SCRIPT)
+TOKEN_DEF(CAPTION)
+TOKEN_DEF(PROPERTY)
+TOKEN_DEF(VIEWPORT)
+TOKEN_DEF(PERSISTENT_STATE_SPRITES)
+TOKEN_DEF(PERSISTENT_STATE)
+TOKEN_DEF(EDITOR_PROPERTY)
+TOKEN_DEF_END
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::LoadBuffer(byte *Buffer, bool Complete) {
+ TOKEN_TABLE_START(commands)
+ TOKEN_TABLE(SCENE)
+ TOKEN_TABLE(TEMPLATE)
+ TOKEN_TABLE(NAME)
+ TOKEN_TABLE(LAYER)
+ TOKEN_TABLE(WAYPOINTS)
+ TOKEN_TABLE(EVENTS)
+ TOKEN_TABLE(CURSOR)
+ TOKEN_TABLE(CAMERA)
+ TOKEN_TABLE(ENTITY)
+ TOKEN_TABLE(SCALE_LEVEL)
+ TOKEN_TABLE(ROTATION_LEVEL)
+ TOKEN_TABLE(EDITOR_MARGIN_H)
+ TOKEN_TABLE(EDITOR_MARGIN_V)
+ TOKEN_TABLE(EDITOR_COLOR_FRAME)
+ TOKEN_TABLE(EDITOR_COLOR_ENTITY_SEL)
+ TOKEN_TABLE(EDITOR_COLOR_REGION_SEL)
+ TOKEN_TABLE(EDITOR_COLOR_DECORATION_SEL)
+ TOKEN_TABLE(EDITOR_COLOR_BLOCKED_SEL)
+ TOKEN_TABLE(EDITOR_COLOR_WAYPOINTS_SEL)
+ TOKEN_TABLE(EDITOR_COLOR_REGION)
+ TOKEN_TABLE(EDITOR_COLOR_DECORATION)
+ TOKEN_TABLE(EDITOR_COLOR_BLOCKED)
+ TOKEN_TABLE(EDITOR_COLOR_ENTITY)
+ TOKEN_TABLE(EDITOR_COLOR_WAYPOINTS)
+ TOKEN_TABLE(EDITOR_COLOR_SCALE)
+ TOKEN_TABLE(EDITOR_SHOW_REGIONS)
+ TOKEN_TABLE(EDITOR_SHOW_DECORATION)
+ TOKEN_TABLE(EDITOR_SHOW_BLOCKED)
+ TOKEN_TABLE(EDITOR_SHOW_ENTITIES)
+ TOKEN_TABLE(EDITOR_SHOW_SCALE)
+ TOKEN_TABLE(SCRIPT)
+ TOKEN_TABLE(CAPTION)
+ TOKEN_TABLE(PROPERTY)
+ TOKEN_TABLE(VIEWPORT)
+ TOKEN_TABLE(PERSISTENT_STATE_SPRITES)
+ TOKEN_TABLE(PERSISTENT_STATE)
+ TOKEN_TABLE(EDITOR_PROPERTY)
+ TOKEN_TABLE_END
+
+ Cleanup();
+
+ byte *params;
+ int cmd;
+ CBParser parser(Game);
+
+ if (Complete) {
+ if (parser.GetCommand((char **)&Buffer, commands, (char **)¶ms) != TOKEN_SCENE) {
+ Game->LOG(0, "'SCENE' keyword expected.");
+ return E_FAIL;
+ }
+ Buffer = params;
+ }
+
+ int ar, ag, ab, aa;
+ char camera[MAX_PATH] = "";
+ float WaypointHeight = -1.0f;
+
+ while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)¶ms)) > 0) {
+ switch (cmd) {
+ case TOKEN_TEMPLATE:
+ if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
+ break;
+
+ case TOKEN_NAME:
+ SetName((char *)params);
+ break;
+
+ case TOKEN_CAPTION:
+ SetCaption((char *)params);
+ break;
+
+ case TOKEN_LAYER: {
+ CAdLayer *layer = new CAdLayer(Game);
+ if (!layer || FAILED(layer->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete layer;
+ layer = NULL;
+ } else {
+ Game->RegisterObject(layer);
+ _layers.Add(layer);
+ if (layer->_main) {
+ _mainLayer = layer;
+ _width = layer->_width;
+ _height = layer->_height;
+ }
+ }
+ }
+ break;
+
+ case TOKEN_WAYPOINTS: {
+ CAdWaypointGroup *wpt = new CAdWaypointGroup(Game);
+ if (!wpt || FAILED(wpt->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete wpt;
+ wpt = NULL;
+ } else {
+ Game->RegisterObject(wpt);
+ _waypointGroups.Add(wpt);
+ }
+ }
+ break;
+
+ case TOKEN_SCALE_LEVEL: {
+ CAdScaleLevel *sl = new CAdScaleLevel(Game);
+ if (!sl || FAILED(sl->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete sl;
+ sl = NULL;
+ } else {
+ Game->RegisterObject(sl);
+ _scaleLevels.Add(sl);
+ }
+ }
+ break;
+
+ case TOKEN_ROTATION_LEVEL: {
+ CAdRotLevel *rl = new CAdRotLevel(Game);
+ if (!rl || FAILED(rl->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete rl;
+ rl = NULL;
+ } else {
+ Game->RegisterObject(rl);
+ _rotLevels.Add(rl);
+ }
+ }
+ break;
+
+ case TOKEN_ENTITY: {
+ CAdEntity *entity = new CAdEntity(Game);
+ if (!entity || FAILED(entity->LoadBuffer(params, false))) {
+ cmd = PARSERR_GENERIC;
+ delete entity;
+ entity = NULL;
+ } else {
+ AddObject(entity);
+ }
+ }
+ break;
+
+ case TOKEN_CURSOR:
+ delete _cursor;
+ _cursor = new CBSprite(Game);
+ if (!_cursor || FAILED(_cursor->LoadFile((char *)params))) {
+ delete _cursor;
+ _cursor = NULL;
+ cmd = PARSERR_GENERIC;
+ }
+ break;
+
+ case TOKEN_CAMERA:
+ strcpy(camera, (char *)params);
+ break;
+
+ case TOKEN_EDITOR_MARGIN_H:
+ parser.ScanStr((char *)params, "%d", &_editorMarginH);
+ break;
+
+ case TOKEN_EDITOR_MARGIN_V:
+ parser.ScanStr((char *)params, "%d", &_editorMarginV);
+ break;
+
+ case TOKEN_EDITOR_COLOR_FRAME:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColFrame = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_ENTITY:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColEntity = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_ENTITY_SEL:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColEntitySel = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_REGION_SEL:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColRegionSel = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_DECORATION_SEL:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColDecorSel = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_BLOCKED_SEL:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColBlockedSel = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_WAYPOINTS_SEL:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColWaypointsSel = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_REGION:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColRegion = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_DECORATION:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColDecor = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_BLOCKED:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColBlocked = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_WAYPOINTS:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColWaypoints = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_COLOR_SCALE:
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
+ _editorColScale = DRGBA(ar, ag, ab, aa);
+ break;
+
+ case TOKEN_EDITOR_SHOW_REGIONS:
+ parser.ScanStr((char *)params, "%b", &_editorShowRegions);
+ break;
+
+ case TOKEN_EDITOR_SHOW_BLOCKED:
+ parser.ScanStr((char *)params, "%b", &_editorShowBlocked);
+ break;
+
+ case TOKEN_EDITOR_SHOW_DECORATION:
+ parser.ScanStr((char *)params, "%b", &_editorShowDecor);
+ break;
+
+ case TOKEN_EDITOR_SHOW_ENTITIES:
+ parser.ScanStr((char *)params, "%b", &_editorShowEntities);
+ break;
+
+ case TOKEN_EDITOR_SHOW_SCALE:
+ parser.ScanStr((char *)params, "%b", &_editorShowScale);
+ break;
+
+ case TOKEN_SCRIPT:
+ AddScript((char *)params);
+ break;
+
+ case TOKEN_PROPERTY:
+ ParseProperty(params, false);
+ break;
+
+ case TOKEN_VIEWPORT: {
+ RECT rc;
+ parser.ScanStr((char *)params, "%d,%d,%d,%d", &rc.left, &rc.top, &rc.right, &rc.bottom);
+ if (!_viewport) _viewport = new CBViewport(Game);
+ if (_viewport) _viewport->SetRect(rc.left, rc.top, rc.right, rc.bottom, true);
+ }
+
+ case TOKEN_PERSISTENT_STATE:
+ parser.ScanStr((char *)params, "%b", &_persistentState);
+ break;
+
+ case TOKEN_PERSISTENT_STATE_SPRITES:
+ parser.ScanStr((char *)params, "%b", &_persistentStateSprites);
+ break;
+
+ case TOKEN_EDITOR_PROPERTY:
+ ParseEditorProperty(params, false);
+ break;
+
+ }
+ }
+ if (cmd == PARSERR_TOKENNOTFOUND) {
+ Game->LOG(0, "Syntax error in SCENE definition");
+ return E_FAIL;
+ }
+
+ if (_mainLayer == NULL) Game->LOG(0, "Warning: scene '%s' has no main layer.", _filename);
+
+
+ SortScaleLevels();
+ SortRotLevels();
+
+ _initialized = true;
+
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::TraverseNodes(bool Update) {
+ if (!_initialized) return S_OK;
+
+ int j, k;
+ CAdGame *AdGame = (CAdGame *)Game;
+
+
+ //////////////////////////////////////////////////////////////////////////
+ // prepare viewport
+ bool PopViewport = false;
+ if (_viewport && !Game->_editorMode) {
+ Game->PushViewport(_viewport);
+ PopViewport = true;
+ } else if (AdGame->_sceneViewport && !Game->_editorMode) {
+ Game->PushViewport(AdGame->_sceneViewport);
+ PopViewport = true;
+ }
+
+
+ //////////////////////////////////////////////////////////////////////////
+ // *** adjust scroll offset
+ if (Update) {
+ /*
+ if(_autoScroll && Game->_mainObject != NULL)
+ {
+ ScrollToObject(Game->_mainObject);
+ }
+ */
+
+ if (_autoScroll) {
+ // adjust horizontal scroll
+ if (Game->_timer - _lastTimeH >= _scrollTimeH) {
+ _lastTimeH = Game->_timer;
+ if (_offsetLeft < _targetOffsetLeft) {
+ _offsetLeft += _scrollPixelsH;
+ _offsetLeft = MIN(_offsetLeft, _targetOffsetLeft);
+ } else if (_offsetLeft > _targetOffsetLeft) {
+ _offsetLeft -= _scrollPixelsH;
+ _offsetLeft = MAX(_offsetLeft, _targetOffsetLeft);
+ }
+ }
+
+ // adjust vertical scroll
+ if (Game->_timer - _lastTimeV >= _scrollTimeV) {
+ _lastTimeV = Game->_timer;
+ if (_offsetTop < _targetOffsetTop) {
+ _offsetTop += _scrollPixelsV;
+ _offsetTop = MIN(_offsetTop, _targetOffsetTop);
+ } else if (_offsetTop > _targetOffsetTop) {
+ _offsetTop -= _scrollPixelsV;
+ _offsetTop = MAX(_offsetTop, _targetOffsetTop);
+ }
+ }
+
+ if (_offsetTop == _targetOffsetTop && _offsetLeft == _targetOffsetLeft) _ready = true;
+ } else _ready = true; // not scrolling, i.e. always ready
+ }
+
+
+
+
+ //////////////////////////////////////////////////////////////////////////
+ int ViewportWidth, ViewportHeight;
+ GetViewportSize(&ViewportWidth, &ViewportHeight);
+
+ int ViewportX, ViewportY;
+ GetViewportOffset(&ViewportX, &ViewportY);
+
+ int ScrollableX = _width - ViewportWidth;
+ int ScrollableY = _height - ViewportHeight;
+
+ double WidthRatio = ScrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)ScrollableX);
+ double HeightRatio = ScrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)ScrollableY);
+
+ int OrigX, OrigY;
+ Game->GetOffset(&OrigX, &OrigY);
+
+
+
+ //////////////////////////////////////////////////////////////////////////
+ // *** display/update everything
+ Game->_renderer->Setup2D();
+
+ // for each layer
+ /* int MainOffsetX = 0; */
+ /* int MainOffsetY = 0; */
+
+ for (j = 0; j < _layers.GetSize(); j++) {
+ if (!_layers[j]->_active) continue;
+
+ // make layer exclusive
+ if (!Update) {
+ if (_layers[j]->_closeUp && !Game->_editorMode) {
+ if (!_shieldWindow) _shieldWindow = new CUIWindow(Game);
+ if (_shieldWindow) {
+ _shieldWindow->_posX = _shieldWindow->_posY = 0;
+ _shieldWindow->_width = Game->_renderer->_width;
+ _shieldWindow->_height = Game->_renderer->_height;
+ _shieldWindow->Display();
+ }
+ }
+ }
+
+ if (_paralaxScrolling) {
+ int OffsetX = (int)(WidthRatio * (_layers[j]->_width - ViewportWidth) - ViewportX);
+ int OffsetY = (int)(HeightRatio * (_layers[j]->_height - ViewportHeight) - ViewportY);
+ Game->SetOffset(OffsetX, OffsetY);
+
+ Game->_offsetPercentX = (float)OffsetX / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
+ Game->_offsetPercentY = (float)OffsetY / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
+
+ //Game->QuickMessageForm("%d %f", OffsetX+ViewportX, Game->_offsetPercentX);
+ } else {
+ Game->SetOffset(_offsetLeft - ViewportX, _offsetTop - ViewportY);
+
+ Game->_offsetPercentX = (float)(_offsetLeft - ViewportX) / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
+ Game->_offsetPercentY = (float)(_offsetTop - ViewportY) / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
+ }
+
+
+ // for each node
+ for (k = 0; k < _layers[j]->_nodes.GetSize(); k++) {
+ CAdSceneNode *Node = _layers[j]->_nodes[k];
+ switch (Node->_type) {
+ case OBJECT_ENTITY:
+ if (Node->_entity->_active && (Game->_editorMode || !Node->_entity->_editorOnly)) {
+ Game->_renderer->Setup2D();
+
+ if (Update) Node->_entity->Update();
+ else Node->_entity->Display();
+ }
+ break;
+
+ case OBJECT_REGION: {
+ if (Node->_region->_blocked) break;
+ if (Node->_region->_decoration) break;
+
+ if (!Update) DisplayRegionContent(Node->_region);
+ }
+ break;
+ default:
+ error("AdScene::TraverseNodes - Unhandled enum");
+ break;
+ } // switch
+ } // each node
+
+ // display/update all objects which are off-regions
+ if (_layers[j]->_main) {
+ if (Update) {
+ UpdateFreeObjects();
+ } else {
+ DisplayRegionContent(NULL);
+ }
+ }
+ } // each layer
+
+
+ // restore state
+ Game->SetOffset(OrigX, OrigY);
+ Game->_renderer->Setup2D();
+
+ // display/update fader
+ if (_fader) {
+ if (Update) _fader->Update();
+ else _fader->Display();
+ }
+
+ if (PopViewport) Game->PopViewport();
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::Display() {
+ return TraverseNodes(false);
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::UpdateFreeObjects() {
+ CAdGame *AdGame = (CAdGame *)Game;
+ int i;
+
+ bool Is3DSet;
+
+ // *** update all active objects
+ Is3DSet = false;
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ if (!AdGame->_objects[i]->_active) continue;
+
+ AdGame->_objects[i]->Update();
+ AdGame->_objects[i]->_drawn = false;
+ }
+
+
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (!_objects[i]->_active) continue;
+
+ _objects[i]->Update();
+ _objects[i]->_drawn = false;
+ }
+
+
+ if (_autoScroll && Game->_mainObject != NULL) {
+ ScrollToObject(Game->_mainObject);
+ }
+
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::DisplayRegionContent(CAdRegion *Region, bool Display3DOnly) {
+ CAdGame *AdGame = (CAdGame *)Game;
+ CBArray<CAdObject *, CAdObject *> Objects;
+ CAdObject *Obj;
+
+ int i;
+
+ // global objects
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ Obj = AdGame->_objects[i];
+ if (Obj->_active && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
+ Objects.Add(Obj);
+ }
+ }
+
+ // scene objects
+ for (i = 0; i < _objects.GetSize(); i++) {
+ Obj = _objects[i];
+ if (Obj->_active && !Obj->_editorOnly && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
+ Objects.Add(Obj);
+ }
+ }
+
+ // sort by _posY
+ qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
+
+ // display them
+ for (i = 0; i < Objects.GetSize(); i++) {
+ Obj = Objects[i];
+
+ if (Display3DOnly && !Obj->_is3D) continue;
+
+ Game->_renderer->Setup2D();
+
+ if (Game->_editorMode || !Obj->_editorOnly) Obj->Display();
+ Obj->_drawn = true;
+ }
+
+
+ // display design only objects
+ if (!Display3DOnly) {
+ if (Game->_editorMode && Region == NULL) {
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i]->_editorOnly) {
+ _objects[i]->Display();
+ _objects[i]->_drawn = true;
+ }
+ }
+ }
+ }
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+int CAdScene::CompareObjs(const void *Obj1, const void *Obj2) {
+ CAdObject *Object1 = *(CAdObject **)Obj1;
+ CAdObject *Object2 = *(CAdObject **)Obj2;
+
+ if (Object1->_posY < Object2->_posY) return -1;
+ else if (Object1->_posY > Object2->_posY) return 1;
+ else return 0;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::DisplayRegionContentOld(CAdRegion *Region) {
+ CAdGame *AdGame = (CAdGame *)Game;
+ CAdObject *obj;
+ int i;
+
+ // display all objects in region sorted by _posY
+ do {
+ obj = NULL;
+ int minY = INT_MAX;
+
+ // global objects
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ if (AdGame->_objects[i]->_active && !AdGame->_objects[i]->_drawn && AdGame->_objects[i]->_posY < minY && (AdGame->_objects[i]->_stickRegion == Region || Region == NULL || (AdGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(AdGame->_objects[i]->_posX, AdGame->_objects[i]->_posY)))) {
+ obj = AdGame->_objects[i];
+ minY = AdGame->_objects[i]->_posY;
+ }
+ }
+
+ // scene objects
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == Region || Region == NULL || (_objects[i]->_stickRegion == NULL && Region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) {
+ obj = _objects[i];
+ minY = _objects[i]->_posY;
+ }
+ }
+
+
+ if (obj != NULL) {
+ Game->_renderer->Setup2D();
+
+ if (Game->_editorMode || !obj->_editorOnly) obj->Display();
+ obj->_drawn = true;
+ }
+ } while (obj != NULL);
+
+
+ // design only objects
+ if (Game->_editorMode && Region == NULL) {
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_active && _objects[i]->_editorOnly) {
+ _objects[i]->Display();
+ _objects[i]->_drawn = true;
+ }
+ }
+ }
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::Update() {
+ return TraverseNodes(true);
+}
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::ScrollTo(int OffsetX, int OffsetY) {
+ int ViewportWidth, ViewportHeight;
+ GetViewportSize(&ViewportWidth, &ViewportHeight);
+
+ int OrigOffsetLeft = _targetOffsetLeft;
+ int OrigOffsetTop = _targetOffsetTop;
+
+ _targetOffsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
+ _targetOffsetLeft = MIN(_targetOffsetLeft, _width - ViewportWidth);
+
+ _targetOffsetTop = MAX(0, OffsetY - ViewportHeight / 2);
+ _targetOffsetTop = MIN(_targetOffsetTop, _height - ViewportHeight);
+
+
+ if (Game->_mainObject && Game->_mainObject->_is3D) {
+ if (abs(OrigOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = OrigOffsetLeft;
+ if (abs(OrigOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = OrigOffsetTop;
+ //_targetOffsetTop = 0;
+ }
+
+ _ready = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::ScrollToObject(CBObject *Object) {
+ if (Object) ScrollTo(Object->_posX, Object->_posY - Object->GetHeight() / 2);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::SkipToObject(CBObject *Object) {
+ if (Object) SkipTo(Object->_posX, Object->_posY - Object->GetHeight() / 2);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::SkipTo(int OffsetX, int OffsetY) {
+ int ViewportWidth, ViewportHeight;
+ GetViewportSize(&ViewportWidth, &ViewportHeight);
+
+ _offsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
+ _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
+
+ _offsetTop = MAX(0, OffsetY - ViewportHeight / 2);
+ _offsetTop = MIN(_offsetTop, _height - ViewportHeight);
+
+ _targetOffsetLeft = _offsetLeft;
+ _targetOffsetTop = _offsetTop;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+// high level scripting interface
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::ScCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) {
+ //////////////////////////////////////////////////////////////////////////
+ // LoadActor
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "LoadActor") == 0) {
+ Stack->CorrectParams(1);
+ CAdActor *act = new CAdActor(Game);
+ if (act && SUCCEEDED(act->LoadFile(Stack->Pop()->GetString()))) {
+ AddObject(act);
+ Stack->PushNative(act, true);
+ } else {
+ delete act;
+ act = NULL;
+ Stack->PushNULL();
+ }
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // LoadEntity
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "LoadEntity") == 0) {
+ Stack->CorrectParams(1);
+ CAdEntity *ent = new CAdEntity(Game);
+ if (ent && SUCCEEDED(ent->LoadFile(Stack->Pop()->GetString()))) {
+ AddObject(ent);
+ Stack->PushNative(ent, true);
+ } else {
+ delete ent;
+ ent = NULL;
+ Stack->PushNULL();
+ }
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // CreateEntity
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "CreateEntity") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdEntity *Ent = new CAdEntity(Game);
+ AddObject(Ent);
+ if (!Val->IsNULL()) Ent->SetName(Val->GetString());
+ Stack->PushNative(Ent, true);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // UnloadObject / UnloadActor / UnloadEntity / UnloadActor3D / DeleteEntity
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "UnloadObject") == 0 || strcmp(Name, "UnloadActor") == 0 || strcmp(Name, "UnloadEntity") == 0 || strcmp(Name, "UnloadActor3D") == 0 || strcmp(Name, "DeleteEntity") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *val = Stack->Pop();
+ CAdObject *obj = (CAdObject *)val->GetNative();
+ RemoveObject(obj);
+ if (val->GetType() == VAL_VARIABLE_REF) val->SetNULL();
+
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // SkipTo
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "SkipTo") == 0) {
+ Stack->CorrectParams(2);
+ CScValue *val1 = Stack->Pop();
+ CScValue *val2 = Stack->Pop();
+ if (val1->IsNative()) {
+ SkipToObject((CBObject *)val1->GetNative());
+ } else {
+ SkipTo(val1->GetInt(), val2->GetInt());
+ }
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollTo / ScrollToAsync
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollTo") == 0 || strcmp(Name, "ScrollToAsync") == 0) {
+ Stack->CorrectParams(2);
+ CScValue *val1 = Stack->Pop();
+ CScValue *val2 = Stack->Pop();
+ if (val1->IsNative()) {
+ ScrollToObject((CBObject *)val1->GetNative());
+ } else {
+ ScrollTo(val1->GetInt(), val2->GetInt());
+ }
+ if (strcmp(Name, "ScrollTo") == 0) Script->WaitForExclusive(this);
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetLayer
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetLayer") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *val = Stack->Pop();
+ if (val->IsInt()) {
+ int layer = val->GetInt();
+ if (layer < 0 || layer >= _layers.GetSize()) Stack->PushNULL();
+ else Stack->PushNative(_layers[layer], true);
+ } else {
+ const char *LayerName = val->GetString();
+ bool LayerFound = false;
+ for (int i = 0; i < _layers.GetSize(); i++) {
+ if (scumm_stricmp(LayerName, _layers[i]->_name) == 0) {
+ Stack->PushNative(_layers[i], true);
+ LayerFound = true;
+ break;
+ }
+ }
+ if (!LayerFound) Stack->PushNULL();
+ }
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetWaypointGroup
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetWaypointGroup") == 0) {
+ Stack->CorrectParams(1);
+ int group = Stack->Pop()->GetInt();
+ if (group < 0 || group >= _waypointGroups.GetSize()) Stack->PushNULL();
+ else Stack->PushNative(_waypointGroups[group], true);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetNode
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetNode") == 0) {
+ Stack->CorrectParams(1);
+ const char *Name = Stack->Pop()->GetString();
+
+ CBObject *node = GetNodeByName(Name);
+ if (node) Stack->PushNative((CBScriptable *)node, true);
+ else Stack->PushNULL();
+
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetFreeNode
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetFreeNode") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdObject *Ret = NULL;
+ if (Val->IsInt()) {
+ int Index = Val->GetInt();
+ if (Index >= 0 && Index < _objects.GetSize()) Ret = _objects[Index];
+ } else {
+ const char *Name = Val->GetString();
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i] && _objects[i]->_name && scumm_stricmp(_objects[i]->_name, Name) == 0) {
+ Ret = _objects[i];
+ break;
+ }
+ }
+ }
+ if (Ret) Stack->PushNative(Ret, true);
+ else Stack->PushNULL();
+
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetRegionAt
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetRegionAt") == 0) {
+ Stack->CorrectParams(3);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+ CScValue *Val = Stack->Pop();
+
+ bool IncludeDecors = false;
+ if (!Val->IsNULL()) IncludeDecors = Val->GetBool();
+
+ if (_mainLayer) {
+ for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
+ if (Node->_region->_decoration && !IncludeDecors) continue;
+
+ Stack->PushNative(Node->_region, true);
+ return S_OK;
+ }
+ }
+ }
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IsBlockedAt
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IsBlockedAt") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+
+ Stack->PushBool(IsBlockedAt(X, Y));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IsWalkableAt
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IsWalkableAt") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+
+ Stack->PushBool(IsWalkableAt(X, Y));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetScaleAt
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetScaleAt") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+
+ Stack->PushFloat(GetZoomAt(X, Y));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetRotationAt
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetRotationAt") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+
+ Stack->PushFloat(GetRotationAt(X, Y));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IsScrolling
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IsScrolling") == 0) {
+ Stack->CorrectParams(0);
+ bool Ret = false;
+ if (_autoScroll) {
+ if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) Ret = true;
+ }
+
+ Stack->PushBool(Ret);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // FadeOut / FadeOutAsync
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "FadeOut") == 0 || strcmp(Name, "FadeOutAsync") == 0) {
+ Stack->CorrectParams(5);
+ uint32 Duration = Stack->Pop()->GetInt(500);
+ byte Red = Stack->Pop()->GetInt(0);
+ byte Green = Stack->Pop()->GetInt(0);
+ byte Blue = Stack->Pop()->GetInt(0);
+ byte Alpha = Stack->Pop()->GetInt(0xFF);
+
+ _fader->FadeOut(DRGBA(Red, Green, Blue, Alpha), Duration);
+ if (strcmp(Name, "FadeOutAsync") != 0) Script->WaitFor(_fader);
+
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // FadeIn / FadeInAsync
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "FadeIn") == 0 || strcmp(Name, "FadeInAsync") == 0) {
+ Stack->CorrectParams(5);
+ uint32 Duration = Stack->Pop()->GetInt(500);
+ byte Red = Stack->Pop()->GetInt(0);
+ byte Green = Stack->Pop()->GetInt(0);
+ byte Blue = Stack->Pop()->GetInt(0);
+ byte Alpha = Stack->Pop()->GetInt(0xFF);
+
+ _fader->FadeIn(DRGBA(Red, Green, Blue, Alpha), Duration);
+ if (strcmp(Name, "FadeInAsync") != 0) Script->WaitFor(_fader);
+
+ Stack->PushNULL();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // GetFadeColor
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "GetFadeColor") == 0) {
+ Stack->CorrectParams(0);
+ Stack->PushInt(_fader->GetCurrentColor());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // IsPointInViewport
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "IsPointInViewport") == 0) {
+ Stack->CorrectParams(2);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+ Stack->PushBool(PointInViewport(X, Y));
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // SetViewport
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "SetViewport") == 0) {
+ Stack->CorrectParams(4);
+ int X = Stack->Pop()->GetInt();
+ int Y = Stack->Pop()->GetInt();
+ int Width = Stack->Pop()->GetInt();
+ int Height = Stack->Pop()->GetInt();
+
+ if (Width <= 0) Width = Game->_renderer->_width;
+ if (Height <= 0) Height = Game->_renderer->_height;
+
+ if (!_viewport) _viewport = new CBViewport(Game);
+ if (_viewport) _viewport->SetRect(X, Y, X + Width, Y + Height);
+
+ Stack->PushBool(true);
+
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // AddLayer
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "AddLayer") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdLayer *Layer = new CAdLayer(Game);
+ if (!Val->IsNULL()) Layer->SetName(Val->GetString());
+ if (_mainLayer) {
+ Layer->_width = _mainLayer->_width;
+ Layer->_height = _mainLayer->_height;
+ }
+ _layers.Add(Layer);
+ Game->RegisterObject(Layer);
+
+ Stack->PushNative(Layer, true);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // InsertLayer
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "InsertLayer") == 0) {
+ Stack->CorrectParams(2);
+ int Index = Stack->Pop()->GetInt();
+ CScValue *Val = Stack->Pop();
+
+ CAdLayer *Layer = new CAdLayer(Game);
+ if (!Val->IsNULL()) Layer->SetName(Val->GetString());
+ if (_mainLayer) {
+ Layer->_width = _mainLayer->_width;
+ Layer->_height = _mainLayer->_height;
+ }
+ if (Index < 0) Index = 0;
+ if (Index <= _layers.GetSize() - 1) _layers.InsertAt(Index, Layer);
+ else _layers.Add(Layer);
+
+ Game->RegisterObject(Layer);
+
+ Stack->PushNative(Layer, true);
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // DeleteLayer
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "DeleteLayer") == 0) {
+ Stack->CorrectParams(1);
+ CScValue *Val = Stack->Pop();
+
+ CAdLayer *ToDelete = NULL;
+ if (Val->IsNative()) {
+ CBScriptable *Temp = Val->GetNative();
+ for (int i = 0; i < _layers.GetSize(); i++) {
+ if (_layers[i] == Temp) {
+ ToDelete = _layers[i];
+ break;
+ }
+ }
+ } else {
+ int Index = Val->GetInt();
+ if (Index >= 0 && Index < _layers.GetSize()) {
+ ToDelete = _layers[Index];
+ }
+ }
+ if (ToDelete == NULL) {
+ Stack->PushBool(false);
+ return S_OK;
+ }
+
+ if (ToDelete->_main) {
+ Script->RuntimeError("Scene.DeleteLayer - cannot delete main scene layer");
+ Stack->PushBool(false);
+ return S_OK;
+ }
+
+ for (int i = 0; i < _layers.GetSize(); i++) {
+ if (_layers[i] == ToDelete) {
+ _layers.RemoveAt(i);
+ Game->UnregisterObject(ToDelete);
+ break;
+ }
+ }
+ Stack->PushBool(true);
+ return S_OK;
+ }
+
+ else return CBObject::ScCallMethod(Script, Stack, ThisStack, Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CScValue *CAdScene::ScGetProperty(const char *Name) {
+ _scValue->SetNULL();
+
+ //////////////////////////////////////////////////////////////////////////
+ // Type
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Type") == 0) {
+ _scValue->SetString("scene");
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // NumLayers (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "NumLayers") == 0) {
+ _scValue->SetInt(_layers.GetSize());
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // NumWaypointGroups (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "NumWaypointGroups") == 0) {
+ _scValue->SetInt(_waypointGroups.GetSize());
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // MainLayer (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "MainLayer") == 0) {
+ if (_mainLayer) _scValue->SetNative(_mainLayer, true);
+ else _scValue->SetNULL();
+
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // NumFreeNodes (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "NumFreeNodes") == 0) {
+ _scValue->SetInt(_objects.GetSize());
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // MouseX (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "MouseX") == 0) {
+ int ViewportX;
+ GetViewportOffset(&ViewportX);
+
+ _scValue->SetInt(Game->_mousePos.x + _offsetLeft - ViewportX);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // MouseY (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "MouseY") == 0) {
+ int ViewportY;
+ GetViewportOffset(NULL, &ViewportY);
+
+ _scValue->SetInt(Game->_mousePos.y + _offsetTop - ViewportY);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // AutoScroll
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "AutoScroll") == 0) {
+ _scValue->SetBool(_autoScroll);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // PersistentState
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "PersistentState") == 0) {
+ _scValue->SetBool(_persistentState);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // PersistentStateSprites
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "PersistentStateSprites") == 0) {
+ _scValue->SetBool(_persistentStateSprites);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollPixelsX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollPixelsX") == 0) {
+ _scValue->SetInt(_scrollPixelsH);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollPixelsY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollPixelsY") == 0) {
+ _scValue->SetInt(_scrollPixelsV);
+ return _scValue;
+ }
+
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollSpeedX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollSpeedX") == 0) {
+ _scValue->SetInt(_scrollTimeH);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollSpeedY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollSpeedY") == 0) {
+ _scValue->SetInt(_scrollTimeV);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // OffsetX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "OffsetX") == 0) {
+ _scValue->SetInt(_offsetLeft);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // OffsetY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "OffsetY") == 0) {
+ _scValue->SetInt(_offsetTop);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Width (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Width") == 0) {
+ if (_mainLayer) _scValue->SetInt(_mainLayer->_width);
+ else _scValue->SetInt(0);
+ return _scValue;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // Height (RO)
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "Height") == 0) {
+ if (_mainLayer) _scValue->SetInt(_mainLayer->_height);
+ else _scValue->SetInt(0);
+ return _scValue;
+ }
+
+ else return CBObject::ScGetProperty(Name);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::ScSetProperty(const char *Name, CScValue *Value) {
+ //////////////////////////////////////////////////////////////////////////
+ // Name
+ //////////////////////////////////////////////////////////////////////////
+ if (strcmp(Name, "Name") == 0) {
+ SetName(Value->GetString());
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // AutoScroll
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "AutoScroll") == 0) {
+ _autoScroll = Value->GetBool();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // PersistentState
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "PersistentState") == 0) {
+ _persistentState = Value->GetBool();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // PersistentStateSprites
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "PersistentStateSprites") == 0) {
+ _persistentStateSprites = Value->GetBool();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollPixelsX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollPixelsX") == 0) {
+ _scrollPixelsH = Value->GetInt();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollPixelsY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollPixelsY") == 0) {
+ _scrollPixelsV = Value->GetInt();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollSpeedX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollSpeedX") == 0) {
+ _scrollTimeH = Value->GetInt();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // ScrollSpeedY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "ScrollSpeedY") == 0) {
+ _scrollTimeV = Value->GetInt();
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // OffsetX
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "OffsetX") == 0) {
+ _offsetLeft = Value->GetInt();
+
+ int ViewportWidth, ViewportHeight;
+ GetViewportSize(&ViewportWidth, &ViewportHeight);
+
+ _offsetLeft = MAX(0, _offsetLeft - ViewportWidth / 2);
+ _offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
+ _targetOffsetLeft = _offsetLeft;
+
+ return S_OK;
+ }
+
+ //////////////////////////////////////////////////////////////////////////
+ // OffsetY
+ //////////////////////////////////////////////////////////////////////////
+ else if (strcmp(Name, "OffsetY") == 0) {
+ _offsetTop = Value->GetInt();
+
+ int ViewportWidth, ViewportHeight;
+ GetViewportSize(&ViewportWidth, &ViewportHeight);
+
+ _offsetTop = MAX(0, _offsetTop - ViewportHeight / 2);
+ _offsetTop = MIN(_offsetTop, _height - ViewportHeight);
+ _targetOffsetTop = _offsetTop;
+
+ return S_OK;
+ }
+
+ else return CBObject::ScSetProperty(Name, Value);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+const char *CAdScene::ScToString() {
+ return "[scene object]";
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::AddObject(CAdObject *Object) {
+ _objects.Add(Object);
+ return Game->RegisterObject(Object);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::RemoveObject(CAdObject *Object) {
+ for (int i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i] == Object) {
+ _objects.RemoveAt(i);
+ return Game->UnregisterObject(Object);
+ }
+ }
+ return E_FAIL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::SaveAsText(CBDynBuffer *Buffer, int Indent) {
+ int i;
+
+ Buffer->PutTextIndent(Indent, "SCENE {\n");
+
+ Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", _name);
+ Buffer->PutTextIndent(Indent + 2, "CAPTION=\"%s\"\n", GetCaption());
+
+ if (_persistentState)
+ Buffer->PutTextIndent(Indent + 2, "PERSISTENT_STATE=%s\n", _persistentState ? "TRUE" : "FALSE");
+
+ if (!_persistentStateSprites)
+ Buffer->PutTextIndent(Indent + 2, "PERSISTENT_STATE_SPRITES=%s\n", _persistentStateSprites ? "TRUE" : "FALSE");
+
+
+ // scripts
+ for (i = 0; i < _scripts.GetSize(); i++) {
+ Buffer->PutTextIndent(Indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
+ }
+
+ Buffer->PutTextIndent(Indent + 2, "\n");
+
+ // properties
+ if (_scProp) _scProp->SaveAsText(Buffer, Indent + 2);
+
+ // viewport
+ if (_viewport) {
+ RECT *rc = _viewport->GetRect();
+ Buffer->PutTextIndent(Indent + 2, "VIEWPORT { %d, %d, %d, %d }\n", rc->left, rc->top, rc->right, rc->bottom);
+ }
+
+
+
+ // editor settings
+ Buffer->PutTextIndent(Indent + 2, "; ----- editor settings\n");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_MARGIN_H=%d\n", _editorMarginH);
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_MARGIN_V=%d\n", _editorMarginV);
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_FRAME { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColFrame), D3DCOLGetG(_editorColFrame), D3DCOLGetB(_editorColFrame), D3DCOLGetA(_editorColFrame));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntitySel), D3DCOLGetG(_editorColEntitySel), D3DCOLGetB(_editorColEntitySel), D3DCOLGetA(_editorColEntitySel));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_REGION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegionSel), D3DCOLGetG(_editorColRegionSel), D3DCOLGetB(_editorColRegionSel), D3DCOLGetA(_editorColRegionSel));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlockedSel), D3DCOLGetG(_editorColBlockedSel), D3DCOLGetB(_editorColBlockedSel), D3DCOLGetA(_editorColBlockedSel));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecorSel), D3DCOLGetG(_editorColDecorSel), D3DCOLGetB(_editorColDecorSel), D3DCOLGetA(_editorColDecorSel));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypointsSel), D3DCOLGetG(_editorColWaypointsSel), D3DCOLGetB(_editorColWaypointsSel), D3DCOLGetA(_editorColWaypointsSel));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntity), D3DCOLGetG(_editorColEntity), D3DCOLGetB(_editorColEntity), D3DCOLGetA(_editorColEntity));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_REGION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegion), D3DCOLGetG(_editorColRegion), D3DCOLGetB(_editorColRegion), D3DCOLGetA(_editorColRegion));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecor), D3DCOLGetG(_editorColDecor), D3DCOLGetB(_editorColDecor), D3DCOLGetA(_editorColDecor));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlocked), D3DCOLGetG(_editorColBlocked), D3DCOLGetB(_editorColBlocked), D3DCOLGetA(_editorColBlocked));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypoints), D3DCOLGetG(_editorColWaypoints), D3DCOLGetB(_editorColWaypoints), D3DCOLGetA(_editorColWaypoints));
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_SCALE { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColScale), D3DCOLGetG(_editorColScale), D3DCOLGetB(_editorColScale), D3DCOLGetA(_editorColScale));
+
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_REGIONS=%s\n", _editorShowRegions ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_BLOCKED=%s\n", _editorShowBlocked ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_DECORATION=%s\n", _editorShowDecor ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_ENTITIES=%s\n", _editorShowEntities ? "TRUE" : "FALSE");
+ Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_SCALE=%s\n", _editorShowScale ? "TRUE" : "FALSE");
+
+ Buffer->PutTextIndent(Indent + 2, "\n");
+
+ CBBase::SaveAsText(Buffer, Indent + 2);
+
+ // waypoints
+ Buffer->PutTextIndent(Indent + 2, "; ----- waypoints\n");
+ for (i = 0; i < _waypointGroups.GetSize(); i++) _waypointGroups[i]->SaveAsText(Buffer, Indent + 2);
+
+ Buffer->PutTextIndent(Indent + 2, "\n");
+
+ // layers
+ Buffer->PutTextIndent(Indent + 2, "; ----- layers\n");
+ for (i = 0; i < _layers.GetSize(); i++) _layers[i]->SaveAsText(Buffer, Indent + 2);
+
+ // scale levels
+ Buffer->PutTextIndent(Indent + 2, "; ----- scale levels\n");
+ for (i = 0; i < _scaleLevels.GetSize(); i++) _scaleLevels[i]->SaveAsText(Buffer, Indent + 2);
+
+ // rotation levels
+ Buffer->PutTextIndent(Indent + 2, "; ----- rotation levels\n");
+ for (i = 0; i < _rotLevels.GetSize(); i++) _rotLevels[i]->SaveAsText(Buffer, Indent + 2);
+
+
+ Buffer->PutTextIndent(Indent + 2, "\n");
+
+ // free entities
+ Buffer->PutTextIndent(Indent + 2, "; ----- free entities\n");
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_type == OBJECT_ENTITY) {
+ _objects[i]->SaveAsText(Buffer, Indent + 2);
+
+ }
+ }
+
+
+
+ Buffer->PutTextIndent(Indent, "}\n");
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::SortScaleLevels() {
+ bool changed;
+ do {
+ changed = false;
+ for (int i = 0; i < _scaleLevels.GetSize() - 1; i++) {
+ if (_scaleLevels[i]->_posY > _scaleLevels[i + 1]->_posY) {
+ CAdScaleLevel *sl = _scaleLevels[i];
+ _scaleLevels[i] = _scaleLevels[i + 1];
+ _scaleLevels[i + 1] = sl;
+
+ changed = true;
+ }
+ }
+
+ } while (changed);
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::SortRotLevels() {
+ bool changed;
+ do {
+ changed = false;
+ for (int i = 0; i < _rotLevels.GetSize() - 1; i++) {
+ if (_rotLevels[i]->_posX > _rotLevels[i + 1]->_posX) {
+ CAdRotLevel *rl = _rotLevels[i];
+ _rotLevels[i] = _rotLevels[i + 1];
+ _rotLevels[i + 1] = rl;
+
+ changed = true;
+ }
+ }
+
+ } while (changed);
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+float CAdScene::GetScaleAt(int Y) {
+ CAdScaleLevel *prev = NULL;
+ CAdScaleLevel *next = NULL;
+
+ for (int i = 0; i < _scaleLevels.GetSize(); i++) {
+ CAdScaleLevel *xxx = _scaleLevels[i];
+ int j = _scaleLevels.GetSize();
+ if (_scaleLevels[i]->_posY < Y) prev = _scaleLevels[i];
+ else {
+ next = _scaleLevels[i];
+ break;
+ }
+ }
+
+ if (prev == NULL || next == NULL) return 100;
+
+ int delta_y = next->_posY - prev->_posY;
+ float delta_scale = next->_scale - prev->_scale;
+ Y -= prev->_posY;
+
+ float percent = (float)Y / ((float)delta_y / 100.0f);
+ return prev->_scale + delta_scale / 100 * percent;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::Persist(CBPersistMgr *PersistMgr) {
+ CBObject::Persist(PersistMgr);
+
+ PersistMgr->Transfer(TMEMBER(_autoScroll));
+ PersistMgr->Transfer(TMEMBER(_editorColBlocked));
+ PersistMgr->Transfer(TMEMBER(_editorColBlockedSel));
+ PersistMgr->Transfer(TMEMBER(_editorColDecor));
+ PersistMgr->Transfer(TMEMBER(_editorColDecorSel));
+ PersistMgr->Transfer(TMEMBER(_editorColEntity));
+ PersistMgr->Transfer(TMEMBER(_editorColEntitySel));
+ PersistMgr->Transfer(TMEMBER(_editorColFrame));
+ PersistMgr->Transfer(TMEMBER(_editorColRegion));
+ PersistMgr->Transfer(TMEMBER(_editorColRegionSel));
+ PersistMgr->Transfer(TMEMBER(_editorColScale));
+ PersistMgr->Transfer(TMEMBER(_editorColWaypoints));
+ PersistMgr->Transfer(TMEMBER(_editorColWaypointsSel));
+ PersistMgr->Transfer(TMEMBER(_editorMarginH));
+ PersistMgr->Transfer(TMEMBER(_editorMarginV));
+ PersistMgr->Transfer(TMEMBER(_editorShowBlocked));
+ PersistMgr->Transfer(TMEMBER(_editorShowDecor));
+ PersistMgr->Transfer(TMEMBER(_editorShowEntities));
+ PersistMgr->Transfer(TMEMBER(_editorShowRegions));
+ PersistMgr->Transfer(TMEMBER(_editorShowScale));
+ PersistMgr->Transfer(TMEMBER(_fader));
+ PersistMgr->Transfer(TMEMBER(_height));
+ PersistMgr->Transfer(TMEMBER(_initialized));
+ PersistMgr->Transfer(TMEMBER(_lastTimeH));
+ PersistMgr->Transfer(TMEMBER(_lastTimeV));
+ _layers.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(_mainLayer));
+ _objects.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(_offsetLeft));
+ PersistMgr->Transfer(TMEMBER(_offsetTop));
+ PersistMgr->Transfer(TMEMBER(_paralaxScrolling));
+ PersistMgr->Transfer(TMEMBER(_persistentState));
+ PersistMgr->Transfer(TMEMBER(_persistentStateSprites));
+ PersistMgr->Transfer(TMEMBER(_pFMaxTime));
+ _pFPath.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(_pFPointsNum));
+ PersistMgr->Transfer(TMEMBER(_pFReady));
+ PersistMgr->Transfer(TMEMBER(_pFRequester));
+ PersistMgr->Transfer(TMEMBER(_pFTarget));
+ PersistMgr->Transfer(TMEMBER(_pFTargetPath));
+ _rotLevels.Persist(PersistMgr);
+ _scaleLevels.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(_scrollPixelsH));
+ PersistMgr->Transfer(TMEMBER(_scrollPixelsV));
+ PersistMgr->Transfer(TMEMBER(_scrollTimeH));
+ PersistMgr->Transfer(TMEMBER(_scrollTimeV));
+ PersistMgr->Transfer(TMEMBER(_shieldWindow));
+ PersistMgr->Transfer(TMEMBER(_targetOffsetLeft));
+ PersistMgr->Transfer(TMEMBER(_targetOffsetTop));
+ _waypointGroups.Persist(PersistMgr);
+ PersistMgr->Transfer(TMEMBER(_viewport));
+ PersistMgr->Transfer(TMEMBER(_width));
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::AfterLoad() {
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) {
+ double xStep, yStep, X, Y;
+ int xLength, yLength, xCount, yCount;
+ int X1, Y1, X2, Y2;
+
+ X1 = *TargetX;
+ Y1 = *TargetY;
+ X2 = StartX;
+ Y2 = StartY;
+
+
+ xLength = abs(X2 - X1);
+ yLength = abs(Y2 - Y1);
+
+ if (xLength > yLength) {
+ /*
+ if(X1 > X2)
+ {
+ Swap(&X1, &X2);
+ Swap(&Y1, &Y2);
+ }
+ */
+
+ yStep = fabs((double)(Y2 - Y1) / (double)(X2 - X1));
+ Y = Y1;
+
+ for (xCount = X1; xCount < X2; xCount++) {
+ if (IsWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) {
+ *TargetX = xCount;
+ *TargetY = (int)Y;
+ return S_OK;
+ }
+ Y += yStep;
+ }
+ } else {
+ /*
+ if(Y1 > Y2) {
+ Swap(&X1, &X2);
+ Swap(&Y1, &Y2);
+ }
+ */
+
+ xStep = fabs((double)(X2 - X1) / (double)(Y2 - Y1));
+ X = X1;
+
+ for (yCount = Y1; yCount < Y2; yCount++) {
+ if (IsWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) {
+ *TargetX = (int)X;
+ *TargetY = yCount;
+ return S_OK;
+ }
+ X += xStep;
+ }
+ }
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) {
+ int x = *X;
+ int y = *Y;
+
+ if (IsWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) {
+ return S_OK;
+ }
+
+ // right
+ int length_right = 0;
+ bool found_right = false;
+ for (x = *X, y = *Y; x < _mainLayer->_width; x++, length_right++) {
+ if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x - 5, y, CheckFreeObjects, Requester)) {
+ found_right = true;
+ break;
+ }
+ }
+
+ // left
+ int length_left = 0;
+ bool found_left = false;
+ for (x = *X, y = *Y; x >= 0; x--, length_left--) {
+ if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x + 5, y, CheckFreeObjects, Requester)) {
+ found_left = true;
+ break;
+ }
+ }
+
+ // up
+ int length_up = 0;
+ bool found_up = false;
+ for (x = *X, y = *Y; y >= 0; y--, length_up--) {
+ if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y + 5, CheckFreeObjects, Requester)) {
+ found_up = true;
+ break;
+ }
+ }
+
+ // down
+ int length_down = 0;
+ bool found_down = false;
+ for (x = *X, y = *Y; y < _mainLayer->_height; y++, length_down++) {
+ if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y - 5, CheckFreeObjects, Requester)) {
+ found_down = true;
+ break;
+ }
+ }
+
+ if (!found_left && !found_right && !found_up && !found_down) {
+ return S_OK;
+ }
+
+ int OffsetX = INT_MAX, OffsetY = INT_MAX;
+
+ if (found_left && found_right) {
+ if (abs(length_left) < abs(length_right)) OffsetX = length_left;
+ else OffsetX = length_right;
+ } else if (found_left) OffsetX = length_left;
+ else if (found_right) OffsetX = length_right;
+
+ if (found_up && found_down) {
+ if (abs(length_up) < abs(length_down)) OffsetY = length_up;
+ else OffsetY = length_down;
+ } else if (found_up) OffsetY = length_up;
+ else if (found_down) OffsetY = length_down;
+
+ if (abs(OffsetX) < abs(OffsetY))
+ *X = *X + OffsetX;
+ else
+ *Y = *Y + OffsetY;
+
+ if (!IsWalkableAt(*X, *Y)) return CorrectTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester);
+ else return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::PFPointsStart() {
+ _pFPointsNum = 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::PFPointsAdd(int X, int Y, int Distance) {
+ if (_pFPointsNum >= _pFPath.GetSize()) {
+ _pFPath.Add(new CAdPathPoint(X, Y, Distance));
+ } else {
+ _pFPath[_pFPointsNum]->x = X;
+ _pFPath[_pFPointsNum]->y = Y;
+ _pFPath[_pFPointsNum]->_distance = Distance;
+ _pFPath[_pFPointsNum]->_marked = false;
+ _pFPath[_pFPointsNum]->_origin = NULL;
+ }
+
+ _pFPointsNum++;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::GetViewportOffset(int *OffsetX, int *OffsetY) {
+ CAdGame *AdGame = (CAdGame *)Game;
+ if (_viewport && !Game->_editorMode) {
+ if (OffsetX) *OffsetX = _viewport->_offsetX;
+ if (OffsetY) *OffsetY = _viewport->_offsetY;
+ } else if (AdGame->_sceneViewport && !Game->_editorMode) {
+ if (OffsetX) *OffsetX = AdGame->_sceneViewport->_offsetX;
+ if (OffsetY) *OffsetY = AdGame->_sceneViewport->_offsetY;
+ } else {
+ if (OffsetX) *OffsetX = 0;
+ if (OffsetY) *OffsetY = 0;
+ }
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::GetViewportSize(int *Width, int *Height) {
+ CAdGame *AdGame = (CAdGame *)Game;
+ if (_viewport && !Game->_editorMode) {
+ if (Width) *Width = _viewport->GetWidth();
+ if (Height) *Height = _viewport->GetHeight();
+ } else if (AdGame->_sceneViewport && !Game->_editorMode) {
+ if (Width) *Width = AdGame->_sceneViewport->GetWidth();
+ if (Height) *Height = AdGame->_sceneViewport->GetHeight();
+ } else {
+ if (Width) *Width = Game->_renderer->_width;
+ if (Height) *Height = Game->_renderer->_height;
+ }
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int CAdScene::GetOffsetLeft() {
+ int ViewportX;
+ GetViewportOffset(&ViewportX);
+
+ return _offsetLeft - ViewportX;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+int CAdScene::GetOffsetTop() {
+ int ViewportY;
+ GetViewportOffset(NULL, &ViewportY);
+
+ return _offsetTop - ViewportY;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CAdScene::PointInViewport(int X, int Y) {
+ int Left, Top, Width, Height;
+
+ GetViewportOffset(&Left, &Top);
+ GetViewportSize(&Width, &Height);
+
+ return X >= Left && X <= Left + Width && Y >= Top && Y <= Top + Height;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+void CAdScene::SetOffset(int OffsetLeft, int OffsetTop) {
+ _offsetLeft = OffsetLeft;
+ _offsetTop = OffsetTop;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBObject *CAdScene::GetNodeByName(const char *Name) {
+ int i;
+ CBObject *ret = NULL;
+
+ // dependent objects
+ for (i = 0; i < _layers.GetSize(); i++) {
+ CAdLayer *layer = _layers[i];
+ for (int j = 0; j < layer->_nodes.GetSize(); j++) {
+ CAdSceneNode *node = layer->_nodes[j];
+ if ((node->_type == OBJECT_ENTITY && !scumm_stricmp(Name, node->_entity->_name)) ||
+ (node->_type == OBJECT_REGION && !scumm_stricmp(Name, node->_region->_name))) {
+ switch (node->_type) {
+ case OBJECT_ENTITY:
+ ret = node->_entity;
+ break;
+ case OBJECT_REGION:
+ ret = node->_region;
+ break;
+ default:
+ ret = NULL;
+ }
+ return ret;
+ }
+ }
+ }
+
+ // free entities
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_type == OBJECT_ENTITY && !scumm_stricmp(Name, _objects[i]->_name)) {
+ return _objects[i];
+ }
+ }
+
+ // waypoint groups
+ for (i = 0; i < _waypointGroups.GetSize(); i++) {
+ if (!scumm_stricmp(Name, _waypointGroups[i]->_name)) {
+ return _waypointGroups[i];
+ }
+ }
+
+ return NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::SaveState() {
+ return PersistState(true);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::LoadState() {
+ return PersistState(false);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::PersistState(bool Saving) {
+ if (!_persistentState) return S_OK;
+
+ CAdGame *AdGame = (CAdGame *)Game;
+ CAdSceneState *State = AdGame->GetSceneState(_filename, Saving);
+ if (!State) return S_OK;
+
+
+ int i;
+ CAdNodeState *NodeState;
+
+ // dependent objects
+ for (i = 0; i < _layers.GetSize(); i++) {
+ CAdLayer *layer = _layers[i];
+ for (int j = 0; j < layer->_nodes.GetSize(); j++) {
+ CAdSceneNode *node = layer->_nodes[j];
+ switch (node->_type) {
+ case OBJECT_ENTITY:
+ if (!node->_entity->_saveState) continue;
+ NodeState = State->GetNodeState(node->_entity->_name, Saving);
+ if (NodeState) {
+ NodeState->TransferEntity(node->_entity, _persistentStateSprites, Saving);
+ //if(Saving) NodeState->_active = node->_entity->_active;
+ //else node->_entity->_active = NodeState->_active;
+ }
+ break;
+ case OBJECT_REGION:
+ if (!node->_region->_saveState) continue;
+ NodeState = State->GetNodeState(node->_region->_name, Saving);
+ if (NodeState) {
+ if (Saving) NodeState->_active = node->_region->_active;
+ else node->_region->_active = NodeState->_active;
+ }
+ break;
+ }
+ }
+ }
+
+ // free entities
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (!_objects[i]->_saveState) continue;
+ if (_objects[i]->_type == OBJECT_ENTITY) {
+ NodeState = State->GetNodeState(_objects[i]->_name, Saving);
+ if (NodeState) {
+ NodeState->TransferEntity((CAdEntity *)_objects[i], _persistentStateSprites, Saving);
+ //if(Saving) NodeState->_active = _objects[i]->_active;
+ //else _objects[i]->_active = NodeState->_active;
+ }
+ }
+ }
+
+ // waypoint groups
+ for (i = 0; i < _waypointGroups.GetSize(); i++) {
+ NodeState = State->GetNodeState(_waypointGroups[i]->_name, Saving);
+ if (NodeState) {
+ if (Saving) NodeState->_active = _waypointGroups[i]->_active;
+ else _waypointGroups[i]->_active = NodeState->_active;
+ }
+ }
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+float CAdScene::GetRotationAt(int X, int Y) {
+ CAdRotLevel *prev = NULL;
+ CAdRotLevel *next = NULL;
+
+ for (int i = 0; i < _rotLevels.GetSize(); i++) {
+ CAdRotLevel *xxx = _rotLevels[i];
+ int j = _rotLevels.GetSize();
+ if (_rotLevels[i]->_posX < X) prev = _rotLevels[i];
+ else {
+ next = _rotLevels[i];
+ break;
+ }
+ }
+
+ if (prev == NULL || next == NULL) return 0;
+
+ int delta_x = next->_posX - prev->_posX;
+ float delta_rot = next->_rotation - prev->_rotation;
+ X -= prev->_posX;
+
+ float percent = (float)X / ((float)delta_x / 100.0f);
+ return prev->_rotation + delta_rot / 100 * percent;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::HandleItemAssociations(const char *ItemName, bool Show) {
+ int i;
+
+ for (i = 0; i < _layers.GetSize(); i++) {
+ CAdLayer *Layer = _layers[i];
+ for (int j = 0; j < Layer->_nodes.GetSize(); j++) {
+ if (Layer->_nodes[j]->_type == OBJECT_ENTITY) {
+ CAdEntity *Ent = Layer->_nodes[j]->_entity;
+
+ if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
+ }
+ }
+ }
+
+ for (i = 0; i < _objects.GetSize(); i++) {
+ if (_objects[i]->_type == OBJECT_ENTITY) {
+ CAdEntity *Ent = (CAdEntity *)_objects[i];
+ if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
+ }
+ }
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::GetRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) {
+ int i;
+ int NumUsed = 0;
+ if (_mainLayer) {
+ for (i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
+ CAdSceneNode *Node = _mainLayer->_nodes[i];
+ if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
+ if (NumUsed < NumRegions - 1) {
+ RegionList[NumUsed] = Node->_region;
+ NumUsed++;
+ } else break;
+ }
+ }
+ }
+ for (i = NumUsed; i < NumRegions; i++) {
+ RegionList[i] = NULL;
+ }
+
+ return S_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::RestoreDeviceObjects() {
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBObject *CAdScene::GetNextAccessObject(CBObject *CurrObject) {
+ CBArray<CAdObject *, CAdObject *> Objects;
+ GetSceneObjects(Objects, true);
+
+ if (Objects.GetSize() == 0) return NULL;
+ else {
+ if (CurrObject != NULL) {
+ for (int i = 0; i < Objects.GetSize(); i++) {
+ if (Objects[i] == CurrObject) {
+ if (i < Objects.GetSize() - 1) return Objects[i + 1];
+ else break;
+ }
+ }
+ }
+ return Objects[0];
+ }
+ return NULL;
+}
+
+//////////////////////////////////////////////////////////////////////////
+CBObject *CAdScene::GetPrevAccessObject(CBObject *CurrObject) {
+ CBArray<CAdObject *, CAdObject *> Objects;
+ GetSceneObjects(Objects, true);
+
+ if (Objects.GetSize() == 0) return NULL;
+ else {
+ if (CurrObject != NULL) {
+ for (int i = Objects.GetSize() - 1; i >= 0; i--) {
+ if (Objects[i] == CurrObject) {
+ if (i > 0) return Objects[i - 1];
+ else break;
+ }
+ }
+ }
+ return Objects[Objects.GetSize() - 1];
+ }
+ return NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+ for (int i = 0; i < _layers.GetSize(); i++) {
+ // close-up layer -> remove everything below it
+ if (InteractiveOnly && _layers[i]->_closeUp) Objects.RemoveAll();
+
+
+ for (int j = 0; j < _layers[i]->_nodes.GetSize(); j++) {
+ CAdSceneNode *Node = _layers[i]->_nodes[j];
+ switch (Node->_type) {
+ case OBJECT_ENTITY: {
+ CAdEntity *Ent = Node->_entity;
+ if (Ent->_active && (Ent->_registrable || !InteractiveOnly))
+ Objects.Add(Ent);
+ }
+ break;
+
+ case OBJECT_REGION: {
+ CBArray<CAdObject *, CAdObject *> RegionObj;
+ GetRegionObjects(Node->_region, RegionObj, InteractiveOnly);
+ for (int New = 0; New < RegionObj.GetSize(); New++) {
+ bool Found = false;
+ for (int Old = 0; Old < Objects.GetSize(); Old++) {
+ if (Objects[Old] == RegionObj[New]) {
+ Found = true;
+ break;
+ }
+ }
+ if (!Found) Objects.Add(RegionObj[New]);
+ }
+ //if(RegionObj.GetSize() > 0) Objects.Append(RegionObj);
+ }
+ break;
+ }
+ }
+ }
+
+ // objects outside any region
+ CBArray<CAdObject *, CAdObject *> RegionObj;
+ GetRegionObjects(NULL, RegionObj, InteractiveOnly);
+ for (int New = 0; New < RegionObj.GetSize(); New++) {
+ bool Found = false;
+ for (int Old = 0; Old < Objects.GetSize(); Old++) {
+ if (Objects[Old] == RegionObj[New]) {
+ Found = true;
+ break;
+ }
+ }
+ if (!Found) Objects.Add(RegionObj[New]);
+ }
+
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CAdScene::GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
+ CAdGame *AdGame = (CAdGame *)Game;
+ CAdObject *Obj;
+
+ int i;
+
+ // global objects
+ for (i = 0; i < AdGame->_objects.GetSize(); i++) {
+ Obj = AdGame->_objects[i];
+ if (Obj->_active && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
+ if (InteractiveOnly && !Obj->_registrable) continue;
+
+ Objects.Add(Obj);
+ }
+ }
+
+ // scene objects
+ for (i = 0; i < _objects.GetSize(); i++) {
+ Obj = _objects[i];
+ if (Obj->_active && !Obj->_editorOnly && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
+ if (InteractiveOnly && !Obj->_registrable) continue;
+
+ Objects.Add(Obj);
+ }
+ }
+
+ // sort by _posY
+ qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
+
+ return S_OK;
+}
+
+} // end of namespace WinterMute
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