/* 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. * */ #include "fullpipe/fullpipe.h" #include "fullpipe/objects.h" #include "fullpipe/ngiarchive.h" #include "fullpipe/statics.h" #include "fullpipe/messages.h" #include "fullpipe/gameloader.h" #include "fullpipe/constants.h" #include "common/algorithm.h" #include "graphics/surface.h" namespace Fullpipe { Scene *FullpipeEngine::accessScene(int sceneId) { SceneTag *t = 0; for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s) { if (s->_sceneId == sceneId) { t = &(*s); break; } } if (!t) return 0; if (!t->_scene) { t->loadScene(); } return t->_scene; } bool SceneTagList::load(MfcArchive &file) { debugC(5, kDebugLoading, "SceneTagList::load()"); int numEntries = file.readUint16LE(); for (int i = 0; i < numEntries; i++) { push_back(SceneTag()); back().load(file); } return true; } SceneTag::SceneTag() : _scene(nullptr), _sceneId(0) {} SceneTag::~SceneTag() { delete _scene; } bool SceneTag::load(MfcArchive &file) { debugC(5, kDebugLoading, "SceneTag::load()"); _sceneId = file.readUint16LE(); _tag = file.readPascalString(); debugC(6, kDebugLoading, "sceneId: %d tag: %s", _sceneId, _tag.c_str()); return true; } void SceneTag::loadScene() { Common::String archname = genFileName(0, _sceneId, "nl"); Common::Archive *arch = makeNGIArchive(archname); Common::String fname = genFileName(0, _sceneId, "sc"); Common::ScopedPtr file(arch->createReadStreamForMember(fname)); delete _scene; _scene = new Scene(); MfcArchive archive(file.get()); _scene->load(archive); if (_scene->_shadows) _scene->_shadows->init(); g_fp->_currArchive = nullptr; } Scene::Scene() : _sceneId(0), _field_BC(0) {} Scene::~Scene() { // _faObjlist is not used for (uint i = 0; i < _messageQueueList.size(); i++) delete _messageQueueList[i]; _messageQueueList.clear(); for (uint i = 0; i < _staticANIObjectList1.size(); i++) delete _staticANIObjectList1[i]; _staticANIObjectList1.clear(); g_fp->_globalPalette = &g_fp->_defaultPalette; // delete _field_BC; } bool Scene::load(MfcArchive &file) { debugC(5, kDebugLoading, "Scene::load()"); Background::load(file); _sceneId = file.readUint16LE(); _sceneName = file.readPascalString(); debug(0, "scene: <%s> %d", transCyrillic(_sceneName), _sceneId); int count = file.readUint16LE(); debugC(7, kDebugLoading, "scene.ani: %d", count); for (int i = 0; i < count; i++) { int aniNum = file.readUint16LE(); Common::String aniname = genFileName(0, aniNum, "ani"); Common::SeekableReadStream *f = g_fp->_currArchive->createReadStreamForMember(aniname); StaticANIObject *ani = new StaticANIObject(); MfcArchive archive(f); ani->load(archive); ani->_sceneId = _sceneId; _staticANIObjectList1.push_back(ani); delete f; } count = file.readUint16LE(); debugC(7, kDebugLoading, "scene.mq: %d", count); for (int i = 0; i < count; i++) { int qNum = file.readUint16LE(); Common::String qname = genFileName(0, qNum, "qu"); Common::SeekableReadStream *f = g_fp->_currArchive->createReadStreamForMember(qname); MfcArchive archive(f); archive.readUint16LE(); // Skip 2 bytes MessageQueue *mq = new MessageQueue(); mq->load(archive); _messageQueueList.push_back(mq); delete f; } count = file.readUint16LE(); debugC(7, kDebugLoading, "scene.fa: %d", count); for (int i = 0; i < count; i++) { // There are no .FA files assert(0); } _libHandle.reset(g_fp->_currArchive); if (_picObjList.size() > 0 && !_bgname.empty()) { char fname[260]; Common::strlcpy(fname, _bgname.c_str(), 260); Common::strlcpy(strrchr(fname, '.') + 1, "col", 260); Common::ScopedPtr col(new MemoryObject()); col->loadFile(fname); if (col->getDataSize()) { assert(col->getDataSize() == 256 * sizeof(uint32)); const byte *data = col->getData(); for (int i = 0; i < 256; ++i) { _palette.push_back(READ_LE_UINT32(data)); data += sizeof(uint32); } } } Common::String shdname = genFileName(0, _sceneId, "shd"); Shadows *shd = new Shadows(); if (shd->loadFile(shdname)) _shadows.reset(shd); else delete shd; Common::String slsname = genFileName(0, _sceneId, "sls"); if (g_fp->_soundEnabled) { _soundList.reset(new SoundList()); if (g_fp->_flgSoundList) { Common::String nlname = genFileName(17, _sceneId, "nl"); _soundList->loadFile(slsname, nlname); } else { _soundList->loadFile(slsname, 0); } } initStaticANIObjects(); if (file.size() - file.pos() > 0) error("Scene::load (%d bytes left)", file.size() - file.pos()); return true; } void Scene::initStaticANIObjects() { for (uint i = 0; i < _staticANIObjectList1.size(); i++) _staticANIObjectList1[i]->initMovements(); } void Scene::init() { _x = 0; _y = 0; g_fp->_sceneRect.moveTo(0, 0); for (uint i = 0; i < _picObjList.size(); i++) _picObjList[i]->clearFlags(); for (uint i = 0; i < _staticANIObjectList1.size(); i++) _staticANIObjectList1[i]->clearFlags(); if (_staticANIObjectList2.size() != _staticANIObjectList1.size()) { _staticANIObjectList2.clear(); for (uint i = 0; i < _staticANIObjectList1.size(); i++) _staticANIObjectList2.push_back(_staticANIObjectList1[i]); } } StaticANIObject *Scene::getAniMan() { StaticANIObject *aniMan = getStaticANIObject1ById(ANI_MAN, -1); deleteStaticANIObject(aniMan); return aniMan; } StaticANIObject *Scene::getStaticANIObject1ById(int obj, int a3) { for (uint i = 0; i < _staticANIObjectList1.size(); i++) { if (_staticANIObjectList1[i]->_id == obj && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3)) return _staticANIObjectList1[i]; } return 0; } StaticANIObject *Scene::getStaticANIObject1ByName(const Common::String &name, int a3) { for (uint i = 0; i < _staticANIObjectList1.size(); i++) { if ((_staticANIObjectList1[i]->_objectName == name) && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3)) return _staticANIObjectList1[i]; } return 0; } void Scene::deleteStaticANIObject(StaticANIObject *obj) { for (uint i = 0; i < _staticANIObjectList1.size(); i++) if (_staticANIObjectList1[i] == obj) { _staticANIObjectList1.remove_at(i); break; } for (uint i = 0; i < _staticANIObjectList2.size(); i++) if (_staticANIObjectList2[i] == obj) { _staticANIObjectList2.remove_at(i); break; } } void Scene::addStaticANIObject(StaticANIObject *obj, bool addList2) { // WORKAROUND: This is used for making sure that the objects // with same priority do not get swapped during drawing obj->_cnum = _staticANIObjectList2.size() + 1; if (obj->_odelay) obj->renumPictures(&_staticANIObjectList1); _staticANIObjectList1.push_back(obj); if (addList2) { if (!obj->_odelay) obj->clearFlags(); _staticANIObjectList2.push_back(obj); } } void Scene::setPictureObjectsFlag4() { for (uint i = 0; i < _picObjList.size(); i++) { _picObjList[i]->_flags |= 4; } } void Scene::stopAllSounds() { for (int i = 0; i < _soundList->getCount(); i++) _soundList->getSoundByIndex(i).stop(); } PictureObject *Scene::getPictureObjectById(int objId, int flags) { for (uint i = 1; i < _picObjList.size(); i++) { if (_picObjList[i]->_id == objId && _picObjList[i]->_odelay == flags) return _picObjList[i]; } return 0; } PictureObject *Scene::getPictureObjectByName(const Common::String &objName, int flags) { for (uint i = 0; i < _picObjList.size(); i++) { if ((_picObjList[i]->_objectName == objName) && (_picObjList[i]->_odelay == flags || flags == -1)) return _picObjList[i]; } return 0; } void Scene::deletePictureObject(PictureObject *obj) { for (uint i = 0; i < _picObjList.size(); i++) { if (_picObjList[i] == obj) { _picObjList.remove_at(i); delete obj; return; } } } MessageQueue *Scene::getMessageQueueById(int messageId) { for (uint i = 0; i < _messageQueueList.size(); i++) if (_messageQueueList[i]->_dataId == messageId) return _messageQueueList[i]; return 0; } MessageQueue *Scene::getMessageQueueByName(const Common::String &name) { for (uint i = 0; i < _messageQueueList.size(); i++) if (_messageQueueList[i]->_queueName == name) return _messageQueueList[i]; return 0; } void Scene::preloadMovements(GameVar *var) { GameVar *preload = var->getSubVarByName("PRELOAD"); if (!preload) return; for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) { StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1); if (ani) { GameVar *subVars = i->_subVars; if (subVars) { for (;subVars; subVars = subVars->_nextVarObj) { Movement *mov = ani->getMovementByName(subVars->_varName); if (mov) mov->loadPixelData(); } } else { ani->loadMovementsPixelData(); } } } } void Scene::initObjectCursors(const char *varname) { GameVar *cursorsVar = g_fp->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS"); if (!cursorsVar || !cursorsVar->_subVars) return; int maxId = 0; int minId = 0xffff; for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { GameObject *obj = getPictureObjectByName(sub->_varName, -1); if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != 0) { if (obj->_id < minId) minId = obj->_id; if (obj->_id > maxId) maxId = obj->_id; } } g_fp->_minCursorId = minId; g_fp->_maxCursorId = maxId; g_fp->_objectIdCursors.resize(maxId - minId + 1); for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) { GameObject *obj = getPictureObjectByName(sub->_varName, -1); if (!obj) obj = getStaticANIObject1ByName(sub->_varName, -1); PictureObject *pic = getGameLoaderInventory()->getScene()->getPictureObjectByName(sub->_value.stringValue, -1); if (obj && pic) g_fp->_objectIdCursors[obj->_id - minId] = pic->_id; } } #if 0 bool Scene::compareObjPriority(const void *p1, const void *p2) { if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority) return true; if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority) if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum) return true; return false; } void Scene::objectList_sortByPriority(Common::Array &list, bool skipFirst) { if (skipFirst) { Common::Array::iterator s = list.begin(); ++s; Common::sort(s, list.end(), Scene::compareObjPriority); } else { Common::sort(list.begin(), list.end(), Scene::compareObjPriority); } } void Scene::objectList_sortByPriority(Common::Array &list, bool skipFirst) { if (skipFirst) { Common::Array::iterator s = list.begin(); ++s; Common::sort(s, list.end(), Scene::compareObjPriority); } else { Common::sort(list.begin(), list.end(), Scene::compareObjPriority); } } #else template void Scene::objectList_sortByPriority(Common::Array &list, uint startIndex) { if (list.size() > startIndex) { int lastIndex = list.size() - 1; bool changed; do { changed = false; T *refElement = list[startIndex]; for (int i = startIndex; i < lastIndex; i++) { T *curElement = list[i + 1]; if (curElement->_priority > refElement->_priority) { // Push refElement down the list list.remove_at(i); list.insert_at(i + 1, refElement); changed = true; } else refElement = curElement; } lastIndex--; } while (changed); } } #endif void Scene::draw() { debugC(6, kDebugDrawing, ">>>>> Scene::draw()"); updateScrolling(); // Clean previous stuff g_fp->_backgroundSurface.fillRect(Common::Rect(0, 0, 800, 600), 0); drawContent(60000, 0, true); objectList_sortByPriority(_staticANIObjectList2); for (uint i = 0; i < _staticANIObjectList2.size(); i++) { _staticANIObjectList2[i]->draw2(); } int priority = -1; for (uint i = 0; i < _staticANIObjectList2.size(); i++) { drawContent(_staticANIObjectList2[i]->_priority, priority, false); _staticANIObjectList2[i]->draw(); priority = _staticANIObjectList2[i]->_priority; } drawContent(-1, priority, false); } void Scene::updateScrolling() { if (_messageQueueId && !_x && !_y) { MessageQueue *mq = g_fp->_globalMessageQueueList->getMessageQueueById(_messageQueueId); if (mq) mq->update(); _messageQueueId = 0; } // Might happen very early in the game if (!_picObjList.size()) return; if (_x || _y) { int offsetX = 0; int offsetY = 0; if (_x < 0) { if (!g_fp->_sceneRect.left && !(_picObjList[0]->_flags & 2)) _x = 0; if (_x <= -g_fp->_scrollSpeed) { offsetX = -g_fp->_scrollSpeed; _x += g_fp->_scrollSpeed; } } else if (_x >= g_fp->_scrollSpeed) { offsetX = g_fp->_scrollSpeed; _x -= g_fp->_scrollSpeed; } else { _x = 0; } if (_y > 0) { offsetY = g_fp->_scrollSpeed; _y -= g_fp->_scrollSpeed; } if (_y < 0) { offsetY -= g_fp->_scrollSpeed; _y += g_fp->_scrollSpeed; } g_fp->_sceneRect.translate(offsetX, offsetY); } updateScrolling2(); } void Scene::updateScrolling2() { if (_picObjList.size()) { int offsetY = 0; int offsetX = 0; const Dims dims = _picObjList[0]->getDimensions(); const int flags = _picObjList[0]->_flags; if (g_fp->_sceneRect.left < 0 && !(flags & 2)) offsetX = -g_fp->_sceneRect.left; if (g_fp->_sceneRect.top < 0 && !(flags & 0x20)) offsetY = -g_fp->_sceneRect.top; if (g_fp->_sceneRect.right > dims.x - 1 && g_fp->_sceneRect.left > 0 && !(flags & 2)) offsetX = dims.x - g_fp->_sceneRect.right - 1; if (g_fp->_sceneRect.bottom > dims.y - 1 && g_fp->_sceneRect.top > 0 && !(flags & 0x20)) offsetY = dims.y - g_fp->_sceneRect.bottom - 1; g_fp->_sceneRect.translate(offsetX, offsetY); } } StaticANIObject *Scene::getStaticANIObjectAtPos(int x, int y) { StaticANIObject *res = 0; for (uint i = 0; i < _staticANIObjectList1.size(); i++) { StaticANIObject *p = _staticANIObjectList1[i]; if ((p->_field_8 & 0x100) && (p->_flags & 4) && p->isPixelHitAtPos(x, y) && (!res || res->_priority > p->_priority)) res = p; } return res; } PictureObject *Scene::getPictureObjectAtPos(int x, int y) { PictureObject *res = 0; for (uint i = 0; i < _picObjList.size(); i++) { PictureObject *p = _picObjList[i]; if ((p->_field_8 & 0x100) && (p->_flags & 4) && p->isPixelHitAtPos(x, y) && (!res || res->_priority >= p->_priority)) res = p; } return res; } int Scene::getPictureObjectIdAtPos(int x, int y) { PictureObject *resp = 0; int res = 0; for (uint i = 0; i < _picObjList.size(); i++) { PictureObject *p = _picObjList[i]; if ((p->_field_8 & 0x100) && (p->_flags & 4) && p->isPixelHitAtPos(x, y) && (!res || resp->_priority >= p->_priority)) { resp = p; res = p->_id; } } return res; } void Scene::update(int counterdiff) { debugC(6, kDebugDrawing, "Scene::update(%d)", counterdiff); for (uint i = 0; i < _staticANIObjectList2.size(); i++) _staticANIObjectList2[i]->update(counterdiff); } void Scene::drawContent(int minPri, int maxPri, bool drawBg) { if (!_picObjList.size() && !_bigPictureXDim) return; if (_palette.size()) { g_fp->_globalPalette = &_palette; } debugC(1, kDebugDrawing, "Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg); #if 0 if (_picObjList.size() > 2) { // We need to z-sort them objectList_sortByPriority(_picObjList, true); } #else objectList_sortByPriority(_picObjList, 1); #endif if (minPri == -1 && _picObjList.size()) minPri = _picObjList.back()->_priority - 1; if (maxPri == -1) maxPri = 60000; debugC(1, kDebugDrawing, "-> Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg); Dims dims; debugC(1, kDebugDrawing, "_bigPict: %d objlist: %d", _bigPictureXDim, _picObjList.size()); if (drawBg && _bigPictureXDim && _picObjList.size()) { dims = _bigPictureArray[0]->getDimensions(); int width = dims.x; int height = dims.y; debugC(8, kDebugDrawing, "w: %d h:%d", width, height); dims = _picObjList[0]->getDimensions(); debugC(8, kDebugDrawing, "w2: %d h2:%d", dims.x, dims.y); int bgStX = g_fp->_sceneRect.left % dims.x; if (bgStX < 0) bgStX += dims.x; int bgNumX = bgStX / width; int bgOffsetX = bgStX % width; int bgStY = g_fp->_sceneRect.top % dims.y; if (bgStY < 0) bgStY += dims.y; int bgNumY = bgStY / height; int bgOffsetY = bgStY % height; int bgPosX = g_fp->_sceneRect.left - bgOffsetX; if (bgPosX < g_fp->_sceneRect.right - 1) { for (;;) { uint v25 = bgNumY; for (int y = g_fp->_sceneRect.top - bgOffsetY; y < g_fp->_sceneRect.bottom - 1;) { BigPicture *v27 = getBigPicture(bgNumX, v25); v27->draw(bgPosX, y, 0, 0); y += v27->getDimensions().y; v25++; if (v25 >= _bigPictureYDim) { if (!(_picObjList[0]->_flags & 0x20)) break; v25 = 0; } } dims = getBigPicture(bgNumX, 0)->getDimensions(); int oldx = dims.x + bgPosX; bgPosX += dims.x; bgNumX++; if (bgNumX >= (int)_bigPictureXDim) { if (!(_picObjList[0]->_flags & 0x2)) break; bgNumX = 0; } if (oldx >= g_fp->_sceneRect.right - 1) break; } } } for (uint i = 1; i < _picObjList.size(); i++) { PictureObject *obj = _picObjList[i]; if (obj->_priority < minPri || obj->_priority >= maxPri) continue; int objX = obj->_ox; int objY = obj->_oy; debugC(8, kDebugDrawing, "obj: %d %d", objX, objY); dims = obj->getDimensions(); int width = dims.x; int height = dims.y; if (obj->_flags & 8) { while (objX > g_fp->_sceneRect.right) { objX -= width; obj->setOXY(objX, objY); } for (int j = width + objX; width + objX < g_fp->_sceneRect.left; j = width + objX) { objX = j; obj->setOXY(j, objY); } } if (obj->_flags & 0x10) { while (objY > g_fp->_sceneRect.bottom) { objY -= height; obj->setOXY(objX, objY); } for (int j = objY + height; objY + height < g_fp->_sceneRect.top; j = objY + height) { objY = j; obj->setOXY(objX, j); } } if (obj->_flags & 4) obj->draw(); if (obj->_flags & 2) { if (objX > g_fp->_sceneRect.left) { obj->setOXY(objX - width, objY); obj->draw(); obj->setOXY(objX, objY); } if (width + objX < g_fp->_sceneRect.right) { obj->setOXY(width + objX, objY); obj->draw(); obj->setOXY(objX, objY); } } if (obj->_flags & 0x20) { if (objY > g_fp->_sceneRect.top) { obj->setOXY(objX, objY - height); obj->draw(); obj->setOXY(objX, objY); } if (height + objY < g_fp->_sceneRect.bottom) { obj->setOXY(objX, height + objY); obj->draw(); obj->setOXY(objX, objY); } } } } } // End of namespace Fullpipe