/* 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 "common/system.h" #include "m4/dialogs.h" #include "m4/globals.h" #include "m4/scene.h" #include "m4/events.h" #include "m4/graphics.h" #include "m4/rails.h" #include "m4/font.h" #include "m4/m4_views.h" #include "m4/mads_views.h" #include "m4/compression.h" #include "m4/staticres.h" namespace M4 { Scene::Scene(MadsM4Engine *vm, SceneResources *res): View(vm, Common::Rect(0, 0, vm->_screen->width(), vm->_screen->height())), _sceneResources(res) { _screenType = VIEWID_SCENE; _sceneResources->hotspots = new HotSpotList(); _sceneResources->dynamicHotspots = new HotSpotList(); _backgroundSurface = new M4Surface(); _walkSurface = new M4Surface(); _palData = NULL; _interfacePal = NULL; _interfaceSurface = NULL; _vm->_rails->setCodeSurface(_walkSurface); _currentScene = -1; } Scene::~Scene() { leaveScene(); _vm->_scene = NULL; } void Scene::loadScene(int sceneNumber) { _previousScene = _currentScene; _currentScene = sceneNumber; _nextScene = sceneNumber; } void Scene::leaveScene() { if (_palData) { _vm->_palette->deleteRange(_palData); delete _palData; _palData = NULL; } if (_interfacePal) { _vm->_palette->deleteRange(_interfacePal); delete _interfacePal; _interfacePal = NULL; } } void Scene::show() { _vm->_viewManager->addView(this); } void Scene::showInterface() { _vm->_viewManager->addView(_interfaceSurface); } void Scene::hideInterface() { _vm->_viewManager->deleteView(_interfaceSurface); } void Scene::showSprites() { // TODO: This is all experimental code, it needs heavy restructuring // and cleanup // taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need // to store these in global variables int minScaling = FixedDiv(_sceneResources->backScale << 16, 100 << 16); int maxScaling = FixedDiv(_sceneResources->frontScale << 16, 100 << 16); int scaler; _vm->_actor->setWalkerDirection(kFacingSouthEast); //_vm->_actor->setWalkerPalette(); // taken from set_walker_scaling() in adv_walk.cpp if (_sceneResources->frontY == _sceneResources->backY) scaler = 0; else scaler = FixedDiv(maxScaling - minScaling, (_sceneResources->frontY << 16) - (_sceneResources->backY << 16)); // FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling _vm->_actor->setWalkerScaling(scaler / 2); // Test code to display the protagonist _vm->_actor->placeWalkerSpriteAt(0, 320, 200); // Test code to display scene sprites // TODO } // Test function, shows all scene hotspots void Scene::showHotSpots() { int i = 0; HotSpot *currentHotSpot; // hotspots (green) for (i = 0; i < _sceneResources->hotspots->size(); i++) { currentHotSpot = _sceneResources->hotspots->get(i); _backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN); } // Dynamic hotspots (red) for (i = 0; i < _sceneResources->dynamicHotspots->size(); i++) { currentHotSpot = _sceneResources->dynamicHotspots->get(i); _backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED); } } /** * Debug function that shows the walkable areas by copying them over the current background surface */ void Scene::showCodes() { if (_vm->isM4()) { // Show the walk areas for the M4 engine in black and white const byte *srcP = (const byte *)_walkSurface->getBasePtr(0, 0); byte *destP = _backgroundSurface->getBasePtr(0, 0); for (int i = 0; i < _walkSurface->width() * _walkSurface->height(); i++) destP[i] = (srcP[i] & 0x10) ? 0xFF : 0; byte colors[256 * 3]; memset(colors, 0, sizeof(colors)); colors[255 * 3 + 0] = 255; colors[255 * 3 + 1] = 255; colors[255 * 3 + 2] = 255; _vm->_palette->setPalette(colors, 0, 256); } else { // MADS handling // copy the walk data to the background, in whatever current palette is active _walkSurface->copyTo(_backgroundSurface); // Show all the scene's walk nodes SceneNodeList &nodeList = _madsVm->scene()->getSceneResources()._nodes; _backgroundSurface->setColor(_madsVm->_palette->WHITE); for (uint i = 0; i < nodeList.size() - 2; ++i) { // Draw a little cross at the node's position _backgroundSurface->hLine(nodeList[i].pt.x - 2, nodeList[i].pt.x + 2, nodeList[i].pt.y); _backgroundSurface->vLine(nodeList[i].pt.x, nodeList[i].pt.y - 2, nodeList[i].pt.y + 2); } ((MadsScene *)this)->_spriteSlots.fullRefresh(); } } void Scene::playIntro() { } void Scene::onRefresh(RectList *rects, M4Surface *destSurface) { update(); View::onRefresh(rects, destSurface); } bool Scene::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) { //if (_vm->getGameType() != GType_Burger) // return false; // If the game is currently paused, don't do any scene processing if (_vm->_kernel->paused) return false; switch (eventType) { case MEVENT_LEFT_CLICK: leftClick(x, y); break; case MEVENT_RIGHT_CLICK: rightClick(x, y); break; case MEVENT_MOVE: mouseMove(x, y); break; default: return false; } return true; } } // End of namespace M4