/* 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 "tsage/scenes.h" #include "tsage/globals.h" #include "tsage/ringworld_logic.h" #include "tsage/tsage.h" #include "tsage/saveload.h" namespace tSage { // TODO: Doesn't seem to be ever set const bool _v52C9F = false; SceneManager::SceneManager() { _scene = NULL; _hasPalette = false; _sceneNumber = -1; _nextSceneNumber = -1; _previousScene = 0; _fadeMode = FADEMODE_GRADUAL; _scrollerRect = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); _saver->addListener(this); _objectCount = 0; } SceneManager::~SceneManager() { delete _scene; } void SceneManager::setNewScene(int sceneNumber) { debug(1, "SetNewScene(%d)", sceneNumber); _nextSceneNumber = sceneNumber; } void SceneManager::checkScene() { if (_nextSceneNumber != -1) { sceneChange(); _nextSceneNumber = -1; } _globals->dispatchSounds(); } void SceneManager::sceneChange() { int activeScreenNumber = 0; // Handle removing the scene if (_scene) { activeScreenNumber = _scene->_activeScreenNumber; _scene->remove(); } // Clear the scene objects SynchronizedList::iterator io = _globals->_sceneObjects->begin(); while (io != _globals->_sceneObjects->end()) { SceneObject *sceneObj = *io; ++io; sceneObj->removeObject(); } // Clear the secondary scene object list io = _globals->_sceneManager._altSceneObjects.begin(); while (io != _globals->_sceneManager._altSceneObjects.end()) { SceneObject *sceneObj = *io; ++io; sceneObj->removeObject(); } // Clear the hotspot list SynchronizedList::iterator ii = _globals->_sceneItems.begin(); while (ii != _globals->_sceneItems.end()) { SceneItem *sceneItem = *ii; ++ii; sceneItem->remove(); } // TODO: Clear _list_45BAA list // If there is an active scene, deactivate it if (_scene) { _previousScene = _sceneNumber; delete _scene; _scene = NULL; _sceneNumber = -1; } // Set the next scene to be active _sceneNumber = _nextSceneNumber; // Free any regions disposeRegions(); // Ensure that the same number of objects are registered now as when the scene started if (_objectCount > 0) { assert(_objectCount == _saver->getObjectCount()); } _objectCount = _saver->getObjectCount(); _globals->_sceneHandler._delayTicks = 2; // Instantiate and set the new scene _scene = getNewScene(); if (!_saver->getMacroRestoreFlag()) _scene->postInit(); else _scene->loadScene(activeScreenNumber); } Scene *SceneManager::getNewScene() { return _globals->_game->createScene(_nextSceneNumber); } void SceneManager::fadeInIfNecessary() { if (_hasPalette) { uint32 adjustData = 0; for (int percent = 0; percent < 100; percent += 5) { if (_globals->_sceneManager._fadeMode == FADEMODE_IMMEDIATE) percent = 100; _globals->_scenePalette.fade((const byte *)&adjustData, false, percent); g_system->updateScreen(); g_system->delayMillis(10); } _globals->_scenePalette.refresh(); _hasPalette = false; } } void SceneManager::changeScene(int newSceneNumber) { debug(1, "changeScene(%d)", newSceneNumber); // Fade out the scene ScenePalette scenePalette; uint32 adjustData = 0; _globals->_scenePalette.clearListeners(); scenePalette.getPalette(); for (int percent = 100; percent >= 0; percent -= 5) { scenePalette.fade((byte *)&adjustData, false, percent); g_system->delayMillis(10); } // Stop any objects that were animating SynchronizedList::iterator i; for (i = _globals->_sceneObjects->begin(); i != _globals->_sceneObjects->end(); ++i) { SceneObject *sceneObj = *i; Common::Point pt(0, 0); sceneObj->addMover(NULL, &pt); sceneObj->setObjectWrapper(NULL); sceneObj->animate(ANIM_MODE_NONE, 0); sceneObj->_flags &= !OBJFLAG_PANES; } // Blank out the screen _globals->_screenSurface.fillRect(_globals->_screenSurface.getBounds(), 0); // If there are any fading sounds, wait until fading is complete while (_globals->_soundManager.isFading()) { g_system->delayMillis(10); } // Set the new scene to be loaded setNewScene(newSceneNumber); } void SceneManager::setup() { _saver->addLoadNotifier(SceneManager::loadNotifier); setBackSurface(); } void SceneManager::setBackSurface() { int size = _globals->_sceneManager._scene->_backgroundBounds.width() * _globals->_sceneManager._scene->_backgroundBounds.height(); if (size > 96000) { if (_globals->_sceneManager._scene->_backgroundBounds.width() <= SCREEN_WIDTH) { // Standard size creation _globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH, SCREEN_HEIGHT * 3 / 2); _globals->_sceneManager._scrollerRect = Rect(0, 30, SCREEN_WIDTH, SCREEN_HEIGHT - 30); } else { // Wide screen needs extra space to allow for scrolling _globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH * 3 / 2, SCREEN_HEIGHT); _globals->_sceneManager._scrollerRect = Rect(80, 0, SCREEN_WIDTH - 80, SCREEN_HEIGHT); } } else { _globals->_sceneManager._scene->_backSurface.create( _globals->_sceneManager._scene->_backgroundBounds.width(), _globals->_sceneManager._scene->_backgroundBounds.height() ); _globals->_sceneManager._scrollerRect = Rect(80, 20, SCREEN_WIDTH - 80, SCREEN_HEIGHT - 20); } } void SceneManager::saveListener(int saveMode) { } void SceneManager::loadNotifier(bool postFlag) { if (postFlag) { if (_globals->_sceneManager._scene->_activeScreenNumber != -1) _globals->_sceneManager._scene->loadSceneData(_globals->_sceneManager._scene->_activeScreenNumber); _globals->_sceneManager._hasPalette = true; } } void SceneManager::setBgOffset(const Common::Point &pt, int loadCount) { _sceneBgOffset = pt; _sceneLoadCount = loadCount; } void SceneManager::listenerSynchronize(Serializer &s) { s.validate("SceneManager"); if (s.isLoading() && !_globals->_sceneManager._scene) // Loading a savegame straight from the launcher, so instantiate a blank placeholder scene // in order for the savegame loading to work correctly _globals->_sceneManager._scene = new Scene(); _altSceneObjects.synchronize(s); s.syncAsSint32LE(_sceneNumber); s.syncAsUint16LE(_globals->_sceneManager._scene->_activeScreenNumber); if (s.isLoading()) { changeScene(_sceneNumber); if (_nextSceneNumber != -1) { sceneChange(); _nextSceneNumber = -1; } } _globals->_sceneManager._scrollerRect.synchronize(s); SYNC_POINTER(_globals->_scrollFollower); s.syncAsSint16LE(_loadMode); } /*--------------------------------------------------------------------------*/ Scene::Scene() : _sceneBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT), _backgroundBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) { _sceneMode = 0; _oldSceneBounds = Rect(4000, 4000, 4100, 4100); Common::set_to(&_zoomPercents[0], &_zoomPercents[256], 0); } Scene::~Scene() { } void Scene::synchronize(Serializer &s) { if (s.getVersion() >= 2) StripCallback::synchronize(s); s.syncAsSint32LE(_field12); s.syncAsSint32LE(_screenNumber); s.syncAsSint32LE(_activeScreenNumber); s.syncAsSint32LE(_sceneMode); _backgroundBounds.synchronize(s); _sceneBounds.synchronize(s); _oldSceneBounds.synchronize(s); s.syncAsSint16LE(_fieldA); s.syncAsSint16LE(_fieldE); for (int i = 0; i < 256; ++i) s.syncAsUint16LE(_enabledSections[i]); for (int i = 0; i < 256; ++i) s.syncAsSint16LE(_zoomPercents[i]); } void Scene::postInit(SceneObjectList *OwnerList) { _action = NULL; _field12 = 0; _sceneMode = 0; } void Scene::process(Event &event) { if (_action) _action->process(event); } void Scene::dispatch() { if (_action) _action->dispatch(); } void Scene::loadScene(int sceneNum) { debug(1, "loadScene(%d)", sceneNum); _screenNumber = sceneNum; if (_globals->_scenePalette.loadPalette(sceneNum)) _globals->_sceneManager._hasPalette = true; loadSceneData(sceneNum); } void Scene::loadSceneData(int sceneNum) { _activeScreenNumber = sceneNum; // Get the basic scene size byte *data = _resourceManager->getResource(RES_BITMAP, sceneNum, 9999); _backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2)); _globals->_sceneManager._scene->_sceneBounds.contain(_backgroundBounds); DEALLOCATE(data); // Set up a surface for storing the scene background SceneManager::setBackSurface(); // Load the data lists for the scene _globals->_walkRegions.load(sceneNum); // Load the item regions of the scene _globals->_sceneRegions.load(sceneNum); // Load the priority regions _priorities.load(sceneNum); // Initialize the section enabled list Common::set_to(&_enabledSections[0], &_enabledSections[16 * 16], 0xffff); _globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160; _globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100; _globals->_paneRefreshFlag[0] = 1; _globals->_paneRefreshFlag[1] = 1; _globals->_sceneManager._loadMode = 1; _globals->_sceneManager._sceneLoadCount = 0; _globals->_sceneManager._sceneBgOffset = Common::Point(0, 0); // Load the background for the scene loadBackground(0, 0); } void Scene::loadBackground(int xAmount, int yAmount) { // Adjust the scene bounds by the passed scroll amounts _sceneBounds.translate(xAmount, yAmount); _sceneBounds.contain(_backgroundBounds); _sceneBounds.left &= ~3; _sceneBounds.right &= ~3; _globals->_sceneOffset.x &= ~3; if ((_sceneBounds.top != _oldSceneBounds.top) || (_sceneBounds.left != _oldSceneBounds.left)) { if (_globals->_sceneManager._loadMode == 0) { _globals->_paneRefreshFlag[0] = 2; _globals->_paneRefreshFlag[1] = 2; _globals->_sceneManager._loadMode = 2; } _oldSceneBounds = _sceneBounds; } _globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160; _globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100; if ((_backgroundBounds.width() / 160) == 3) _globals->_sceneOffset.x = 0; if ((_backgroundBounds.height() / 100) == 3) _globals->_sceneOffset.y = 0; if ((_globals->_sceneOffset.x != _globals->_prevSceneOffset.x) || (_globals->_sceneOffset.y != _globals->_prevSceneOffset.y)) { // Change has happend, so refresh background _globals->_prevSceneOffset = _globals->_sceneOffset; refreshBackground(xAmount, yAmount); } } void Scene::refreshBackground(int xAmount, int yAmount) { if (_globals->_sceneManager._scene->_activeScreenNumber == -1) return; // Set the quadrant ranges int xHalfCount = MIN(_backSurface.getBounds().width() / 160, _backgroundBounds.width() / 160); int yHalfCount = MIN(_backSurface.getBounds().height() / 100, _backgroundBounds.height() / 100); int xHalfOffset = (_backgroundBounds.width() / 160) == 3 ? 0 : _sceneBounds.left / 160; int yHalfOffset = (_backgroundBounds.height() / 100) == 3 ? 0 : _sceneBounds.top / 100; // Set the limits and increment amounts int xInc = (xAmount < 0) ? -1 : 1; int xSectionStart = (xAmount < 0) ? 15 : 0; int xSectionEnd = (xAmount < 0) ? -1 : 16; int yInc = (yAmount < 0) ? -1 : 1; int ySectionStart = (yAmount < 0) ? 15 : 0; int ySectionEnd = (yAmount < 0) ? -1 : 16; bool changedFlag = false; for (int yp = ySectionStart; yp != ySectionEnd; yp += yInc) { for (int xp = xSectionStart; xp != xSectionEnd; xp += xInc) { if ((yp < yHalfOffset) || (yp >= (yHalfOffset + yHalfCount)) || (xp < xHalfOffset) || (xp >= (xHalfOffset + xHalfCount))) { // Flag section as enabled _enabledSections[xp * 16 + yp] = 0xffff; } else { // Check if the section is already loaded if ((_enabledSections[xp * 16 + yp] == 0xffff) || ((xAmount == 0) && (yAmount == 0))) { // Chunk isn't loaded, so load it in Graphics::Surface s = _backSurface.lockSurface(); GfxSurface::loadScreenSection(s, xp - xHalfOffset, yp - yHalfOffset, xp, yp); _backSurface.unlockSurface(); changedFlag = true; } else { int yv = (_enabledSections[xp * 16 + yp] == ((xp - xHalfOffset) << 4)) ? 0 : 1; if (yv | (yp - yHalfOffset)) { // Copy an existing 160x100 screen section previously loaded int xSectionDest = xp - xHalfOffset; int ySectionDest = yp - yHalfOffset; int xSectionSrc = _enabledSections[xp * 16 + yp] >> 4; int ySectionSrc = _enabledSections[xp * 16 + yp] & 0xf; Rect srcBounds(xSectionSrc * 160, ySectionSrc * 100, (xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100); Rect destBounds(xSectionDest * 160, ySectionDest * 100, (xSectionDest + 1) * 160, (ySectionDest + 1) * 100); _backSurface.copyFrom(_backSurface, srcBounds, destBounds); } } _enabledSections[xp * 16 + yp] = ((xp - xHalfOffset) << 4) | (yp - yHalfOffset); } } } if (changedFlag) { drawAltObjects(); } } void Scene::drawAltObjects() { Common::Array objList; // Initial loop to set the priority for entries in the list for (SynchronizedList::iterator i = _globals->_sceneManager._altSceneObjects.begin(); i != _globals->_sceneManager._altSceneObjects.end(); ++i) { SceneObject *obj = *i; objList.push_back(obj); // Handle updating object priority if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) { obj->_priority = MIN((int)obj->_position.y - 1, (int)_globals->_sceneManager._scene->_backgroundBounds.bottom); } } // Sort the list by priority _globals->_sceneManager._altSceneObjects.sortList(objList); // Drawing loop for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) { SceneObject *obj = objList[objIndex]; obj->reposition(); obj->draw(); } } void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent) { int currDiff = 0; int v = 0; while (v < yStart) _zoomPercents[v++] = minPercent; int diff1 = ABS(maxPercent - minPercent); int diff2 = ABS(yEnd - yStart); int remainingDiff = MAX(diff1, diff2); while (remainingDiff-- != 0) { _zoomPercents[v] = minPercent; if (diff2 <= diff1) { ++minPercent; currDiff += diff2; if (currDiff >= diff1) { currDiff -= diff1; ++v; } } else { ++v; currDiff += diff1; if (currDiff >= diff2) { currDiff -= diff2; ++minPercent; } } } while (yEnd < 256) _zoomPercents[yEnd++] = minPercent; } byte *Scene::preloadVisage(int resNum) { assert(!_v52C9F); return _resourceManager->getResource(RES_VISAGE, resNum, 9999, false); } /*--------------------------------------------------------------------------*/ void Game::execute() { // Main game loop bool activeFlag = false; do { // Process all currently atcive game handlers activeFlag = false; for (SynchronizedList::iterator i = _handlers.begin(); i != _handlers.end(); ++i) { GameHandler *gh = *i; if (gh->_lockCtr.getCtr() == 0) { gh->execute(); activeFlag = true; } } } while (activeFlag && !_vm->shouldQuit()); } } // End of namespace tSage