/* 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/ad_scene.h" #include "engines/wintermute/ad/ad_actor.h" #include "engines/wintermute/ad/ad_entity.h" #include "engines/wintermute/ad/ad_game.h" #include "engines/wintermute/ad/ad_layer.h" #include "engines/wintermute/ad/ad_node_state.h" #include "engines/wintermute/ad/ad_object.h" #include "engines/wintermute/ad/ad_path.h" #include "engines/wintermute/ad/ad_path_point.h" #include "engines/wintermute/ad/ad_rot_level.h" #include "engines/wintermute/ad/ad_scale_level.h" #include "engines/wintermute/ad/ad_scene_node.h" #include "engines/wintermute/ad/ad_scene_state.h" #include "engines/wintermute/ad/ad_sentence.h" #include "engines/wintermute/ad/ad_waypoint_group.h" #include "engines/wintermute/base/base_dynamic_buffer.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/font/base_font.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_object.h" #include "engines/wintermute/base/base_parser.h" #include "engines/wintermute/base/base_point.h" #include "engines/wintermute/base/base_region.h" #include "engines/wintermute/base/base_scriptable.h" #include "engines/wintermute/base/base_sprite.h" #include "engines/wintermute/base/base_viewport.h" #include "engines/wintermute/base/gfx/base_renderer.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/base/scriptables/script.h" #include "engines/wintermute/ui/ui_window.h" #include "engines/wintermute/utils/utils.h" #include "engines/wintermute/wintermute.h" #include namespace Wintermute { IMPLEMENT_PERSISTENT(AdScene, false) ////////////////////////////////////////////////////////////////////////// AdScene::AdScene(BaseGame *inGame) : BaseObject(inGame) { _pfTarget = new BasePoint; setDefaults(); } ////////////////////////////////////////////////////////////////////////// AdScene::~AdScene() { cleanup(); _gameRef->unregisterObject(_fader); delete _pfTarget; _pfTarget = nullptr; } ////////////////////////////////////////////////////////////////////////// void AdScene::setDefaults() { _initialized = false; _pfReady = true; _pfTargetPath = nullptr; _pfRequester = nullptr; _mainLayer = nullptr; _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 = nullptr; _fader = new BaseFader(_gameRef); _gameRef->registerObject(_fader); _viewport = nullptr; } ////////////////////////////////////////////////////////////////////////// void AdScene::cleanup() { BaseObject::cleanup(); _mainLayer = nullptr; // reference only delete _shieldWindow; _shieldWindow = nullptr; _gameRef->unregisterObject(_fader); _fader = nullptr; for (uint32 i = 0; i < _layers.size(); i++) { _gameRef->unregisterObject(_layers[i]); } _layers.clear(); for (uint32 i = 0; i < _waypointGroups.size(); i++) { _gameRef->unregisterObject(_waypointGroups[i]); } _waypointGroups.clear(); for (uint32 i = 0; i < _scaleLevels.size(); i++) { _gameRef->unregisterObject(_scaleLevels[i]); } _scaleLevels.clear(); for (uint32 i = 0; i < _rotLevels.size(); i++) { _gameRef->unregisterObject(_rotLevels[i]); } _rotLevels.clear(); for (uint32 i = 0; i < _pfPath.size(); i++) { delete _pfPath[i]; } _pfPath.clear(); _pfPointsNum = 0; for (uint32 i = 0; i < _objects.size(); i++) { _gameRef->unregisterObject(_objects[i]); } _objects.clear(); delete _viewport; _viewport = nullptr; setDefaults(); } ////////////////////////////////////////////////////////////////////////// bool AdScene::getPath(const BasePoint &source, const BasePoint &target, AdPath *path, BaseObject *requester) { if (!_pfReady) { return false; } else { _pfReady = false; *_pfTarget = target; _pfTargetPath = path; _pfRequester = requester; _pfTargetPath->reset(); _pfTargetPath->setReady(false); // prepare working path pfPointsStart(); // first point //_pfPath.add(new AdPathPoint(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 AdPathPoint(target.x, target.y, INT_MAX)); pfPointsAdd(target.x, target.y, INT_MAX); // active waypoints for (uint32 i = 0; i < _waypointGroups.size(); i++) { if (_waypointGroups[i]->_active) { pfAddWaypointGroup(_waypointGroups[i], requester); } } // free waypoints for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentWptGroup) { pfAddWaypointGroup(_objects[i]->_currentWptGroup, requester); } } AdGame *adGame = (AdGame *)_gameRef; for (uint32 i = 0; i < adGame->_objects.size(); i++) { if (adGame->_objects[i]->_active && adGame->_objects[i] != requester && adGame->_objects[i]->_currentWptGroup) { pfAddWaypointGroup(adGame->_objects[i]->_currentWptGroup, requester); } } return true; } } ////////////////////////////////////////////////////////////////////////// void AdScene::pfAddWaypointGroup(AdWaypointGroup *wpt, BaseObject *requester) { if (!wpt->_active) { return; } for (uint32 i = 0; i < wpt->_points.size(); i++) { if (isBlockedAt(wpt->_points[i]->x, wpt->_points[i]->y, true, requester)) { continue; } //_pfPath.add(new AdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX)); pfPointsAdd(wpt->_points[i]->x, wpt->_points[i]->y, INT_MAX); } } ////////////////////////////////////////////////////////////////////////// float AdScene::getZoomAt(int x, int y) { float ret = 100; bool found = false; if (_mainLayer) { for (int i = _mainLayer->_nodes.size() - 1; i >= 0; i--) { AdSceneNode *node = _mainLayer->_nodes[i]; if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->isBlocked() && node->_region->pointInRegion(x, y)) { if (node->_region->getZoom() != 0) { ret = node->_region->getZoom(); found = true; break; } } } } if (!found) { ret = getScaleAt(y); } return ret; } ////////////////////////////////////////////////////////////////////////// uint32 AdScene::getAlphaAt(int x, int y, bool colorCheck) { if (!_gameRef->_debugDebugMode) { colorCheck = false; } uint32 ret; if (colorCheck) { ret = 0xFFFF0000; } else { ret = 0xFFFFFFFF; } if (_mainLayer) { for (int i = _mainLayer->_nodes.size() - 1; i >= 0; i--) { AdSceneNode *node = _mainLayer->_nodes[i]; if (node->_type == OBJECT_REGION && node->_region->_active && (colorCheck || !node->_region->isBlocked()) && node->_region->pointInRegion(x, y)) { if (!node->_region->isBlocked()) { ret = node->_region->getAlpha(); } break; } } } return ret; } ////////////////////////////////////////////////////////////////////////// bool AdScene::isBlockedAt(int x, int y, bool checkFreeObjects, BaseObject *requester) { bool ret = true; if (checkFreeObjects) { for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) { if (_objects[i]->_currentBlockRegion->pointInRegion(x, y)) { return true; } } } AdGame *adGame = (AdGame *)_gameRef; for (uint32 i = 0; i < adGame->_objects.size(); 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 (uint32 i = 0; i < _mainLayer->_nodes.size(); i++) { AdSceneNode *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->hasDecoration() && node->_region->pointInRegion(x, y)) { if (node->_region->isBlocked()) { ret = true; break; } else { ret = false; } } } } return ret; } ////////////////////////////////////////////////////////////////////////// bool AdScene::isWalkableAt(int x, int y, bool checkFreeObjects, BaseObject *requester) { bool ret = false; if (checkFreeObjects) { for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentBlockRegion) { if (_objects[i]->_currentBlockRegion->pointInRegion(x, y)) { return false; } } } AdGame *adGame = (AdGame *)_gameRef; for (uint32 i = 0; i < adGame->_objects.size(); 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 (uint32 i = 0; i < _mainLayer->_nodes.size(); i++) { AdSceneNode *node = _mainLayer->_nodes[i]; if (node->_type == OBJECT_REGION && node->_region->_active && !node->_region->hasDecoration() && node->_region->pointInRegion(x, y)) { if (node->_region->isBlocked()) { ret = false; break; } else { ret = true; } } } } return ret; } ////////////////////////////////////////////////////////////////////////// int AdScene::getPointsDist(const BasePoint &p1, const BasePoint &p2, BaseObject *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) { BaseUtils::swap(&x1, &x2); BaseUtils::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) { BaseUtils::swap(&x1, &x2); BaseUtils::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 AdScene::pathFinderStep() { int i; // get lowest unmarked int lowestDist = INT_MAX; AdPathPoint *lowestPt = nullptr; for (i = 0; i < _pfPointsNum; i++) if (!_pfPath[i]->_marked && _pfPath[i]->_distance < lowestDist) { lowestDist = _pfPath[i]->_distance; lowestPt = _pfPath[i]; } if (lowestPt == nullptr) { // no path -> terminate PathFinder _pfReady = true; _pfTargetPath->setReady(true); return; } lowestPt->_marked = true; // target point marked, generate path and terminate if (lowestPt->x == _pfTarget->x && lowestPt->y == _pfTarget->y) { while (lowestPt != nullptr) { _pfTargetPath->_points.insert_at(0, new BasePoint(lowestPt->x, lowestPt->y)); lowestPt = lowestPt->_origin; } _pfReady = true; _pfTargetPath->setReady(true); return; } // otherwise keep on searching for (i = 0; i < _pfPointsNum; i++) if (!_pfPath[i]->_marked) { int j = getPointsDist(*lowestPt, *_pfPath[i], _pfRequester); if (j != -1 && lowestPt->_distance + j < _pfPath[i]->_distance) { _pfPath[i]->_distance = lowestPt->_distance + j; _pfPath[i]->_origin = lowestPt; } } } ////////////////////////////////////////////////////////////////////////// bool AdScene::initLoop() { #ifdef _DEBUGxxxx int nu_steps = 0; uint32 start = _gameRef->_currentTime; while (!_pfReady && g_system->getMillis() - start <= _pfMaxTime) { PathFinderStep(); nu_steps++; } if (nu_steps > 0) { _gameRef->LOG(0, "STAT: PathFinder iterations in one loop: %d (%s) _pfMaxTime=%d", nu_steps, _pfReady ? "finished" : "not yet done", _pfMaxTime); } #else uint32 start = _gameRef->_currentTime; while (!_pfReady && g_system->getMillis() - start <= _pfMaxTime) { pathFinderStep(); } #endif return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::loadFile(const char *filename) { char *buffer = (char *)BaseFileManager::getEngineInstance()->readWholeFile(filename); if (buffer == nullptr) { _gameRef->LOG(0, "AdScene::LoadFile failed for file '%s'", filename); return STATUS_FAILED; } bool ret; setFilename(filename); if (DID_FAIL(ret = loadBuffer(buffer, true))) { _gameRef->LOG(0, "Error parsing SCENE file '%s'", filename); } setFilename(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 ////////////////////////////////////////////////////////////////////////// bool AdScene::loadBuffer(char *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(); char *params; int cmd; BaseParser parser; if (complete) { if (parser.getCommand(&buffer, commands, ¶ms) != TOKEN_SCENE) { _gameRef->LOG(0, "'SCENE' keyword expected."); return STATUS_FAILED; } buffer = params; } int ar, ag, ab, aa; char camera[MAX_PATH_LENGTH] = ""; /* float waypointHeight = -1.0f; */ while ((cmd = parser.getCommand(&buffer, commands, ¶ms)) > 0) { switch (cmd) { case TOKEN_TEMPLATE: if (DID_FAIL(loadFile(params))) { cmd = PARSERR_GENERIC; } break; case TOKEN_NAME: setName(params); break; case TOKEN_CAPTION: setCaption(params); break; case TOKEN_LAYER: { AdLayer *layer = new AdLayer(_gameRef); if (!layer || DID_FAIL(layer->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; delete layer; layer = nullptr; } else { _gameRef->registerObject(layer); _layers.add(layer); if (layer->_main) { _mainLayer = layer; _width = layer->_width; _height = layer->_height; } } } break; case TOKEN_WAYPOINTS: { AdWaypointGroup *wpt = new AdWaypointGroup(_gameRef); if (!wpt || DID_FAIL(wpt->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; delete wpt; wpt = nullptr; } else { _gameRef->registerObject(wpt); _waypointGroups.add(wpt); } } break; case TOKEN_SCALE_LEVEL: { AdScaleLevel *sl = new AdScaleLevel(_gameRef); if (!sl || DID_FAIL(sl->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; delete sl; sl = nullptr; } else { _gameRef->registerObject(sl); _scaleLevels.add(sl); } } break; case TOKEN_ROTATION_LEVEL: { AdRotLevel *rl = new AdRotLevel(_gameRef); if (!rl || DID_FAIL(rl->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; delete rl; rl = nullptr; } else { _gameRef->registerObject(rl); _rotLevels.add(rl); } } break; case TOKEN_ENTITY: { AdEntity *entity = new AdEntity(_gameRef); if (!entity || DID_FAIL(entity->loadBuffer(params, false))) { cmd = PARSERR_GENERIC; delete entity; entity = nullptr; } else { addObject(entity); } } break; case TOKEN_CURSOR: delete _cursor; _cursor = new BaseSprite(_gameRef); if (!_cursor || DID_FAIL(_cursor->loadFile(params))) { delete _cursor; _cursor = nullptr; cmd = PARSERR_GENERIC; } break; case TOKEN_CAMERA: Common::strlcpy(camera, params, MAX_PATH_LENGTH); break; case TOKEN_EDITOR_MARGIN_H: parser.scanStr(params, "%d", &_editorMarginH); break; case TOKEN_EDITOR_MARGIN_V: parser.scanStr(params, "%d", &_editorMarginV); break; case TOKEN_EDITOR_COLOR_FRAME: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColFrame = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_ENTITY: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColEntity = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_ENTITY_SEL: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColEntitySel = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_REGION_SEL: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColRegionSel = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_DECORATION_SEL: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColDecorSel = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_BLOCKED_SEL: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColBlockedSel = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_WAYPOINTS_SEL: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColWaypointsSel = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_REGION: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColRegion = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_DECORATION: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColDecor = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_BLOCKED: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColBlocked = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_WAYPOINTS: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColWaypoints = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_COLOR_SCALE: parser.scanStr(params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa); _editorColScale = BYTETORGBA(ar, ag, ab, aa); break; case TOKEN_EDITOR_SHOW_REGIONS: parser.scanStr(params, "%b", &_editorShowRegions); break; case TOKEN_EDITOR_SHOW_BLOCKED: parser.scanStr(params, "%b", &_editorShowBlocked); break; case TOKEN_EDITOR_SHOW_DECORATION: parser.scanStr(params, "%b", &_editorShowDecor); break; case TOKEN_EDITOR_SHOW_ENTITIES: parser.scanStr(params, "%b", &_editorShowEntities); break; case TOKEN_EDITOR_SHOW_SCALE: parser.scanStr(params, "%b", &_editorShowScale); break; case TOKEN_SCRIPT: addScript(params); break; case TOKEN_PROPERTY: parseProperty(params, false); break; case TOKEN_VIEWPORT: { Rect32 rc; parser.scanStr(params, "%d,%d,%d,%d", &rc.left, &rc.top, &rc.right, &rc.bottom); if (!_viewport) { _viewport = new BaseViewport(_gameRef); } if (_viewport) { _viewport->setRect(rc.left, rc.top, rc.right, rc.bottom, true); } } break; case TOKEN_PERSISTENT_STATE: parser.scanStr(params, "%b", &_persistentState); break; case TOKEN_PERSISTENT_STATE_SPRITES: parser.scanStr(params, "%b", &_persistentStateSprites); break; case TOKEN_EDITOR_PROPERTY: parseEditorProperty(params, false); break; } } if (cmd == PARSERR_TOKENNOTFOUND) { _gameRef->LOG(0, "Syntax error in SCENE definition"); return STATUS_FAILED; } if (_mainLayer == nullptr) { _gameRef->LOG(0, "Warning: scene '%s' has no main layer.", getFilename()); } sortScaleLevels(); sortRotLevels(); _initialized = true; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::traverseNodes(bool doUpdate) { if (!_initialized) { return STATUS_OK; } AdGame *adGame = (AdGame *)_gameRef; ////////////////////////////////////////////////////////////////////////// // prepare viewport bool popViewport = false; if (_viewport && !_gameRef->_editorMode) { _gameRef->pushViewport(_viewport); popViewport = true; } else if (adGame->_sceneViewport && !_gameRef->_editorMode) { _gameRef->pushViewport(adGame->_sceneViewport); popViewport = true; } ////////////////////////////////////////////////////////////////////////// // *** adjust scroll offset if (doUpdate) { /* if (_autoScroll && _gameRef->_mainObject != nullptr) { ScrollToObject(_gameRef->_mainObject); } */ if (_autoScroll) { // adjust horizontal scroll if (_gameRef->getTimer()->getTime() - _lastTimeH >= _scrollTimeH) { int timesMissed = (_gameRef->getTimer()->getTime() - _lastTimeH) / _scrollTimeH; // Cap the amount of catch-up to avoid jittery characters. if (timesMissed > 2) { timesMissed = 2; } _lastTimeH = _gameRef->getTimer()->getTime(); if (_offsetLeft < _targetOffsetLeft) { _offsetLeft += _scrollPixelsH * timesMissed; _offsetLeft = MIN(_offsetLeft, _targetOffsetLeft); } else if (_offsetLeft > _targetOffsetLeft) { _offsetLeft -= _scrollPixelsH * timesMissed; _offsetLeft = MAX(_offsetLeft, _targetOffsetLeft); } } // adjust vertical scroll if (_gameRef->getTimer()->getTime() - _lastTimeV >= _scrollTimeV) { int timesMissed = (_gameRef->getTimer()->getTime() - _lastTimeV) / _scrollTimeV; // Cap the amount of catch-up to avoid jittery characters. if (timesMissed > 2) { timesMissed = 2; } _lastTimeV = _gameRef->getTimer()->getTime(); if (_offsetTop < _targetOffsetTop) { _offsetTop += _scrollPixelsV * timesMissed; _offsetTop = MIN(_offsetTop, _targetOffsetTop); } else if (_offsetTop > _targetOffsetTop) { _offsetTop -= _scrollPixelsV * timesMissed; _offsetTop = MAX(_offsetTop, _targetOffsetTop); } } if (_offsetTop == _targetOffsetTop && _offsetLeft == _targetOffsetLeft) { _ready = true; } } else { _ready = true; // not scrolling, i.e. always ready } } ////////////////////////////////////////////////////////////////////////// int32 viewportWidth, viewportHeight; getViewportSize(&viewportWidth, &viewportHeight); int32 viewportX, viewportY; getViewportOffset(&viewportX, &viewportY); int32 scrollableX = _width - viewportWidth; int32 scrollableY = _height - viewportHeight; double widthRatio = scrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)scrollableX); double heightRatio = scrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)scrollableY); int origX, origY; _gameRef->getOffset(&origX, &origY); ////////////////////////////////////////////////////////////////////////// // *** display/update everything _gameRef->_renderer->setup2D(); // for each layer /* int mainOffsetX = 0; */ /* int mainOffsetY = 0; */ for (uint32 j = 0; j < _layers.size(); j++) { if (!_layers[j]->_active) { continue; } // make layer exclusive if (!doUpdate) { if (_layers[j]->_closeUp && !_gameRef->_editorMode) { if (!_shieldWindow) { _shieldWindow = new UIWindow(_gameRef); } if (_shieldWindow) { _shieldWindow->_posX = _shieldWindow->_posY = 0; _shieldWindow->setWidth(_gameRef->_renderer->getWidth()); _shieldWindow->setHeight(_gameRef->_renderer->getHeight()); _shieldWindow->display(); } } } if (_paralaxScrolling) { int offsetX = (int)(widthRatio * (_layers[j]->_width - viewportWidth) - viewportX); int offsetY = (int)(heightRatio * (_layers[j]->_height - viewportHeight) - viewportY); _gameRef->setOffset(offsetX, offsetY); _gameRef->_offsetPercentX = (float)offsetX / ((float)_layers[j]->_width - viewportWidth) * 100.0f; _gameRef->_offsetPercentY = (float)offsetY / ((float)_layers[j]->_height - viewportHeight) * 100.0f; //_gameRef->QuickMessageForm("%d %f", OffsetX+ViewportX, _gameRef->_offsetPercentX); } else { _gameRef->setOffset(_offsetLeft - viewportX, _offsetTop - viewportY); _gameRef->_offsetPercentX = (float)(_offsetLeft - viewportX) / ((float)_layers[j]->_width - viewportWidth) * 100.0f; _gameRef->_offsetPercentY = (float)(_offsetTop - viewportY) / ((float)_layers[j]->_height - viewportHeight) * 100.0f; } // for each node for (uint32 k = 0; k < _layers[j]->_nodes.size(); k++) { AdSceneNode *node = _layers[j]->_nodes[k]; switch (node->_type) { case OBJECT_ENTITY: if (node->_entity->_active && (_gameRef->_editorMode || !node->_entity->_editorOnly)) { _gameRef->_renderer->setup2D(); if (doUpdate) { node->_entity->update(); } else { node->_entity->display(); } } break; case OBJECT_REGION: { if (node->_region->isBlocked()) { break; } if (node->_region->hasDecoration()) { break; } if (!doUpdate) { 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 (doUpdate) { updateFreeObjects(); } else { displayRegionContent(nullptr); } } } // each layer // restore state _gameRef->setOffset(origX, origY); _gameRef->_renderer->setup2D(); // display/update fader if (_fader) { if (doUpdate) { _fader->update(); } else { _fader->display(); } } if (popViewport) { _gameRef->popViewport(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::display() { return traverseNodes(false); } ////////////////////////////////////////////////////////////////////////// bool AdScene::updateFreeObjects() { AdGame *adGame = (AdGame *)_gameRef; // 3D-code removed // bool is3DSet; // *** update all active objects // is3DSet = false; for (uint32 i = 0; i < adGame->_objects.size(); i++) { if (!adGame->_objects[i]->_active) { continue; } // 3D-code removed adGame->_objects[i]->update(); adGame->_objects[i]->_drawn = false; } for (uint32 i = 0; i < _objects.size(); i++) { if (!_objects[i]->_active) { continue; } _objects[i]->update(); _objects[i]->_drawn = false; } if (_autoScroll && _gameRef->getMainObject() != nullptr) { scrollToObject(_gameRef->getMainObject()); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::displayRegionContent(AdRegion *region, bool display3DOnly) { AdGame *adGame = (AdGame *)_gameRef; Common::Array objects; AdObject *obj; // global objects for (uint32 i = 0; i < adGame->_objects.size(); i++) { obj = adGame->_objects[i]; if (obj->_active && !obj->_drawn && (obj->_stickRegion == region || region == nullptr || (obj->_stickRegion == nullptr && region->pointInRegion(obj->_posX, obj->_posY)))) { objects.push_back(obj); } } // scene objects for (uint32 i = 0; i < _objects.size(); i++) { obj = _objects[i]; if (obj->_active && !obj->_editorOnly && !obj->_drawn && (obj->_stickRegion == region || region == nullptr || (obj->_stickRegion == nullptr && region->pointInRegion(obj->_posX, obj->_posY)))) { objects.push_back(obj); } } // sort by _posY Common::sort(objects.begin(), objects.end(), AdScene::compareObjs); // display them for (uint32 i = 0; i < objects.size(); i++) { obj = objects[i]; if (display3DOnly && !obj->_is3D) { continue; } _gameRef->_renderer->setup2D(); if (_gameRef->_editorMode || !obj->_editorOnly) { obj->display(); } obj->_drawn = true; } // display design only objects if (!display3DOnly) { if (_gameRef->_editorMode && region == nullptr) { for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && _objects[i]->_editorOnly) { _objects[i]->display(); _objects[i]->_drawn = true; } } } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::compareObjs(const AdObject *obj1, const AdObject *obj2) { if (obj1->_posY < obj2->_posY) { return true; } else { return false; } } ////////////////////////////////////////////////////////////////////////// bool AdScene::displayRegionContentOld(AdRegion *region) { AdGame *adGame = (AdGame *)_gameRef; AdObject *obj; // display all objects in region sorted by _posY do { obj = nullptr; int minY = INT_MAX; // global objects for (uint32 i = 0; i < adGame->_objects.size(); i++) { if (adGame->_objects[i]->_active && !adGame->_objects[i]->_drawn && adGame->_objects[i]->_posY < minY && (adGame->_objects[i]->_stickRegion == region || region == nullptr || (adGame->_objects[i]->_stickRegion == nullptr && region->pointInRegion(adGame->_objects[i]->_posX, adGame->_objects[i]->_posY)))) { obj = adGame->_objects[i]; minY = adGame->_objects[i]->_posY; } } // scene objects for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == region || region == nullptr || (_objects[i]->_stickRegion == nullptr && region->pointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) { obj = _objects[i]; minY = _objects[i]->_posY; } } if (obj != nullptr) { _gameRef->_renderer->setup2D(); if (_gameRef->_editorMode || !obj->_editorOnly) { obj->display(); } obj->_drawn = true; } } while (obj != nullptr); // design only objects if (_gameRef->_editorMode && region == nullptr) { for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->_active && _objects[i]->_editorOnly) { _objects[i]->display(); _objects[i]->_drawn = true; } } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::update() { return traverseNodes(true); } ////////////////////////////////////////////////////////////////////////// void AdScene::scrollTo(int offsetX, int offsetY) { int32 viewportWidth, viewportHeight; getViewportSize(&viewportWidth, &viewportHeight); int32 origOffsetLeft = _targetOffsetLeft; int32 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 (_gameRef->getMainObject() && _gameRef->getMainObject()->_is3D) { if (abs(origOffsetLeft - _targetOffsetLeft) < 5) { _targetOffsetLeft = origOffsetLeft; } if (abs(origOffsetTop - _targetOffsetTop) < 5) { _targetOffsetTop = origOffsetTop; } //_targetOffsetTop = 0; } _ready = false; } ////////////////////////////////////////////////////////////////////////// void AdScene::scrollToObject(BaseObject *object) { if (object) { scrollTo(object->_posX, object->_posY - object->getHeight() / 2); } } ////////////////////////////////////////////////////////////////////////// void AdScene::skipToObject(BaseObject *object) { if (object) { skipTo(object->_posX, object->_posY - object->getHeight() / 2); } } ////////////////////////////////////////////////////////////////////////// void AdScene::skipTo(int offsetX, int offsetY) { int32 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 ////////////////////////////////////////////////////////////////////////// bool AdScene::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // LoadActor ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "LoadActor") == 0) { stack->correctParams(1); AdActor *act = new AdActor(_gameRef); if (act && DID_SUCCEED(act->loadFile(stack->pop()->getString()))) { addObject(act); stack->pushNative(act, true); } else { delete act; act = nullptr; stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // LoadEntity ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "LoadEntity") == 0) { stack->correctParams(1); AdEntity *ent = new AdEntity(_gameRef); if (ent && DID_SUCCEED(ent->loadFile(stack->pop()->getString()))) { addObject(ent); stack->pushNative(ent, true); } else { delete ent; ent = nullptr; stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // CreateEntity ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "CreateEntity") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); AdEntity *ent = new AdEntity(_gameRef); addObject(ent); if (!val->isNULL()) { ent->setName(val->getString()); } stack->pushNative(ent, true); return STATUS_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); ScValue *val = stack->pop(); AdObject *obj = (AdObject *)val->getNative(); removeObject(obj); if (val->getType() == VAL_VARIABLE_REF) { val->setNULL(); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SkipTo ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SkipTo") == 0) { stack->correctParams(2); ScValue *val1 = stack->pop(); ScValue *val2 = stack->pop(); if (val1->isNative()) { skipToObject((BaseObject *)val1->getNative()); } else { skipTo(val1->getInt(), val2->getInt()); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ScrollTo / ScrollToAsync ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ScrollTo") == 0 || strcmp(name, "ScrollToAsync") == 0) { stack->correctParams(2); ScValue *val1 = stack->pop(); ScValue *val2 = stack->pop(); if (val1->isNative()) { scrollToObject((BaseObject *)val1->getNative()); } else { scrollTo(val1->getInt(), val2->getInt()); } if (strcmp(name, "ScrollTo") == 0) { script->waitForExclusive(this); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetLayer ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetLayer") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); if (val->isInt()) { int layer = val->getInt(); if (layer < 0 || layer >= (int32)_layers.size()) { stack->pushNULL(); } else { stack->pushNative(_layers[layer], true); } } else { const char *layerName = val->getString(); bool layerFound = false; for (uint32 i = 0; i < _layers.size(); i++) { if (scumm_stricmp(layerName, _layers[i]->getName()) == 0) { stack->pushNative(_layers[i], true); layerFound = true; break; } } if (!layerFound) { stack->pushNULL(); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetWaypointGroup ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetWaypointGroup") == 0) { stack->correctParams(1); int group = stack->pop()->getInt(); if (group < 0 || group >= (int32)_waypointGroups.size()) { stack->pushNULL(); } else { stack->pushNative(_waypointGroups[group], true); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetNode ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetNode") == 0) { stack->correctParams(1); const char *nodeName = stack->pop()->getString(); BaseObject *node = getNodeByName(nodeName); if (node) { stack->pushNative((BaseScriptable *)node, true); } else { stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetFreeNode ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetFreeNode") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); AdObject *ret = nullptr; if (val->isInt()) { int index = val->getInt(); if (index >= 0 && index < (int32)_objects.size()) { ret = _objects[index]; } } else { const char *nodeName = val->getString(); for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i] && _objects[i]->getName() && scumm_stricmp(_objects[i]->getName(), nodeName) == 0) { ret = _objects[i]; break; } } } if (ret) { stack->pushNative(ret, true); } else { stack->pushNULL(); } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetRegionAt ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetRegionAt") == 0) { stack->correctParams(3); int x = stack->pop()->getInt(); int y = stack->pop()->getInt(); ScValue *val = stack->pop(); bool includeDecors = false; if (!val->isNULL()) { includeDecors = val->getBool(); } if (_mainLayer) { for (int i = _mainLayer->_nodes.size() - 1; i >= 0; i--) { AdSceneNode *node = _mainLayer->_nodes[i]; if (node->_type == OBJECT_REGION && node->_region->_active && node->_region->pointInRegion(x, y)) { if (node->_region->hasDecoration() && !includeDecors) { continue; } stack->pushNative(node->_region, true); return STATUS_OK; } } } stack->pushNULL(); return STATUS_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 STATUS_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 STATUS_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 STATUS_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 STATUS_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 STATUS_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(BYTETORGBA(red, green, blue, alpha), duration); if (strcmp(name, "FadeOutAsync") != 0) { script->waitFor(_fader); } stack->pushNULL(); return STATUS_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(BYTETORGBA(red, green, blue, alpha), duration); if (strcmp(name, "FadeInAsync") != 0) { script->waitFor(_fader); } stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // GetFadeColor ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "GetFadeColor") == 0) { stack->correctParams(0); stack->pushInt(_fader->getCurrentColor()); return STATUS_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 STATUS_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 = _gameRef->_renderer->getWidth(); } if (height <= 0) { height = _gameRef->_renderer->getHeight(); } if (!_viewport) { _viewport = new BaseViewport(_gameRef); } if (_viewport) { _viewport->setRect(x, y, x + width, y + height); } stack->pushBool(true); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // AddLayer ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "AddLayer") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); AdLayer *layer = new AdLayer(_gameRef); if (!val->isNULL()) { layer->setName(val->getString()); } if (_mainLayer) { layer->_width = _mainLayer->_width; layer->_height = _mainLayer->_height; } _layers.add(layer); _gameRef->registerObject(layer); stack->pushNative(layer, true); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // InsertLayer ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "InsertLayer") == 0) { stack->correctParams(2); int index = stack->pop()->getInt(); ScValue *val = stack->pop(); AdLayer *layer = new AdLayer(_gameRef); if (!val->isNULL()) { layer->setName(val->getString()); } if (_mainLayer) { layer->_width = _mainLayer->_width; layer->_height = _mainLayer->_height; } if (index < 0) { index = 0; } if (index <= (int32)_layers.size() - 1) { _layers.insert_at(index, layer); } else { _layers.add(layer); } _gameRef->registerObject(layer); stack->pushNative(layer, true); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // DeleteLayer ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "DeleteLayer") == 0) { stack->correctParams(1); ScValue *val = stack->pop(); AdLayer *toDelete = nullptr; if (val->isNative()) { BaseScriptable *temp = val->getNative(); for (uint32 i = 0; i < _layers.size(); i++) { if (_layers[i] == temp) { toDelete = _layers[i]; break; } } } else { int index = val->getInt(); if (index >= 0 && index < (int32)_layers.size()) { toDelete = _layers[index]; } } if (toDelete == nullptr) { stack->pushBool(false); return STATUS_OK; } if (toDelete->_main) { script->runtimeError("Scene.DeleteLayer - cannot delete main scene layer"); stack->pushBool(false); return STATUS_OK; } for (uint32 i = 0; i < _layers.size(); i++) { if (_layers[i] == toDelete) { _layers.remove_at(i); _gameRef->unregisterObject(toDelete); break; } } stack->pushBool(true); return STATUS_OK; } else { return BaseObject::scCallMethod(script, stack, thisStack, name); } } ////////////////////////////////////////////////////////////////////////// ScValue *AdScene::scGetProperty(const Common::String &name) { _scValue->setNULL(); ////////////////////////////////////////////////////////////////////////// // Type ////////////////////////////////////////////////////////////////////////// if (name == "Type") { _scValue->setString("scene"); return _scValue; } ////////////////////////////////////////////////////////////////////////// // NumLayers (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "NumLayers") { _scValue->setInt(_layers.size()); return _scValue; } ////////////////////////////////////////////////////////////////////////// // NumWaypointGroups (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "NumWaypointGroups") { _scValue->setInt(_waypointGroups.size()); return _scValue; } ////////////////////////////////////////////////////////////////////////// // MainLayer (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "MainLayer") { if (_mainLayer) { _scValue->setNative(_mainLayer, true); } else { _scValue->setNULL(); } return _scValue; } ////////////////////////////////////////////////////////////////////////// // NumFreeNodes (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "NumFreeNodes") { _scValue->setInt(_objects.size()); return _scValue; } ////////////////////////////////////////////////////////////////////////// // MouseX (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "MouseX") { int32 viewportX; getViewportOffset(&viewportX); _scValue->setInt(_gameRef->_mousePos.x + _offsetLeft - viewportX); return _scValue; } ////////////////////////////////////////////////////////////////////////// // MouseY (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "MouseY") { int32 viewportY; getViewportOffset(nullptr, &viewportY); _scValue->setInt(_gameRef->_mousePos.y + _offsetTop - viewportY); return _scValue; } ////////////////////////////////////////////////////////////////////////// // AutoScroll ////////////////////////////////////////////////////////////////////////// else if (name == "AutoScroll") { _scValue->setBool(_autoScroll); return _scValue; } ////////////////////////////////////////////////////////////////////////// // PersistentState ////////////////////////////////////////////////////////////////////////// else if (name == "PersistentState") { _scValue->setBool(_persistentState); return _scValue; } ////////////////////////////////////////////////////////////////////////// // PersistentStateSprites ////////////////////////////////////////////////////////////////////////// else if (name == "PersistentStateSprites") { _scValue->setBool(_persistentStateSprites); return _scValue; } ////////////////////////////////////////////////////////////////////////// // ScrollPixelsX ////////////////////////////////////////////////////////////////////////// else if (name == "ScrollPixelsX") { _scValue->setInt(_scrollPixelsH); return _scValue; } ////////////////////////////////////////////////////////////////////////// // ScrollPixelsY ////////////////////////////////////////////////////////////////////////// else if (name == "ScrollPixelsY") { _scValue->setInt(_scrollPixelsV); return _scValue; } ////////////////////////////////////////////////////////////////////////// // ScrollSpeedX ////////////////////////////////////////////////////////////////////////// else if (name == "ScrollSpeedX") { _scValue->setInt(_scrollTimeH); return _scValue; } ////////////////////////////////////////////////////////////////////////// // ScrollSpeedY ////////////////////////////////////////////////////////////////////////// else if (name == "ScrollSpeedY") { _scValue->setInt(_scrollTimeV); return _scValue; } ////////////////////////////////////////////////////////////////////////// // OffsetX ////////////////////////////////////////////////////////////////////////// else if (name == "OffsetX") { _scValue->setInt(_offsetLeft); return _scValue; } ////////////////////////////////////////////////////////////////////////// // OffsetY ////////////////////////////////////////////////////////////////////////// else if (name == "OffsetY") { _scValue->setInt(_offsetTop); return _scValue; } ////////////////////////////////////////////////////////////////////////// // Width (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "Width") { if (_mainLayer) { _scValue->setInt(_mainLayer->_width); } else { _scValue->setInt(0); } return _scValue; } ////////////////////////////////////////////////////////////////////////// // Height (RO) ////////////////////////////////////////////////////////////////////////// else if (name == "Height") { if (_mainLayer) { _scValue->setInt(_mainLayer->_height); } else { _scValue->setInt(0); } return _scValue; } else { return BaseObject::scGetProperty(name); } } ////////////////////////////////////////////////////////////////////////// bool AdScene::scSetProperty(const char *name, ScValue *value) { ////////////////////////////////////////////////////////////////////////// // Name ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Name") == 0) { setName(value->getString()); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // AutoScroll ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "AutoScroll") == 0) { _autoScroll = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // PersistentState ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "PersistentState") == 0) { _persistentState = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // PersistentStateSprites ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "PersistentStateSprites") == 0) { _persistentStateSprites = value->getBool(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ScrollPixelsX ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ScrollPixelsX") == 0) { _scrollPixelsH = value->getInt(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ScrollPixelsY ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ScrollPixelsY") == 0) { _scrollPixelsV = value->getInt(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ScrollSpeedX ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ScrollSpeedX") == 0) { _scrollTimeH = value->getInt(); if (_scrollTimeH == 0) { warning("_scrollTimeH can't be 0, resetting to default"); _scrollTimeH = 10; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // ScrollSpeedY ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "ScrollSpeedY") == 0) { _scrollTimeV = value->getInt(); if (_scrollTimeV == 0) { warning("_scrollTimeV can't be 0, resetting to default"); _scrollTimeV = 10; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // OffsetX ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "OffsetX") == 0) { _offsetLeft = value->getInt(); int32 viewportWidth, viewportHeight; getViewportSize(&viewportWidth, &viewportHeight); _offsetLeft = MAX(0, _offsetLeft - viewportWidth / 2); _offsetLeft = MIN(_offsetLeft, _width - viewportWidth); _targetOffsetLeft = _offsetLeft; return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // OffsetY ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "OffsetY") == 0) { _offsetTop = value->getInt(); int32 viewportWidth, viewportHeight; getViewportSize(&viewportWidth, &viewportHeight); _offsetTop = MAX(0, _offsetTop - viewportHeight / 2); _offsetTop = MIN(_offsetTop, _height - viewportHeight); _targetOffsetTop = _offsetTop; return STATUS_OK; } else { return BaseObject::scSetProperty(name, value); } } ////////////////////////////////////////////////////////////////////////// const char *AdScene::scToString() { return "[scene object]"; } ////////////////////////////////////////////////////////////////////////// bool AdScene::addObject(AdObject *object) { _objects.add(object); return _gameRef->registerObject(object); } ////////////////////////////////////////////////////////////////////////// bool AdScene::removeObject(AdObject *object) { for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i] == object) { _objects.remove_at(i); return _gameRef->unregisterObject(object); } } return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// bool AdScene::saveAsText(BaseDynamicBuffer *buffer, int indent) { buffer->putTextIndent(indent, "SCENE {\n"); buffer->putTextIndent(indent + 2, "NAME=\"%s\"\n", getName()); 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 (uint32 i = 0; i < _scripts.size(); 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) { Rect32 *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", RGBCOLGetR(_editorColFrame), RGBCOLGetG(_editorColFrame), RGBCOLGetB(_editorColFrame), RGBCOLGetA(_editorColFrame)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_ENTITY_SEL { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColEntitySel), RGBCOLGetG(_editorColEntitySel), RGBCOLGetB(_editorColEntitySel), RGBCOLGetA(_editorColEntitySel)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_REGION_SEL { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColRegionSel), RGBCOLGetG(_editorColRegionSel), RGBCOLGetB(_editorColRegionSel), RGBCOLGetA(_editorColRegionSel)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_BLOCKED_SEL { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColBlockedSel), RGBCOLGetG(_editorColBlockedSel), RGBCOLGetB(_editorColBlockedSel), RGBCOLGetA(_editorColBlockedSel)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_DECORATION_SEL { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColDecorSel), RGBCOLGetG(_editorColDecorSel), RGBCOLGetB(_editorColDecorSel), RGBCOLGetA(_editorColDecorSel)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_WAYPOINTS_SEL { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColWaypointsSel), RGBCOLGetG(_editorColWaypointsSel), RGBCOLGetB(_editorColWaypointsSel), RGBCOLGetA(_editorColWaypointsSel)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_ENTITY { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColEntity), RGBCOLGetG(_editorColEntity), RGBCOLGetB(_editorColEntity), RGBCOLGetA(_editorColEntity)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_REGION { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColRegion), RGBCOLGetG(_editorColRegion), RGBCOLGetB(_editorColRegion), RGBCOLGetA(_editorColRegion)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_DECORATION { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColDecor), RGBCOLGetG(_editorColDecor), RGBCOLGetB(_editorColDecor), RGBCOLGetA(_editorColDecor)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_BLOCKED { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColBlocked), RGBCOLGetG(_editorColBlocked), RGBCOLGetB(_editorColBlocked), RGBCOLGetA(_editorColBlocked)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_WAYPOINTS { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColWaypoints), RGBCOLGetG(_editorColWaypoints), RGBCOLGetB(_editorColWaypoints), RGBCOLGetA(_editorColWaypoints)); buffer->putTextIndent(indent + 2, "EDITOR_COLOR_SCALE { %d,%d,%d,%d }\n", RGBCOLGetR(_editorColScale), RGBCOLGetG(_editorColScale), RGBCOLGetB(_editorColScale), RGBCOLGetA(_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"); BaseClass::saveAsText(buffer, indent + 2); // waypoints buffer->putTextIndent(indent + 2, "; ----- waypoints\n"); for (uint32 i = 0; i < _waypointGroups.size(); i++) { _waypointGroups[i]->saveAsText(buffer, indent + 2); } buffer->putTextIndent(indent + 2, "\n"); // layers buffer->putTextIndent(indent + 2, "; ----- layers\n"); for (uint32 i = 0; i < _layers.size(); i++) { _layers[i]->saveAsText(buffer, indent + 2); } // scale levels buffer->putTextIndent(indent + 2, "; ----- scale levels\n"); for (uint32 i = 0; i < _scaleLevels.size(); i++) { _scaleLevels[i]->saveAsText(buffer, indent + 2); } // rotation levels buffer->putTextIndent(indent + 2, "; ----- rotation levels\n"); for (uint32 i = 0; i < _rotLevels.size(); i++) { _rotLevels[i]->saveAsText(buffer, indent + 2); } buffer->putTextIndent(indent + 2, "\n"); // free entities buffer->putTextIndent(indent + 2, "; ----- free entities\n"); for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->getType() == OBJECT_ENTITY) { _objects[i]->saveAsText(buffer, indent + 2); } } buffer->putTextIndent(indent, "}\n"); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::sortScaleLevels() { if (_scaleLevels.size() == 0) { return STATUS_OK; } bool changed; do { changed = false; for (uint32 i = 0; i < _scaleLevels.size() - 1; i++) { if (_scaleLevels[i]->_posY > _scaleLevels[i + 1]->_posY) { AdScaleLevel *sl = _scaleLevels[i]; _scaleLevels[i] = _scaleLevels[i + 1]; _scaleLevels[i + 1] = sl; changed = true; } } } while (changed); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::sortRotLevels() { if (_rotLevels.size() == 0) { return STATUS_OK; } bool changed; do { changed = false; for (uint32 i = 0; i < _rotLevels.size() - 1; i++) { if (_rotLevels[i]->_posX > _rotLevels[i + 1]->_posX) { AdRotLevel *rl = _rotLevels[i]; _rotLevels[i] = _rotLevels[i + 1]; _rotLevels[i + 1] = rl; changed = true; } } } while (changed); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// float AdScene::getScaleAt(int Y) { AdScaleLevel *prev = nullptr; AdScaleLevel *next = nullptr; for (uint32 i = 0; i < _scaleLevels.size(); i++) { /* AdScaleLevel *xxx = _scaleLevels[i];*/ /* int j = _scaleLevels.size(); */ if (_scaleLevels[i]->_posY < Y) { prev = _scaleLevels[i]; } else { next = _scaleLevels[i]; break; } } if (prev == nullptr || next == nullptr) { return 100; } int delta_y = next->_posY - prev->_posY; float delta_scale = next->getScale() - prev->getScale(); Y -= prev->_posY; float percent = (float)Y / ((float)delta_y / 100.0f); return prev->getScale() + delta_scale / 100 * percent; } ////////////////////////////////////////////////////////////////////////// bool AdScene::persist(BasePersistenceManager *persistMgr) { BaseObject::persist(persistMgr); persistMgr->transferBool(TMEMBER(_autoScroll)); persistMgr->transferUint32(TMEMBER(_editorColBlocked)); persistMgr->transferUint32(TMEMBER(_editorColBlockedSel)); persistMgr->transferUint32(TMEMBER(_editorColDecor)); persistMgr->transferUint32(TMEMBER(_editorColDecorSel)); persistMgr->transferUint32(TMEMBER(_editorColEntity)); persistMgr->transferUint32(TMEMBER(_editorColEntitySel)); persistMgr->transferUint32(TMEMBER(_editorColFrame)); persistMgr->transferUint32(TMEMBER(_editorColRegion)); persistMgr->transferUint32(TMEMBER(_editorColRegionSel)); persistMgr->transferUint32(TMEMBER(_editorColScale)); persistMgr->transferUint32(TMEMBER(_editorColWaypoints)); persistMgr->transferUint32(TMEMBER(_editorColWaypointsSel)); persistMgr->transferSint32(TMEMBER(_editorMarginH)); persistMgr->transferSint32(TMEMBER(_editorMarginV)); persistMgr->transferBool(TMEMBER(_editorShowBlocked)); persistMgr->transferBool(TMEMBER(_editorShowDecor)); persistMgr->transferBool(TMEMBER(_editorShowEntities)); persistMgr->transferBool(TMEMBER(_editorShowRegions)); persistMgr->transferBool(TMEMBER(_editorShowScale)); persistMgr->transferPtr(TMEMBER_PTR(_fader)); persistMgr->transferSint32(TMEMBER(_height)); persistMgr->transferBool(TMEMBER(_initialized)); persistMgr->transferUint32(TMEMBER(_lastTimeH)); persistMgr->transferUint32(TMEMBER(_lastTimeV)); _layers.persist(persistMgr); persistMgr->transferPtr(TMEMBER_PTR(_mainLayer)); _objects.persist(persistMgr); persistMgr->transferSint32(TMEMBER(_offsetLeft)); persistMgr->transferSint32(TMEMBER(_offsetTop)); persistMgr->transferBool(TMEMBER(_paralaxScrolling)); persistMgr->transferBool(TMEMBER(_persistentState)); persistMgr->transferBool(TMEMBER(_persistentStateSprites)); persistMgr->transferUint32(TMEMBER(_pfMaxTime)); _pfPath.persist(persistMgr); persistMgr->transferSint32(TMEMBER(_pfPointsNum)); persistMgr->transferBool(TMEMBER(_pfReady)); persistMgr->transferPtr(TMEMBER_PTR(_pfRequester)); persistMgr->transferPtr(TMEMBER_PTR(_pfTarget)); persistMgr->transferPtr(TMEMBER_PTR(_pfTargetPath)); _rotLevels.persist(persistMgr); _scaleLevels.persist(persistMgr); persistMgr->transferSint32(TMEMBER(_scrollPixelsH)); persistMgr->transferSint32(TMEMBER(_scrollPixelsV)); persistMgr->transferUint32(TMEMBER(_scrollTimeH)); persistMgr->transferUint32(TMEMBER(_scrollTimeV)); persistMgr->transferPtr(TMEMBER_PTR(_shieldWindow)); persistMgr->transferSint32(TMEMBER(_targetOffsetLeft)); persistMgr->transferSint32(TMEMBER(_targetOffsetTop)); _waypointGroups.persist(persistMgr); persistMgr->transferPtr(TMEMBER_PTR(_viewport)); persistMgr->transferSint32(TMEMBER(_width)); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::afterLoad() { return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::correctTargetPoint2(int32 startX, int32 startY, int32 *targetX, int32 *targetY, bool checkFreeObjects, BaseObject *requester) { double xStep, yStep, x, y; int32 xLength, yLength, xCount, yCount; int32 x1, y1, x2, y2; x1 = *targetX; y1 = *targetY; x2 = startX; y2 = startY; xLength = abs(x2 - x1); yLength = abs(y2 - y1); if (xLength > yLength) { 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 STATUS_OK; } y += yStep; } } else { 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 STATUS_OK; } x += xStep; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::correctTargetPoint(int32 startX, int32 startY, int32 *argX, int32 *argY, bool checkFreeObjects, BaseObject *requester) { int32 x = *argX; int32 y = *argY; if (isWalkableAt(x, y, checkFreeObjects, requester) || !_mainLayer) { return STATUS_OK; } // right int lengthRight = 0; bool foundRight = false; for (x = *argX, y = *argY; x < _mainLayer->_width; x++, lengthRight++) { if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x - 5, y, checkFreeObjects, requester)) { foundRight = true; break; } } // left int lengthLeft = 0; bool foundLeft = false; for (x = *argX, y = *argY; x >= 0; x--, lengthLeft--) { if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x + 5, y, checkFreeObjects, requester)) { foundLeft = true; break; } } // up int lengthUp = 0; bool foundUp = false; for (x = *argX, y = *argY; y >= 0; y--, lengthUp--) { if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y + 5, checkFreeObjects, requester)) { foundUp = true; break; } } // down int lengthDown = 0; bool foundDown = false; for (x = *argX, y = *argY; y < _mainLayer->_height; y++, lengthDown++) { if (isWalkableAt(x, y, checkFreeObjects, requester) && isWalkableAt(x, y - 5, checkFreeObjects, requester)) { foundDown = true; break; } } if (!foundLeft && !foundRight && !foundUp && !foundDown) { return STATUS_OK; } int offsetX = INT_MAX, offsetY = INT_MAX; if (foundLeft && foundRight) { if (abs(lengthLeft) < abs(lengthRight)) { offsetX = lengthLeft; } else { offsetX = lengthRight; } } else if (foundLeft) { offsetX = lengthLeft; } else if (foundRight) { offsetX = lengthRight; } if (foundUp && foundDown) { if (abs(lengthUp) < abs(lengthDown)) { offsetY = lengthUp; } else { offsetY = lengthDown; } } else if (foundUp) { offsetY = lengthUp; } else if (foundDown) { offsetY = lengthDown; } if (abs(offsetX) < abs(offsetY)) { *argX = *argX + offsetX; } else { *argY = *argY + offsetY; } if (!isWalkableAt(*argX, *argY)) { return correctTargetPoint2(startX, startY, argX, argY, checkFreeObjects, requester); } else { return STATUS_OK; } } ////////////////////////////////////////////////////////////////////////// void AdScene::pfPointsStart() { _pfPointsNum = 0; } ////////////////////////////////////////////////////////////////////////// void AdScene::pfPointsAdd(int x, int y, int distance) { if (_pfPointsNum >= (int32)_pfPath.size()) { _pfPath.add(new AdPathPoint(x, y, distance)); } else { _pfPath[_pfPointsNum]->x = x; _pfPath[_pfPointsNum]->y = y; _pfPath[_pfPointsNum]->_distance = distance; _pfPath[_pfPointsNum]->_marked = false; _pfPath[_pfPointsNum]->_origin = nullptr; } _pfPointsNum++; } ////////////////////////////////////////////////////////////////////////// bool AdScene::getViewportOffset(int32 *offsetX, int32 *offsetY) { AdGame *adGame = (AdGame *)_gameRef; if (_viewport && !_gameRef->_editorMode) { if (offsetX) { *offsetX = _viewport->_offsetX; } if (offsetY) { *offsetY = _viewport->_offsetY; } } else if (adGame->_sceneViewport && !_gameRef->_editorMode) { if (offsetX) { *offsetX = adGame->_sceneViewport->_offsetX; } if (offsetY) { *offsetY = adGame->_sceneViewport->_offsetY; } } else { if (offsetX) { *offsetX = 0; } if (offsetY) { *offsetY = 0; } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::getViewportSize(int32 *width, int32 *height) { AdGame *adGame = (AdGame *)_gameRef; if (_viewport && !_gameRef->_editorMode) { if (width) { *width = _viewport->getWidth(); } if (height) { *height = _viewport->getHeight(); } } else if (adGame->_sceneViewport && !_gameRef->_editorMode) { if (width) { *width = adGame->_sceneViewport->getWidth(); } if (height) { *height = adGame->_sceneViewport->getHeight(); } } else { if (width) { *width = _gameRef->_renderer->getWidth(); } if (height) { *height = _gameRef->_renderer->getHeight(); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// int AdScene::getOffsetLeft() { int32 viewportX; getViewportOffset(&viewportX); return _offsetLeft - viewportX; } ////////////////////////////////////////////////////////////////////////// int AdScene::getOffsetTop() { int32 viewportY; getViewportOffset(nullptr, &viewportY); return _offsetTop - viewportY; } ////////////////////////////////////////////////////////////////////////// bool AdScene::pointInViewport(int x, int y) { int32 left, top, width, height; getViewportOffset(&left, &top); getViewportSize(&width, &height); return x >= left && x <= left + width && y >= top && y <= top + height; } ////////////////////////////////////////////////////////////////////////// void AdScene::setOffset(int offsetLeft, int offsetTop) { _offsetLeft = offsetLeft; _offsetTop = offsetTop; } ////////////////////////////////////////////////////////////////////////// BaseObject *AdScene::getNodeByName(const char *name) { BaseObject *ret = nullptr; // dependent objects for (uint32 i = 0; i < _layers.size(); i++) { AdLayer *layer = _layers[i]; for (uint32 j = 0; j < layer->_nodes.size(); j++) { AdSceneNode *node = layer->_nodes[j]; if ((node->_type == OBJECT_ENTITY && !scumm_stricmp(name, node->_entity->getName())) || (node->_type == OBJECT_REGION && !scumm_stricmp(name, node->_region->getName()))) { switch (node->_type) { case OBJECT_ENTITY: ret = node->_entity; break; case OBJECT_REGION: ret = node->_region; break; default: ret = nullptr; } return ret; } } } // free entities for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->getType() == OBJECT_ENTITY && !scumm_stricmp(name, _objects[i]->getName())) { return _objects[i]; } } // waypoint groups for (uint32 i = 0; i < _waypointGroups.size(); i++) { if (!scumm_stricmp(name, _waypointGroups[i]->getName())) { return _waypointGroups[i]; } } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool AdScene::saveState() { return persistState(true); } ////////////////////////////////////////////////////////////////////////// bool AdScene::loadState() { return persistState(false); } ////////////////////////////////////////////////////////////////////////// bool AdScene::persistState(bool saving) { if (!_persistentState) { return STATUS_OK; } AdGame *adGame = (AdGame *)_gameRef; AdSceneState *state = adGame->getSceneState(getFilename(), saving); if (!state) { return STATUS_OK; } AdNodeState *nodeState; // dependent objects for (uint32 i = 0; i < _layers.size(); i++) { AdLayer *layer = _layers[i]; for (uint32 j = 0; j < layer->_nodes.size(); j++) { AdSceneNode *node = layer->_nodes[j]; switch (node->_type) { case OBJECT_ENTITY: if (!node->_entity->_saveState) { continue; } nodeState = state->getNodeState(node->_entity->getName(), 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->getName(), saving); if (nodeState) { if (saving) { nodeState->_active = node->_region->_active; } else { node->_region->_active = nodeState->_active; } } break; default: warning("AdScene::PersistState - unhandled enum"); break; } } } // free entities for (uint32 i = 0; i < _objects.size(); i++) { if (!_objects[i]->_saveState) { continue; } if (_objects[i]->getType() == OBJECT_ENTITY) { nodeState = state->getNodeState(_objects[i]->getName(), saving); if (nodeState) { nodeState->transferEntity((AdEntity *)_objects[i], _persistentStateSprites, saving); //if (Saving) NodeState->_active = _objects[i]->_active; //else _objects[i]->_active = NodeState->_active; } } } // waypoint groups for (uint32 i = 0; i < _waypointGroups.size(); i++) { nodeState = state->getNodeState(_waypointGroups[i]->getName(), saving); if (nodeState) { if (saving) { nodeState->_active = _waypointGroups[i]->_active; } else { _waypointGroups[i]->_active = nodeState->_active; } } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// float AdScene::getRotationAt(int x, int y) { AdRotLevel *prev = nullptr; AdRotLevel *next = nullptr; for (uint32 i = 0; i < _rotLevels.size(); i++) { /* AdRotLevel *xxx = _rotLevels[i]; int j = _rotLevels.size();*/ if (_rotLevels[i]->_posX < x) { prev = _rotLevels[i]; } else { next = _rotLevels[i]; break; } } if (prev == nullptr || next == nullptr) { return 0; } int delta_x = next->_posX - prev->_posX; float delta_rot = next->getRotation() - prev->getRotation(); x -= prev->_posX; float percent = (float)x / ((float)delta_x / 100.0f); return prev->getRotation() + delta_rot / 100 * percent; } ////////////////////////////////////////////////////////////////////////// bool AdScene::handleItemAssociations(const char *itemName, bool show) { for (uint32 i = 0; i < _layers.size(); i++) { AdLayer *layer = _layers[i]; for (uint32 j = 0; j < layer->_nodes.size(); j++) { if (layer->_nodes[j]->_type == OBJECT_ENTITY) { AdEntity *ent = layer->_nodes[j]->_entity; if (ent->getItemName() && strcmp(ent->getItemName(), itemName) == 0) { ent->_active = show; } } } } for (uint32 i = 0; i < _objects.size(); i++) { if (_objects[i]->getType() == OBJECT_ENTITY) { AdEntity *ent = (AdEntity *)_objects[i]; if (ent->getItemName() && strcmp(ent->getItemName(), itemName) == 0) { ent->_active = show; } } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::getRegionsAt(int x, int y, AdRegion **regionList, int numRegions) { int numUsed = 0; if (_mainLayer) { for (int i = _mainLayer->_nodes.size() - 1; i >= 0; i--) { AdSceneNode *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 (int i = numUsed; i < numRegions; i++) { regionList[i] = nullptr; } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::restoreDeviceObjects() { return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// BaseObject *AdScene::getNextAccessObject(BaseObject *currObject) { BaseArray objects; getSceneObjects(objects, true); if (objects.size() == 0) { return nullptr; } else { if (currObject != nullptr) { for (uint32 i = 0; i < objects.size(); i++) { if (objects[i] == currObject) { if (i < objects.size() - 1) { return objects[i + 1]; } else { break; } } } } return objects[0]; } return nullptr; } ////////////////////////////////////////////////////////////////////////// BaseObject *AdScene::getPrevAccessObject(BaseObject *currObject) { BaseArray objects; getSceneObjects(objects, true); if (objects.size() == 0) { return nullptr; } else { if (currObject != nullptr) { for (int i = objects.size() - 1; i >= 0; i--) { if (objects[i] == currObject) { if (i > 0) { return objects[i - 1]; } else { break; } } } } return objects[objects.size() - 1]; } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool AdScene::getSceneObjects(BaseArray &objects, bool interactiveOnly) { for (uint32 i = 0; i < _layers.size(); i++) { // close-up layer -> remove everything below it if (interactiveOnly && _layers[i]->_closeUp) { objects.clear(); } for (uint32 j = 0; j < _layers[i]->_nodes.size(); j++) { AdSceneNode *node = _layers[i]->_nodes[j]; switch (node->_type) { case OBJECT_ENTITY: { AdEntity *ent = node->_entity; if (ent->_active && (ent->_registrable || !interactiveOnly)) { objects.add(ent); } } break; case OBJECT_REGION: { BaseArray regionObj; getRegionObjects(node->_region, regionObj, interactiveOnly); for (uint32 newIndex = 0; newIndex < regionObj.size(); newIndex++) { bool found = false; for (uint32 old = 0; old < objects.size(); old++) { if (objects[old] == regionObj[newIndex]) { found = true; break; } } if (!found) { objects.add(regionObj[newIndex]); } } //if (regionObj.size() > 0) Objects.Append(RegionObj); } break; default: debugC(kWintermuteDebugGeneral, "AdScene::GetSceneObjects - Unhandled enum"); break; } } } // objects outside any region BaseArray regionObj; getRegionObjects(NULL, regionObj, interactiveOnly); for (uint32 newIndex = 0; newIndex < regionObj.size(); newIndex++) { bool found = false; for (uint32 old = 0; old < objects.size(); old++) { if (objects[old] == regionObj[newIndex]) { found = true; break; } } if (!found) { objects.add(regionObj[newIndex]); } } return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// bool AdScene::getRegionObjects(AdRegion *region, BaseArray &objects, bool interactiveOnly) { AdGame *adGame = (AdGame *)_gameRef; AdObject *obj; // global objects for (uint32 i = 0; i < adGame->_objects.size(); i++) { obj = adGame->_objects[i]; if (obj->_active && (obj->_stickRegion == region || region == nullptr || (obj->_stickRegion == nullptr && region->pointInRegion(obj->_posX, obj->_posY)))) { if (interactiveOnly && !obj->_registrable) { continue; } objects.add(obj); } } // scene objects for (uint32 i = 0; i < _objects.size(); i++) { obj = _objects[i]; if (obj->_active && !obj->_editorOnly && (obj->_stickRegion == region || region == nullptr || (obj->_stickRegion == nullptr && region->pointInRegion(obj->_posX, obj->_posY)))) { if (interactiveOnly && !obj->_registrable) { continue; } objects.add(obj); } } // sort by _posY Common::sort(objects.begin(), objects.end(), AdScene::compareObjs); return STATUS_OK; } } // End of namespace Wintermute