/* ScummVM - Scumm Interpreter * Copyright (C) 2004-2005 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ // Scene management module #include "saga/saga.h" #include "saga/gfx.h" #include "saga/animation.h" #include "saga/console.h" #include "saga/interface.h" #include "saga/events.h" #include "saga/actionmap.h" #include "saga/isomap.h" #include "saga/objectmap.h" #include "saga/palanim.h" #include "saga/render.h" #include "saga/rscfile_mod.h" #include "saga/script.h" #include "saga/text.h" #include "saga/sound.h" #include "saga/music.h" #include "saga/scene.h" #include "saga/stream.h" #include "saga/actor.h" namespace Saga { static int initSceneDoors[SCENE_DOORS_MAX] = { 0, 0xff, 0, 0, 0, 0, 0, 0, 0, 0, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; Scene::Scene(SagaEngine *vm) : _vm(vm), _initialized(false) { GAME_SCENEDESC gs_desc; byte *scene_lut_p; size_t scene_lut_len; int result; int i; // Load game-specific scene data _vm->getSceneInfo(&gs_desc); // Load scene module resource context _sceneContext = _vm->getFileContext(GAME_RESOURCEFILE, 0); if (_sceneContext == NULL) { warning("Scene::Scene(): Couldn't load scene resource context"); return; } // Load scene lookup table debug(0, "Loading scene LUT from resource %u.", gs_desc.scene_lut_rn); result = RSC_LoadResource(_sceneContext, gs_desc.scene_lut_rn, &scene_lut_p, &scene_lut_len); if (result != SUCCESS) { warning("Scene::Scene(): Error: couldn't load scene LUT"); return; } if (scene_lut_len==0) { warning("Scene::Scene(): scene_lut_len==0"); return; } _sceneCount = scene_lut_len / 2; _sceneMax = _sceneCount - 1; _sceneLUT = (int *)malloc(_sceneMax * sizeof(*_sceneLUT)); if (_sceneLUT == NULL) { warning("Scene::Scene(): Memory allocation failed"); return; } MemoryReadStreamEndian readS(scene_lut_p, scene_lut_len, IS_BIG_ENDIAN); for (i = 0; i < _sceneMax; i++) { _sceneLUT[i] = readS.readUint16(); } free(scene_lut_p); if (gs_desc.first_scene != 0) { _firstScene = gs_desc.first_scene; } debug(0, "First scene set to %d.", _firstScene); debug(0, "LUT has %d entries.", _sceneMax); // Create scene module text list _textList = _vm->textCreateList(); if (_textList == NULL) { warning("Scene::Scene(): Error: Couldn't create scene text list"); return; } _sceneLoaded = false; _sceneMode = 0; _sceneNumber = 0; _sceneResNum = 0; _inGame = false; _loadDesc = false; memset(&_desc, 0, sizeof(_desc)); _resListEntries = 0; _resList = NULL; _animEntries = 0; _sceneProc = NULL; _objectMap = NULL; _actionMap = new ActionMap(_vm); memset(&_bg, 0, sizeof(_bg)); memset(&_bgMask, 0, sizeof(_bgMask)); _initialized = true; } Scene::~Scene() { if (_initialized) { endScene(); delete _actionMap; free(_sceneLUT); } } int Scene::queueScene(SCENE_QUEUE *scene_queue) { assert(_initialized); assert(scene_queue != NULL); _sceneQueue.push_back(*scene_queue); return SUCCESS; } int Scene::clearSceneQueue() { assert(_initialized); _sceneQueue.clear(); return SUCCESS; } int Scene::startScene() { SceneQueueList::iterator queueIterator; SCENE_QUEUE *scene_qdat; EVENT event; assert(_initialized); if (_sceneLoaded) { warning("Scene::start(): Error: Can't start game...scene already loaded"); return FAILURE; } if (_inGame) { warning("Scene::start(): Error: Can't start game...game already started"); return FAILURE; } // Hide cursor during intro event.type = ONESHOT_EVENT; event.code = CURSOR_EVENT; event.op = EVENT_HIDE; _vm->_events->queue(&event); switch (_vm->_gameType) { case GType_ITE: ITEStartProc(); break; case GType_IHNM: IHNMStartProc(); break; default: warning("Scene::start(): Error: Can't start game... gametype not supported"); break; } // Load the head in scene queue queueIterator = _sceneQueue.begin(); if (queueIterator == _sceneQueue.end()) { return SUCCESS; } scene_qdat = queueIterator.operator->(); assert(scene_qdat != NULL); loadScene(scene_qdat->scene_n, scene_qdat->load_flag, scene_qdat->scene_proc, scene_qdat->scene_desc, scene_qdat->fadeType); return SUCCESS; } int Scene::nextScene() { SceneQueueList::iterator queueIterator; SCENE_QUEUE *scene_qdat; assert(_initialized); if (!_sceneLoaded) { warning("Scene::next(): Error: Can't advance scene...no scene loaded"); return FAILURE; } if (_inGame) { warning("Scene::next(): Error: Can't advance scene...game already started"); return FAILURE; } endScene(); // Delete the current head in scene queue queueIterator = _sceneQueue.begin(); if (queueIterator == _sceneQueue.end()) { return SUCCESS; } queueIterator = _sceneQueue.erase(queueIterator); if (queueIterator == _sceneQueue.end()) { return SUCCESS; } // Load the head in scene queue scene_qdat = queueIterator.operator->(); assert(scene_qdat != NULL); loadScene(scene_qdat->scene_n, scene_qdat->load_flag, scene_qdat->scene_proc, scene_qdat->scene_desc, scene_qdat->fadeType); return SUCCESS; } int Scene::skipScene() { SceneQueueList::iterator queueIterator; SCENE_QUEUE *scene_qdat = NULL; SCENE_QUEUE *skip_qdat = NULL; assert(_initialized); if (!_sceneLoaded) { warning("Scene::skip(): Error: Can't skip scene...no scene loaded"); return FAILURE; } if (_inGame) { warning("Scene::skip(): Error: Can't skip scene...game already started"); return FAILURE; } // Walk down scene queue and try to find a skip target queueIterator = _sceneQueue.begin(); if (queueIterator == _sceneQueue.end()) { warning("Scene::skip(): Error: Can't skip scene...no scenes in queue"); return FAILURE; } ++queueIterator; while (queueIterator != _sceneQueue.end()) { scene_qdat = queueIterator.operator->(); assert(scene_qdat != NULL); if (scene_qdat->scene_skiptarget) { skip_qdat = scene_qdat; break; } ++queueIterator; } // If skip target found, remove preceding scenes and load if (skip_qdat != NULL) { _sceneQueue.erase(_sceneQueue.begin(), queueIterator); endScene(); loadScene(skip_qdat->scene_n, skip_qdat->load_flag, skip_qdat->scene_proc, skip_qdat->scene_desc, skip_qdat->fadeType); } // Search for a scene to skip to return SUCCESS; } int Scene::changeScene(int scene_num) { assert(_initialized); if (!_sceneLoaded) { warning("Scene::changeScene(): Error: Can't change scene. No scene currently loaded. Game in invalid state"); return FAILURE; } if ((scene_num < 0) || (scene_num > _sceneMax)) { warning("Scene::changeScene(): Error: Can't change scene. Invalid scene number"); return FAILURE; } if (_sceneLUT[scene_num] == 0) { warning("Scene::changeScene(): Error: Can't change scene; invalid scene descriptor resource number (0)"); return FAILURE; } endScene(); loadScene(scene_num, BY_SCENE, SC_defaultScene, NULL, false); return SUCCESS; } int Scene::getMode() { assert(_initialized); return _sceneMode; } void Scene::getSlopes(int &beginSlope, int &endSlope) { beginSlope = _vm->getStatusYOffset() - _desc.beginSlope; endSlope = _vm->getStatusYOffset() - _desc.endSlope; } int Scene::getBGInfo(SCENE_BGINFO *bginfo) { GAME_DISPLAYINFO di; int x, y; assert(_initialized); bginfo->bg_buf = _bg.buf; bginfo->bg_buflen = _bg.buf_len; bginfo->bg_w = _bg.w; bginfo->bg_h = _bg.h; bginfo->bg_p = _bg.p; _vm->getDisplayInfo(&di); x = 0; y = 0; if (_bg.w < di.logical_w) { x = (di.logical_w - _bg.w) / 2; } if (_bg.h < di.scene_h) { y = (di.scene_h - _bg.h) / 2; } bginfo->bg_x = x; bginfo->bg_y = y; return SUCCESS; } int Scene::getBGPal(PALENTRY **pal) { assert(_initialized); *pal = _bg.pal; return SUCCESS; } int Scene::getBGMaskType(const Point &testPoint) { uint offset; if (!_bgMask.loaded) { return 0; } offset = testPoint.x + testPoint.y * _bgMask.w; if (offset >= _bgMask.buf_len) { error("Scene::getBGMaskType offset 0x%X exceed bufferLength 0x%X", offset, _bgMask.buf_len); } return (_bgMask.buf[offset] >> 4) & 0x0f; } bool Scene::validBGMaskPoint(const Point &testPoint) { if (!_bgMask.loaded) { error("Scene::validBGMaskPoint _bgMask not loaded"); } return !((testPoint.x < 0) || (testPoint.x >= _bgMask.w) || (testPoint.y < 0) || (testPoint.y >= _bgMask.h)); } bool Scene::canWalk(const Point &testPoint) { int maskType; if (!_bgMask.loaded) { return true; } if (!validBGMaskPoint(testPoint)) { return true; } maskType = getBGMaskType(testPoint); return getDoorState(maskType) == 0; } bool Scene::offscreenPath(Point &testPoint) { Point first; Point second; Point third; int maskType; if (!_bgMask.loaded) { return false; } first.x = clamp( 0, testPoint.x, _vm->getDisplayWidth() - 1 ); first.y = clamp( 0, testPoint.y, _vm->getDisplayHeight() - 1 ); if (first == testPoint) { return false; } if (first.y >= _vm->getDisplayHeight() - 1) { first.y = 200 -1 - 1; } testPoint = first; if (testPoint.y != first.y) { second.x = third.x = testPoint.x; second.y = third.y = first.y; for (;; second.x--, third.x++ ) { if (second.x > 1) { maskType = getBGMaskType(second); if (getDoorState(maskType) == 0) { testPoint.x = second.x - 1; break; } } else { if (third.x >= _vm->getDisplayWidth()) { return false; } } if (third.x < _vm->getDisplayWidth()) { maskType = getBGMaskType(third); if (getDoorState(maskType) == 0) { testPoint.x = third.x + 1; break; } } } } if (testPoint.x != first.x) { second.y = third.y = testPoint.y; second.x = third.x = first.x; for (;; second.y--, third.y++ ) { if (second.y > 1) { maskType = getBGMaskType(second); if (getDoorState(maskType) == 0) { testPoint.y = second.y - 1; break; } } else { if (third.y > _vm->getDisplayHeight() - 1) { return false; } } if (third.y <= _vm->getDisplayHeight() - 1) { maskType = getBGMaskType(third); if (getDoorState(maskType) == 0) { testPoint.y = third.y + 1; break; } } } } return true; } void Scene::getBGMaskInfo(int &width, int &height, byte *&buffer, size_t &bufferLength) { if (!_bgMask.loaded) { error("Scene::getBGMaskInfo _bgMask not loaded"); } width = _bgMask.w; height = _bgMask.h; buffer = _bgMask.buf; bufferLength = _bgMask.buf_len; } void Scene::setDoorState(int doorNumber, int doorState) { if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX)) error("Scene::setDoorState wrong doorNumber"); _sceneDoors[doorNumber] = doorState; } int Scene::getDoorState(int doorNumber) { if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX)) error("Scene::getDoorState wrong doorNumber"); return _sceneDoors[doorNumber]; } void Scene::initDoorsState() { memcpy(_sceneDoors, initSceneDoors, sizeof (_sceneDoors) ); } int Scene::getInfo(SCENE_INFO *si) { assert(_initialized); assert(si != NULL); si->text_list = _textList; return SUCCESS; } int Scene::getSceneLUT(int scene_num) { assert((scene_num > 0) && (scene_num < _sceneMax)); return _sceneLUT[scene_num]; } int Scene::loadScene(int scene_num, int load_flag, SCENE_PROC scene_proc, SCENE_DESC *scene_desc_param, int fadeType) { SCENE_INFO scene_info; uint32 res_number = 0; int result; int i; assert(_initialized); if (_sceneLoaded) { warning("Scene::loadScene(): Error, a scene is already loaded"); return FAILURE; } _sceneMode = 0; _loadDesc = true; _sceneNumber = -1; switch (load_flag) { case BY_RESOURCE: res_number = scene_num; break; case BY_SCENE: assert((scene_num > 0) && (scene_num < _sceneMax)); res_number = _sceneLUT[scene_num]; _sceneNumber = scene_num; break; case BY_DESC: assert(scene_desc_param != NULL); assert(scene_desc_param->resList != NULL); _loadDesc = false; _desc = *scene_desc_param; _resList = scene_desc_param->resList; _resListEntries = scene_desc_param->resListCnt; break; default: warning("Scene::loadScene(): Error: Invalid scene load flag"); return FAILURE; break; } // Load scene descriptor and resource list resources if (_loadDesc) { _sceneResNum = res_number; assert(_sceneResNum != 0); debug(0, "Loading scene resource %u:", res_number); if (loadSceneDescriptor(res_number) != SUCCESS) { warning("Scene::loadScene(): Error reading scene descriptor"); return FAILURE; } if (loadSceneResourceList(_desc.resListRN) != SUCCESS) { warning("Scene::loadScene(): Error reading scene resource list"); return FAILURE; } } else { debug(0, "Loading memory scene resource."); } // Load resources from scene resource list for (i = 0; i < _resListEntries; i++) { result = RSC_LoadResource(_sceneContext, _resList[i].res_number, &_resList[i].res_data, &_resList[i].res_data_len); if (result != SUCCESS) { warning("Scene::loadScene(): Error: Allocation failure loading scene resource list"); return FAILURE; } } // Process resources from scene resource list if (processSceneResources() != SUCCESS) { warning("Scene::loadScene(): Error loading scene resources"); return FAILURE; } // Load scene script data if (_desc.scriptNum > 0) { if (_vm->_script->loadScript(_desc.scriptNum) != SUCCESS) { warning("Scene::loadScene(): Error loading scene script"); return FAILURE; } } _sceneLoaded = true; if (fadeType == SCENE_FADE || fadeType == SCENE_FADE_NO_INTERFACE) { EVENT event; EVENT *q_event; static PALENTRY current_pal[PAL_ENTRIES]; // Fade to black out _vm->_gfx->getCurrentPal(current_pal); event.type = IMMEDIATE_EVENT; event.code = PAL_EVENT; event.op = EVENT_PALTOBLACK; event.time = 0; event.duration = kNormalFadeDuration; event.data = current_pal; q_event = _vm->_events->queue(&event); if (fadeType != SCENE_FADE_NO_INTERFACE) { // Activate user interface event.type = IMMEDIATE_EVENT; event.code = INTERFACE_EVENT; event.op = EVENT_ACTIVATE; event.time = 0; event.duration = 0; q_event = _vm->_events->chain(q_event, &event); } // Display scene background, but stay with black palette event.type = IMMEDIATE_EVENT; event.code = BG_EVENT; event.op = EVENT_DISPLAY; event.param = NO_SET_PALETTE; event.time = 0; event.duration = 0; q_event = _vm->_events->chain(q_event, &event); // Start the scene pre script, but stay with black palette if (_desc.startScriptNum > 0) { event.type = ONESHOT_EVENT; event.code = SCRIPT_EVENT; event.op = EVENT_EXEC_BLOCKING; event.time = 0; event.param = _desc.startScriptNum; event.param2 = 0; // Action event.param3 = _sceneNumber; // Object event.param4 = 0; // With Object - TODO: should be 'entrance' event.param5 = 0; // Actor _vm->_events->chain(q_event, &event); } // Fade in from black to the scene background palette event.type = IMMEDIATE_EVENT; event.code = PAL_EVENT; event.op = EVENT_BLACKTOPAL; event.time = 0; event.duration = kNormalFadeDuration; event.data = _bg.pal; q_event = _vm->_events->chain(q_event, &event); } if (scene_proc == NULL) { _sceneProc = SC_defaultScene; } else { _sceneProc = scene_proc; } getInfo(&scene_info); _sceneProc(SCENE_BEGIN, &scene_info, this); _vm->_actor->updateActorsScene(); if (_desc.flags & kSceneFlagShowCursor) _vm->_interface->activate(); return SUCCESS; } int Scene::loadSceneDescriptor(uint32 res_number) { byte *scene_desc_data; size_t scene_desc_len; int result; result = RSC_LoadResource(_sceneContext, res_number, &scene_desc_data, &scene_desc_len); if (result != SUCCESS) { warning("Scene::loadSceneDescriptor(): Error: couldn't load scene descriptor"); return FAILURE; } MemoryReadStreamEndian readS(scene_desc_data, scene_desc_len, IS_BIG_ENDIAN); _desc.flags = readS.readSint16(); _desc.resListRN = readS.readSint16(); _desc.endSlope = readS.readSint16(); _desc.beginSlope = readS.readSint16(); _desc.scriptNum = readS.readUint16(); _desc.sceneScriptNum = readS.readUint16(); _desc.startScriptNum = readS.readUint16(); _desc.musicRN = readS.readSint16(); RSC_FreeResource(scene_desc_data); return SUCCESS; } int Scene::loadSceneResourceList(uint32 reslist_rn) { byte *resource_list; size_t resource_list_len; int result; int i; // Load the scene resource table result = RSC_LoadResource(_sceneContext, reslist_rn, &resource_list, &resource_list_len); if (result != SUCCESS) { warning("Scene::loadSceneResourceList(): Error: couldn't load scene resource list"); return FAILURE; } MemoryReadStreamEndian readS(resource_list, resource_list_len, IS_BIG_ENDIAN); // Allocate memory for scene resource list _resListEntries = resource_list_len / SAGA_RESLIST_ENTRY_LEN; debug(0, "Scene resource list contains %d entries.", _resListEntries); _resList = (SCENE_RESLIST *)calloc(_resListEntries, sizeof(*_resList)); if (_resList == NULL) { warning("Scene::loadSceneResourceList(): Error: Memory allocation failed"); return MEM; } // Load scene resource list from raw scene // resource table debug(0, "Loading scene resource list..."); for (i = 0; i < _resListEntries; i++) { _resList[i].res_number = readS.readUint16(); _resList[i].res_type = readS.readUint16(); } RSC_FreeResource(resource_list); return SUCCESS; } int Scene::processSceneResources() { const byte *res_data; size_t res_data_len; const byte *pal_p; int i; _objectMap = new ObjectMap(_vm); // Process the scene resource list for (i = 0; i < _resListEntries; i++) { res_data = _resList[i].res_data; res_data_len = _resList[i].res_data_len; switch (_resList[i].res_type) { case SAGA_BG_IMAGE: // Scene background resource if (_bg.loaded) { warning("Scene::processSceneResources(): Multiple background resources encountered"); return FAILURE; } debug(0, "Loading background resource."); _bg.res_buf = _resList[i].res_data; _bg.res_len = _resList[i].res_data_len; _bg.loaded = 1; if (_vm->decodeBGImage(_bg.res_buf, _bg.res_len, &_bg.buf, &_bg.buf_len, &_bg.w, &_bg.h) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading background resource: %u", _resList[i].res_number); return FAILURE; } pal_p = _vm->getImagePal(_bg.res_buf, _bg.res_len); memcpy(_bg.pal, pal_p, sizeof(_bg.pal)); _sceneMode = SCENE_MODE_NORMAL; break; case SAGA_BG_MASK: // Scene background mask resource if (_bgMask.loaded) { warning("Scene::ProcessSceneResources(): Duplicate background mask resource encountered"); } debug(0, "Loading BACKGROUND MASK resource."); _bgMask.res_buf = _resList[i].res_data; _bgMask.res_len = _resList[i].res_data_len; _bgMask.loaded = 1; _vm->decodeBGImage(_bgMask.res_buf, _bgMask.res_len, &_bgMask.buf, &_bgMask.buf_len, &_bgMask.w, &_bgMask.h); break; case SAGA_OBJECT_NAME_LIST: debug(0, "Loading object name list resource..."); _objectMap->loadNames(_resList[i].res_data, _resList[i].res_data_len); break; case SAGA_OBJECT_MAP: debug(0, "Loading object map resource..."); if (_objectMap->load(res_data, res_data_len) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading object map resource"); return FAILURE; } break; case SAGA_ACTION_MAP: debug(0, "Loading exit map resource..."); _actionMap->load(res_data, res_data_len); break; case SAGA_ISO_TILESET: if (_sceneMode == SCENE_MODE_NORMAL) { warning("Scene::ProcessSceneResources(): Isometric tileset incompatible with normal scene mode"); return FAILURE; } debug(0, "Loading isometric tileset resource."); if (_vm->_isoMap->loadTileset(res_data, res_data_len) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading isometric tileset resource"); return FAILURE; } _sceneMode = SCENE_MODE_ISO; break; case SAGA_ISO_METAMAP: if (_sceneMode == SCENE_MODE_NORMAL) { warning("Scene::ProcessSceneResources(): Isometric metamap incompatible with normal scene mode"); return FAILURE; } debug(0, "Loading isometric metamap resource."); if (_vm->_isoMap->loadMetamap(res_data, res_data_len) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading isometric metamap resource"); return FAILURE; } _sceneMode = SCENE_MODE_ISO; break; case SAGA_ISO_METATILESET: if (_sceneMode == SCENE_MODE_NORMAL) { warning("Scene::ProcessSceneResources(): Isometric metatileset incompatible with normal scene mode"); return FAILURE; } debug(0, "Loading isometric metatileset resource."); if (_vm->_isoMap->loadMetaTileset(res_data, res_data_len) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading isometric tileset resource"); return FAILURE; } _sceneMode = SCENE_MODE_ISO; break; case SAGA_ANIM_1: case SAGA_ANIM_2: case SAGA_ANIM_3: case SAGA_ANIM_4: case SAGA_ANIM_5: case SAGA_ANIM_6: case SAGA_ANIM_7: { uint16 new_anim_id; debug(0, "Loading animation resource..."); if (_vm->_anim->load(_resList[i].res_data, _resList[i].res_data_len, &new_anim_id) != SUCCESS) { warning("Scene::ProcessSceneResources(): Error loading animation resource"); return FAILURE; } SCENE_ANIMINFO *new_animinfo; new_animinfo = _animList.pushBack().operator->(); new_animinfo->anim_handle = new_anim_id; new_animinfo->anim_res_number = _resList[i].res_number; _animEntries++; } break; case SAGA_PAL_ANIM: debug(0, "Loading palette animation resource."); _vm->_palanim->loadPalAnim(_resList[i].res_data, _resList[i].res_data_len); break; case SAGA_ENTRY: warning("Scene::ProcessSceneResources(): Loading scene entries is not implemented"); break; case SAGA_FACES: _vm->_interface->loadScenePortraits(_resList[i].res_number); break; default: warning("Scene::ProcessSceneResources(): Encountered unknown resource type: %d", _resList[i].res_type); break; } } return SUCCESS; } int Scene::draw(SURFACE *dst_s) { GAME_DISPLAYINFO disp_info; BUFFER_INFO buf_info; Point bg_pt; assert(_initialized); _vm->_render->getBufferInfo(&buf_info); _vm->getDisplayInfo(&disp_info); bg_pt.x = 0; bg_pt.y = 0; switch (_sceneMode) { case SCENE_MODE_NORMAL: bufToSurface(dst_s, buf_info.bg_buf, disp_info.logical_w, MAX(disp_info.scene_h, _bg.h), NULL, &bg_pt); break; case SCENE_MODE_ISO: _vm->_isoMap->draw(dst_s); break; default: // Unknown scene mode return FAILURE; break; }; return SUCCESS; } int Scene::endScene() { SCENE_INFO scene_info; assert(_initialized); if (!_sceneLoaded) { warning("Scene::endScene(): No scene to end"); return -1; } debug(0, "Ending scene..."); getInfo(&scene_info); _sceneProc(SCENE_END, &scene_info, this); if (_desc.scriptNum > 0) { _vm->_script->freeScript(); } // Free scene background if (_bg.loaded) { free(_bg.buf); _bg.loaded = 0; } // Free scene background mask if (_bgMask.loaded) { free(_bgMask.buf); _bgMask.loaded = 0; } // Free scene resource list if (_loadDesc) { free(_resList); } // Free animation info list _vm->_anim->reset(); _vm->_palanim->freePalAnim(); delete _objectMap; _objectMap = NULL; _actionMap->freeMem(); _animList.clear(); _animEntries = 0; _vm->_events->clearList(); _vm->textClearList(_textList); _sceneLoaded = false; return SUCCESS; } void Scene::cmdSceneChange(int argc, const char **argv) { int scene_num = 0; scene_num = atoi(argv[1]); if ((scene_num < 1) || (scene_num > _sceneMax)) { _vm->_console->DebugPrintf("Invalid scene number.\n"); return; } clearSceneQueue(); if (changeScene(scene_num) == SUCCESS) { _vm->_console->DebugPrintf("Scene changed.\n"); } else { _vm->_console->DebugPrintf("Couldn't change scene!\n"); } } void Scene::cmdSceneInfo() { const char *fmt = "%-20s %d\n"; _vm->_console->DebugPrintf(fmt, "Scene number:", _sceneNumber); _vm->_console->DebugPrintf(fmt, "Descriptor R#:", _sceneResNum); _vm->_console->DebugPrintf("-------------------------\n"); _vm->_console->DebugPrintf(fmt, "Flags:", _desc.flags); _vm->_console->DebugPrintf(fmt, "Resource list R#:", _desc.resListRN); _vm->_console->DebugPrintf(fmt, "End slope:", _desc.endSlope); _vm->_console->DebugPrintf(fmt, "Begin slope:", _desc.beginSlope); _vm->_console->DebugPrintf(fmt, "Script resource:", _desc.scriptNum); _vm->_console->DebugPrintf(fmt, "Scene script:", _desc.sceneScriptNum); _vm->_console->DebugPrintf(fmt, "Start script:", _desc.startScriptNum); _vm->_console->DebugPrintf(fmt, "Music R#", _desc.musicRN); } int Scene::SC_defaultScene(int param, SCENE_INFO *scene_info, void *refCon) { return ((Scene *)refCon)->defaultScene(param, scene_info); } void Scene::cmdActionMapInfo() { _actionMap->cmdInfo(); } void Scene::cmdObjectMapInfo() { _objectMap->cmdInfo(); } int Scene::defaultScene(int param, SCENE_INFO *scene_info) { EVENT event; EVENT *q_event; _inGame = true; switch (param) { case SCENE_BEGIN: _vm->_sound->stopVoice(); _vm->_sound->stopSound(); if (_desc.musicRN >= 0) { event.type = ONESHOT_EVENT; event.code = MUSIC_EVENT; event.param = _desc.musicRN; event.param2 = MUSIC_DEFAULT; event.op = EVENT_PLAY; event.time = 0; _vm->_events->queue(&event); } else { event.type = ONESHOT_EVENT; event.code = MUSIC_EVENT; event.op = EVENT_STOP; event.time = 0; _vm->_events->queue(&event); } // Set scene background event.type = ONESHOT_EVENT; event.code = BG_EVENT; event.op = EVENT_DISPLAY; event.param = SET_PALETTE; event.time = 0; _vm->_events->queue(&event); // Activate user interface event.type = ONESHOT_EVENT; event.code = INTERFACE_EVENT; event.op = EVENT_ACTIVATE; event.time = 0; _vm->_events->queue(&event); // Begin palette cycle animation if present event.type = ONESHOT_EVENT; event.code = PALANIM_EVENT; event.op = EVENT_CYCLESTART; event.time = 0; q_event = _vm->_events->queue(&event); // Show cursor event.type = ONESHOT_EVENT; event.code = CURSOR_EVENT; event.op = EVENT_SHOW; _vm->_events->chain(q_event, &event); // Start the scene main script if (_desc.sceneScriptNum > 0) { event.type = ONESHOT_EVENT; event.code = SCRIPT_EVENT; event.op = EVENT_EXEC_NONBLOCKING; event.time = 0; event.param = _desc.sceneScriptNum; event.param2 = 0; // Action event.param3 = _sceneNumber; // Object event.param4 = 0; // With Object - TODO: should be 'entrance' event.param5 = 0; // Actor - TODO: should be VERB_ENTER _vm->_events->queue(&event); } debug(0, "Scene started"); break; case SCENE_END: break; default: warning("Scene::defaultScene(): Illegal scene procedure parameter"); break; } return 0; } } // End of namespace Saga