1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#include "mads/scene.h"
#include "mads/compression.h"
#include "mads/mads.h"
#include "mads/dragonsphere/dragonsphere_scenes.h"
#include "mads/nebular/nebular_scenes.h"
#include "mads/phantom/phantom_scenes.h"
namespace MADS {
Scene::Scene(MADSEngine *vm)
: _vm(vm), _action(_vm), _depthSurface(vm),
_dirtyAreas(_vm), _dynamicHotspots(vm), _hotspots(vm),
_kernelMessages(vm), _sequences(vm), _sprites(vm), _spriteSlots(vm),
_textDisplay(vm), _userInterface(vm) {
_priorSceneId = 0;
_nextSceneId = 0;
_currentSceneId = 0;
_sceneLogic = nullptr;
_sceneInfo = nullptr;
_cyclingActive = false;
_cyclingThreshold = 0;
_cyclingDelay = 0;
_totalCycleColors = 0;
_depthStyle = 0;
_roomChanged = false;
_reloadSceneFlag = false;
_freeAnimationFlag = false;
_animationData = nullptr;
_activeAnimation = nullptr;
_textSpacing = -1;
_frameStartTime = 0;
_layer = LAYER_GUI;
_lookFlag = false;
_bandsRange = 0;
_scaleRange = 0;
_interfaceY = 0;
_spritesCount = 0;
_variant = 0;
_paletteUsageF.push_back(PaletteUsage::UsageEntry(0xF));
// Set up a scene surface that maps to our physical screen drawing surface
_sceneSurface.init(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT, MADS_SCREEN_WIDTH,
_vm->_screen.getPixels(), Graphics::PixelFormat::createFormatCLUT8());
// Set up the verb list
_verbList.push_back(VerbInit(VERB_LOOK, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_TAKE, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_PUSH, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_OPEN, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_PUT, VERB_THIS, PREP_RELATIONAL));
_verbList.push_back(VerbInit(VERB_TALKTO, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_GIVE, VERB_THIS, PREP_TO));
_verbList.push_back(VerbInit(VERB_PULL, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_CLOSE, VERB_THAT, PREP_NONE));
_verbList.push_back(VerbInit(VERB_THROW, VERB_THIS, PREP_AT));
}
Scene::~Scene() {
delete _sceneLogic;
delete _sceneInfo;
}
void Scene::clearVocab() {
_activeVocabs.clear();
}
void Scene::addActiveVocab(int vocabId) {
if (activeVocabIndexOf(vocabId) == -1) {
assert(_activeVocabs.size() < 200);
_activeVocabs.push_back(vocabId);
}
}
int Scene::activeVocabIndexOf(int vocabId) {
for (uint i = 0; i < _activeVocabs.size(); ++i) {
if (_activeVocabs[i] == vocabId)
return i;
}
return -1;
}
void Scene::clearSequenceList() {
_sequences.clear();
}
void Scene::clearMessageList() {
_kernelMessages.clear();
_talkFont = FONT_CONVERSATION;
_textSpacing = -1;
}
void Scene::loadSceneLogic() {
delete _sceneLogic;
switch (_vm->getGameID()) {
case GType_RexNebular:
_sceneLogic = Nebular::SceneFactory::createScene(_vm);
break;
case GType_Dragonsphere:
_sceneLogic = Dragonsphere::SceneFactory::createScene(_vm);
break;
case GType_Phantom:
_sceneLogic = Phantom::SceneFactory::createScene(_vm);
break;
default:
error("Scene logic: Unknown game");
}
}
void Scene::loadScene(int sceneId, const Common::String &prefix, bool palFlag) {
// Store the previously active scene number and set the new one
_priorSceneId = _currentSceneId;
_currentSceneId = sceneId;
_variant = 0;
if (palFlag)
_vm->_palette->resetGamePalette(18, 10);
_spriteSlots.reset(false);
_sequences.clear();
_kernelMessages.clear();
_vm->_palette->_paletteUsage.load(&_scenePaletteUsage);
int flags = SCENEFLAG_LOAD_SHADOW;
if (_vm->_dithering)
flags |= SCENEFLAG_DITHER;
_sceneInfo = SceneInfo::init(_vm);
_sceneInfo->load(_currentSceneId, _variant, Common::String(), flags,
_depthSurface, _backgroundSurface);
// Initialize palette animation for the scene
initPaletteAnimation(_sceneInfo->_paletteCycles, false);
// Copy over nodes
_rails.load(_sceneInfo->_nodes, &_depthSurface, _sceneInfo->_depthStyle);
// Load hotspots
loadHotspots();
// Load vocab
loadVocab();
// Load palette usage
_vm->_palette->_paletteUsage.load(&_paletteUsageF);
// Load interface
flags = PALFLAG_RESERVED | ANIMFLAG_LOAD_BACKGROUND;
if (_vm->_dithering)
flags |= ANIMFLAG_DITHER;
if (_vm->_textWindowStill)
flags |= ANIMFLAG_LOAD_BACKGROUND_ONLY;
_animationData = Animation::init(_vm, this);
DepthSurface depthSurface(_vm);
_animationData->load(_userInterface, depthSurface, prefix, flags, nullptr, nullptr);
_vm->_palette->_paletteUsage.load(&_scenePaletteUsage);
_bandsRange = _sceneInfo->_yBandsEnd - _sceneInfo->_yBandsStart;
_scaleRange = _sceneInfo->_maxScale - _sceneInfo->_minScale;
_spriteSlots.reset(false);
_interfaceY = MADS_SCENE_HEIGHT;
_spritesCount = _sprites.size();
_userInterface.setup(_vm->_game->_screenObjects._inputMode);
_vm->_game->_screenObjects._category = CAT_NONE;
_vm->_events->showCursor();
}
void Scene::loadHotspots() {
File f(Resources::formatName(RESPREFIX_RM, _currentSceneId, ".HH"));
MadsPack madsPack(&f);
bool isV2 = (_vm->getGameID() != GType_RexNebular);
Common::SeekableReadStream *stream = madsPack.getItemStream(0);
int count = stream->readUint16LE();
delete stream;
stream = madsPack.getItemStream(1);
_hotspots.clear();
for (int i = 0; i < count; ++i)
_hotspots.push_back(Hotspot(*stream, isV2));
delete stream;
f.close();
}
void Scene::loadVocab() {
// Add all the verbs to the active vocab list
for (uint i = 0; i < _verbList.size(); ++i)
addActiveVocab(_verbList[i]._id);
// Load the vocabs for any object descriptions and custom actions
for (uint objIndex = 0; objIndex < _vm->_game->_objects.size(); ++objIndex) {
InventoryObject &io = _vm->_game->_objects[objIndex];
addActiveVocab(io._descId);
for (int vocabIndex = 0; vocabIndex <io._vocabCount; ++vocabIndex) {
addActiveVocab(io._vocabList[vocabIndex]._vocabId);
}
}
// Load scene hotspot list vocabs and verbs
for (uint i = 0; i < _hotspots.size(); ++i) {
addActiveVocab(_hotspots[i]._vocabId);
if (_hotspots[i]._verbId)
addActiveVocab(_hotspots[i]._verbId);
}
loadVocabStrings();
}
void Scene::loadVocabStrings() {
_vocabStrings.clear();
File f("*VOCAB.DAT");
Common::String msg;
for (;;) {
char c = (char)f.readByte();
if (f.eos()) break;
if (c == '\0') {
_vocabStrings.push_back(msg);
msg = "";
} else {
msg += c;
}
}
f.close();
}
uint32 Scene::getVocabStringsCount() const {
return _vocabStrings.size();
}
void Scene::initPaletteAnimation(Common::Array<PaletteCycle> &palCycles, bool animFlag) {
// Initialize the animation palette and ticks list
_cycleTicks.clear();
_paletteCycles.clear();
for (uint i = 0; i < palCycles.size(); ++i) {
_cycleTicks.push_back(_vm->_events->getFrameCounter());
_paletteCycles.push_back(palCycles[i]);
}
// Save the initial starting palette
Common::copy(&_vm->_palette->_mainPalette[0], &_vm->_palette->_mainPalette[PALETTE_SIZE],
&_vm->_palette->_cyclingPalette[0]);
// Calculate total
_totalCycleColors = 0;
for (uint i = 0; i < _paletteCycles.size(); ++i)
_totalCycleColors += _paletteCycles[i]._colorCount;
_cyclingThreshold = (_totalCycleColors > 16) ? 3 : 0;
_cyclingActive = animFlag;
}
void Scene::animatePalette() {
byte rgb[3];
if (_cyclingActive) {
Scene::_cyclingDelay++;
if (_cyclingDelay >= _cyclingThreshold) {
uint32 frameCounter = _vm->_events->getFrameCounter();
bool changesFlag = false;
for (uint16 idx = 0; idx < _paletteCycles.size(); idx++) {
if (frameCounter >= (_cycleTicks[idx] + _paletteCycles[idx]._ticks)) {
_cycleTicks[idx] = frameCounter;
int count = _paletteCycles[idx]._colorCount;
int first = _paletteCycles[idx]._firstColorIndex;
int listIndex = _paletteCycles[idx]._firstListColor;
changesFlag = true;
if (count > 1) {
// Make a copy of the last color
byte *pSrc = &_vm->_palette->_cyclingPalette[first * 3];
byte *pEnd = pSrc + count * 3;
Common::copy(pEnd - 3, pEnd, &rgb[0]);
// Shift the cycle palette forward one entry
Common::copy_backward(pSrc, pEnd - 3, pEnd);
// Move the saved color to the start of the cycle
Common::copy(&rgb[0], &rgb[3], pSrc);
if (++listIndex >= count)
listIndex = 0;
}
_paletteCycles[idx]._firstListColor = listIndex;
}
}
if (changesFlag) {
int firstColor = _paletteCycles[0]._firstColorIndex;
byte *pSrc = &_vm->_palette->_cyclingPalette[firstColor * 3];
_vm->_palette->setPalette(pSrc, firstColor, _totalCycleColors);
}
_cyclingDelay = 0;
}
}
}
bool Scene::getDepthHighBits(const Common::Point &pt) {
if (_sceneInfo->_depthStyle == 2) {
return 0;
} else {
const byte *p = _depthSurface.getBasePtr(pt.x, pt.y);
return (*p & 0x70) >> 4;
}
}
void Scene::loop() {
while (!_vm->shouldQuit() && !_reloadSceneFlag && (_nextSceneId == _currentSceneId)) {
// Handle drawing a game frame
doFrame();
// TODO: Verify correctness of frame wait
_vm->_events->waitForNextFrame();
if (_vm->_dialogs->_pendingDialog != DIALOG_NONE && !_vm->_game->_trigger
&& _vm->_game->_player._stepEnabled)
_reloadSceneFlag = true;
}
}
void Scene::doFrame() {
Player &player = _vm->_game->_player;
bool flag = false;
if (_action._selectedAction || !player._stepEnabled) {
_action.clear();
_action._selectedAction = 0;
}
if (!_vm->_game->_trigger && !player._trigger) {
// Refresh the dynamic hotspots if they've changed
if (_dynamicHotspots._changed)
_dynamicHotspots.refresh();
// Check all on-screen visual objects
_vm->_game->_screenObjects.check(player._stepEnabled && !player._needToWalk &&
!_vm->_game->_fx);
}
if (_action._selectedAction && player._stepEnabled && !player._needToWalk &&
!_vm->_game->_trigger && !player._trigger) {
_action.startAction();
if (_action._activeAction._verbId == Nebular::VERB_LOOK_AT) {
_action._activeAction._verbId = VERB_LOOK;
_action._savedFields._command = false;
}
flag = true;
}
if (flag || (_vm->_game->_trigger && _vm->_game->_triggerMode == SEQUENCE_TRIGGER_PREPARE)) {
doPreactions();
}
player.newWalk();
if (!_vm->_game->_fx)
_frameStartTime = _vm->_events->getFrameCounter();
// Handle parser actions as well as game triggers
if ((_action._inProgress && !player._moving && !player._needToWalk &&
(player._facing == player._turnToFacing) && !_vm->_game->_trigger) ||
(_vm->_game->_trigger && (_vm->_game->_triggerMode == SEQUENCE_TRIGGER_PARSER))) {
doAction();
}
if (_currentSceneId != _nextSceneId) {
_freeAnimationFlag = true;
} else {
doSceneStep();
checkKeyboard();
if (_currentSceneId != _nextSceneId) {
_freeAnimationFlag = true;
} else {
player.nextFrame();
// Cursor update code
updateCursor();
if (!_vm->_game->_trigger) {
// Handle any active sequences
_sequences.tick();
// Handle any active animation
if (_activeAnimation)
_activeAnimation->update();
}
// If the debugget flag is set, show the mouse position
int mouseTextIndex = 0;
if (_vm->_debugger->_showMousePos) {
Common::Point pt = _vm->_events->mousePos();
Common::String msg = Common::String::format("(%d,%d)", pt.x, pt.y);
mouseTextIndex = _kernelMessages.add(Common::Point(5, 5),
0x203, 0, 0, 1, msg);
}
if (!_vm->_game->_trigger) {
if (_reloadSceneFlag || _currentSceneId != _nextSceneId)
_kernelMessages.reset();
_kernelMessages.update();
}
_userInterface._uiSlots.draw(!_vm->_game->_fx, _vm->_game->_fx);
// Write any text needed by the interface
if (_vm->_game->_fx)
_userInterface.drawTextElements();
// Draw any elements
drawElements((ScreenTransition)_vm->_game->_fx, _vm->_game->_fx);
// Handle message updates
if (_vm->_game->_fx) {
uint32 priorTime = _vm->_game->_priorFrameTimer;
uint32 newTime = _vm->_events->getFrameCounter();
_sequences.delay(priorTime, newTime);
_kernelMessages.delay(priorTime, newTime);
}
if (_vm->_debugger->_showMousePos)
// Mouse position display isn't persistent, so remove it
_kernelMessages.remove(mouseTextIndex);
// Original had a debugger check/call here to allow pausing after
// drawing each frame. Not implemented under ScummVM
}
}
if (_vm->_game->_fx)
_cyclingActive = true;
_vm->_game->_fx = kTransitionNone;
// Handle freeing animation if necessary
if (_activeAnimation && _activeAnimation->freeFlag())
_freeAnimationFlag = true;
if (_freeAnimationFlag)
freeAnimation();
}
void Scene::drawElements(ScreenTransition transitionType, bool surfaceFlag) {
// Draw any sprite backgrounds
_spriteSlots.drawBackground();
// Set up dirty areas for any text display
_textDisplay.setDirtyAreas();
// Merge any identified dirty areas
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Copy background for the dirty areas to the screen
_dirtyAreas.copy(&_backgroundSurface, &_vm->_screen, _posAdjust);
// Handle dirty areas for foreground objects
if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
_spriteSlots.setDirtyAreas();
_textDisplay.setDirtyAreas2();
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Draw sprites that have changed
if (_vm->getGameID() == GType_RexNebular) // TODO: Implement for V2 games
_spriteSlots.drawSprites(&_sceneSurface);
// Draw text elements onto the view
_textDisplay.draw(&_vm->_screen);
if (transitionType) {
// Fading in the screen
_vm->_screen.transition(transitionType, surfaceFlag);
_vm->_sound->startQueuedCommands();
} else {
// Copy dirty areas to the screen
_dirtyAreas.copyToScreen(_vm->_screen._offset);
}
_spriteSlots.cleanUp();
_textDisplay.cleanUp();
}
void Scene::doPreactions() {
if (_vm->_game->_screenObjects._inputMode == kInputBuildingSentences ||
_vm->_game->_screenObjects._inputMode == kInputLimitedSentences) {
_vm->_game->_triggerSetupMode = SEQUENCE_TRIGGER_PREPARE;
_action.checkAction();
_sceneLogic->preActions();
if (_vm->_game->_triggerMode == SEQUENCE_TRIGGER_PREPARE)
_vm->_game->_trigger = 0;
}
}
void Scene::doAction() {
bool flag = false;
_vm->_game->_triggerSetupMode = SEQUENCE_TRIGGER_PARSER;
if ((_action._inProgress || _vm->_game->_trigger) && !_action._savedFields._commandError) {
_sceneLogic->actions();
flag = !_action._inProgress;
}
if (_vm->_game->_screenObjects._inputMode == kInputConversation) {
_action._inProgress = false;
} else {
if ((_action._inProgress || _vm->_game->_trigger) ||
(!flag && _action._savedFields._commandError == flag)) {
_vm->_game->_sectionHandler->sectionPtr2();
flag = !_action._inProgress;
}
if ((_action._inProgress || _vm->_game->_trigger) &&
(!flag || _action._savedFields._commandError == flag)) {
_vm->_game->doObjectAction();
}
if (!_action._savedFields._lookFlag) {
if (_action._inProgress) {
_action._savedFields._commandError = true;
_sceneLogic->postActions();
}
if (_action._inProgress) {
_action._savedFields._commandError = true;
_sceneLogic->unhandledAction();
}
if (_action._inProgress)
_vm->_game->unhandledAction();
}
}
_action._inProgress = false;
if (_vm->_game->_triggerMode == SEQUENCE_TRIGGER_PARSER)
_vm->_game->_trigger = 0;
}
void Scene::doSceneStep() {
_vm->_game->_triggerSetupMode = SEQUENCE_TRIGGER_DAEMON;
_sceneLogic->step();
_vm->_game->_sectionHandler->step();
_vm->_game->step();
if (_vm->_game->_triggerMode == SEQUENCE_TRIGGER_DAEMON)
_vm->_game->_trigger = 0;
}
void Scene::checkKeyboard() {
if (_vm->_events->isKeyPressed()) {
Common::Event evt = _vm->_events->_pendingKeys.pop();
_vm->_game->handleKeypress(evt);
}
if ((_vm->_events->_mouseStatus & 3) == 3 && _vm->_game->_player._stepEnabled) {
_reloadSceneFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU;
_action.clear();
_action._selectedAction = 0;
}
}
void Scene::loadAnimation(const Common::String &resName, int trigger) {
// WORKAROUND: If there's already a previous active animation used by the
// scene, then free it before we create the new one
if (_activeAnimation)
freeAnimation();
DepthSurface depthSurface(_vm);
UserInterface interfaceSurface(_vm);
_activeAnimation = Animation::init(_vm, this);
_activeAnimation->load(interfaceSurface, depthSurface, resName,
_vm->_dithering ? ANIMFLAG_DITHER : 0, nullptr, nullptr);
_activeAnimation->startAnimation(trigger);
}
void Scene::updateCursor() {
Player &player = _vm->_game->_player;
CursorType cursorId = CURSOR_ARROW;
if (_action._interAwaiting == AWAITING_COMMAND && !_vm->_events->_rightMousePressed &&
_vm->_game->_screenObjects._category == CAT_HOTSPOT) {
int idx = _vm->_game->_screenObjects._selectedObject -
_userInterface._categoryIndexes[CAT_HOTSPOT - 1];
assert(idx >= 0);
if (idx >= (int)_hotspots.size()) {
idx -= _hotspots.size();
_vm->_events->_newCursorId = _dynamicHotspots[idx]._cursor;
} else {
idx = _hotspots.size() - idx - 1;
_vm->_events->_newCursorId = _hotspots[idx]._cursor;
}
cursorId = _vm->_events->_newCursorId == CURSOR_NONE ?
CURSOR_ARROW : _vm->_events->_newCursorId;
}
if (!player._stepEnabled)
cursorId = CURSOR_WAIT;
if (cursorId >= _vm->_events->_cursorSprites->getCount())
cursorId = (CursorType)_vm->_events->_cursorSprites->getCount();
_vm->_events->_newCursorId = cursorId;
if (cursorId != _vm->_events->_cursorId) {
_vm->_events->setCursor(cursorId);
}
}
void Scene::freeCurrentScene() {
if (_animationData) {
delete _animationData;
_animationData = nullptr;
}
if (_activeAnimation) {
delete _activeAnimation;
_activeAnimation = nullptr;
}
_vm->_palette->_paletteUsage.load(nullptr);
_hotspots.clear();
_backgroundSurface.free();
_depthSurface.free();
delete _sceneInfo;
_sceneInfo = nullptr;
}
void Scene::removeSprites() {
for (int idx = _sprites.size() - 1; idx >= _spritesCount; --idx)
_sprites.remove(idx);
}
void Scene::changeVariant(int variant) {
_variant = variant;
_sceneInfo->loadCodes(_depthSurface, variant);
_spriteSlots.fullRefresh();
}
void Scene::resetScene() {
_vm->_game->clearQuotes();
removeSprites();
_spriteSlots.fullRefresh(true);
_sequences.clear();
}
void Scene::freeAnimation() {
if (_activeAnimation) {
Player &player = _vm->_game->_player;
if (!_freeAnimationFlag) {
_spriteSlots.fullRefresh(true);
_sequences.scan();
}
// Refresh the player
if (player._visible) {
player._forceRefresh = true;
player.update();
}
// Remove any kernel messages in use by the animation
for (uint i = 0; i < _activeAnimation->_messages.size(); ++i) {
int msgIndex = _activeAnimation->_messages[i]._kernelMsgIndex;
if (msgIndex >= 0)
_kernelMessages.remove(msgIndex);
}
// Delete the animation
delete _activeAnimation;
_activeAnimation = nullptr;
}
_freeAnimationFlag = false;
}
void Scene::synchronize(Common::Serializer &s) {
_action.synchronize(s);
_rails.synchronize(s);
_userInterface.synchronize(s);
s.syncAsByte(_reloadSceneFlag);
s.syncAsByte(_roomChanged);
s.syncAsUint16LE(_nextSceneId);
s.syncAsUint16LE(_priorSceneId);
_dynamicHotspots.synchronize(s);
}
} // End of namespace MADS
|