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|
/* 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/audio.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(),
_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;
for (int i = 0; i < 10; i++)
_animation[i] = nullptr;
_textSpacing = -1;
_frameStartTime = 0;
_mode = SCREENMODE_VGA;
_lookFlag = false;
_bandsRange = 0;
_scaleRange = 0;
_interfaceY = 0;
_spritesCount = 0;
_variant = 0;
_speechReady = -1;
_paletteUsageF.push_back(PaletteUsage::UsageEntry(0xF));
// Set up a scene surface that maps to our physical screen drawing surface
restrictScene();
// 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;
delete _animationData;
}
void Scene::restrictScene() {
_sceneSurface.init(MADS_SCREEN_WIDTH, MADS_SCENE_HEIGHT, MADS_SCREEN_WIDTH,
_vm->_screen.getPixels(), Graphics::PixelFormat::createFormatCLUT8());
}
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);
setCamera(Common::Point(0, 0));
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;
_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() {
_hotspots.clear();
Common::File f;
if (f.open(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);
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();
// Wait for the next frame
_vm->_events->waitForNextFrame();
if (_vm->_dialogs->_pendingDialog != DIALOG_NONE && !_vm->_game->_trigger
&& _vm->_game->_player._stepEnabled)
_reloadSceneFlag = true;
if (_vm->_game->_winStatus)
break;
}
}
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);
}
_vm->_game->camUpdate();
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
animations_tick();
}
// 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
for (int i = 0; i < 10; i++) {
if (_animation[i] && _animation[i]->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
_spriteSlots.setDirtyAreas();
_textDisplay.setDirtyAreas2();
_dirtyAreas.merge(1, DIRTY_AREAS_SIZE);
// Draw sprites that have changed
_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();
}
_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() {
EventsManager &events = *_vm->_events;
if (events.isKeyPressed()) {
Common::KeyState evt = events.getKey();
_vm->_game->handleKeypress(evt);
}
if ((events._mouseStatus & 3) == 3 && _vm->_game->_player._stepEnabled) {
_reloadSceneFlag = true;
_vm->_dialogs->_pendingDialog = DIALOG_GAME_MENU;
_action.clear();
_action._selectedAction = 0;
}
}
int 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 ((_vm->getGameID() == GType_RexNebular) && _animation[0])
freeAnimation(0);
DepthSurface depthSurface;
UserInterface interfaceSurface(_vm);
for (int i = 0; i < 10; i++) {
if (!_animation[i]) {
_animation[i] = Animation::init(_vm, this);
_animation[i]->load(interfaceSurface, depthSurface, resName,
_vm->_dithering ? ANIMFLAG_DITHER : 0, nullptr, nullptr);
_animation[i]->startAnimation(trigger);
return i;
}
}
error("Unable to find an available animation slot");
return -1;
}
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;
}
for (int i = 0; i < 10; i++) {
if (_animation[i]) {
delete _animation[i];
_animation[i] = nullptr;
}
}
_vm->_palette->_paletteUsage.load(nullptr);
_cyclingActive = false;
_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() {
for (int j = 0; j < 10; j++)
freeAnimation(j);
_freeAnimationFlag = false;
}
void Scene::freeAnimation(int idx) {
if (_animation[idx]) {
if (idx == 0) {
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 < _animation[idx]->_messages.size(); ++i) {
int msgIndex = _animation[idx]->_messages[i]._kernelMsgIndex;
if (msgIndex >= 0)
_kernelMessages.remove(msgIndex);
}
// Delete the animation
delete _animation[idx];
_animation[idx] = nullptr;
}
}
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);
s.syncAsSint16LE(_variant);
_dynamicHotspots.synchronize(s);
}
void Scene::setAnimFrame(int id, int val) {
if ((id >= 0) && _animation[id])
_animation[id]->setCurrentFrame(val);
}
int Scene::getAnimFrame(int id) {
if ((id >= 0) && _animation[id])
return _animation[id]->getCurrentFrame();
return -1;
}
void Scene::setDynamicAnim(int id, int anim_id, int segment) {
if (id >= 0 && id <= DYNAMIC_HOTSPOTS_SIZE && _animation[anim_id]) {
_animation[anim_id]->_dynamicHotspotIndex = id;
if (_dynamicHotspots[id]._animIndex < 0)
_dynamicHotspots[id]._active = false;
_dynamicHotspots[id]._animIndex = anim_id;
// TODO: Anim segments
// NOTE: Only remove the TODO below when _dynamicHotspotIndex
// in the Animation class is actually used in the engine!
warning("TODO: Scene::setDynamicAnim");
}
}
void Scene::setCamera(Common::Point pos) {
_posAdjust = pos;
warning("setCamera: Incomplete function");
}
void Scene::drawToBackground(int spriteId, int frameId, Common::Point pos, int depth, int scale) {
SpriteAsset &asset = *_sprites[spriteId];
if (pos.x == -32000)
pos.x = asset.getFramePos(frameId - 1).x;
if (pos.y == -32000)
pos.y = asset.getFramePos(frameId - 1).y;
int slotIndex = _spriteSlots.add();
SpriteSlot &slot = _spriteSlots[slotIndex];
slot._spritesIndex = spriteId;
slot._frameNumber = frameId;
slot._seqIndex = 1;
slot._position = pos;
slot._depth = depth;
slot._scale = scale;
slot._flags = IMG_DELTA;
}
void Scene::deleteSequence(int idx) {
if (_sequences[idx]._active && _sequences[idx]._dynamicHotspotIndex >= 0)
_dynamicHotspots.remove(_sequences[idx]._dynamicHotspotIndex);
_sequences[idx]._active = false;
if (!_sequences[idx]._doneFlag) {
warning("TODO: deleteSequence: Sequence %d not done", idx);
// TODO: This is wrong, and crashes Phantom at scene 102 when the door is opened
//doFrame(); // FIXME/CHECKME: Is this correct?
} else {
_sequences.remove(idx);
}
}
void Scene::loadSpeech(int idx) {
_vm->_audio->setDefaultSoundGroup();
// NOTE: The original actually preloads the speech sample here, but the samples
// are so small that it's not really worth it...
// TODO: As the speech samples aren't cached anymore, _speechReady should be remove
_speechReady = idx;
}
void Scene::playSpeech(int idx) {
_vm->_audio->stop();
_vm->_audio->playSound(idx - 1);
}
void Scene::sceneScale(int yFront, int maxScale, int yBack, int minScale) {
_sceneInfo->_yBandsEnd = yFront;
_sceneInfo->_maxScale = maxScale;
_sceneInfo->_yBandsStart = yBack;
_sceneInfo->_minScale = minScale;
_bandsRange = _sceneInfo->_yBandsEnd - _sceneInfo->_yBandsStart;
_scaleRange = _sceneInfo->_maxScale - _sceneInfo->_minScale;
}
void Scene::animations_tick() {
//warning("TODO: Implement _animations as an AnimationList and refactor (and check implementation)");
for (int i = 0; i < 10; i++) {
if (_animation[i])
_animation[i]->update();
}
}
} // End of namespace MADS
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