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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/config-manager.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "tsage/dialogs.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/tsage.h"
#include "tsage/saveload.h"
#include "tsage/staticres.h"
namespace TsAGE {
SceneManager::SceneManager() {
_scene = NULL;
_hasPalette = false;
_sceneNumber = -1;
_nextSceneNumber = -1;
_previousScene = 0;
_fadeMode = FADEMODE_GRADUAL;
_scrollerRect = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
g_saver->addListener(this);
_objectCount = 0;
_loadMode = 0;
_sceneLoadCount = 0;
}
SceneManager::~SceneManager() {
delete _scene;
}
void SceneManager::setNewScene(int sceneNumber) {
debug(1, "SetNewScene(%d)", sceneNumber);
_nextSceneNumber = sceneNumber;
}
void SceneManager::checkScene() {
if (_nextSceneNumber != -1) {
int nextSceneNumber = _nextSceneNumber;
sceneChange();
// Unless we've already switched to yet another scene, reset
if (_nextSceneNumber == nextSceneNumber)
_nextSceneNumber = -1;
}
g_globals->dispatchSounds();
}
void SceneManager::sceneChange() {
int activeScreenNumber = 0;
// Handle removing the scene
if (_scene) {
activeScreenNumber = _scene->_activeScreenNumber;
_scene->remove();
}
// Clear the scene objects
SynchronizedList<SceneObject *>::iterator io = g_globals->_sceneObjects->begin();
while (io != g_globals->_sceneObjects->end()) {
SceneObject *sceneObj = *io;
++io;
sceneObj->removeObject();
}
// Clear the hotspot list
SynchronizedList<SceneItem *>::iterator ii = g_globals->_sceneItems.begin();
while (ii != g_globals->_sceneItems.end()) {
SceneItem *sceneItem = *ii;
++ii;
sceneItem->remove();
}
// TODO: Clear _list_45BAA list
// If there is an active scene, deactivate it
if (_scene) {
_previousScene = _sceneNumber;
delete _scene;
_scene = NULL;
_sceneNumber = -1;
}
// Set the next scene to be active
_sceneNumber = _nextSceneNumber;
// Free any regions
disposeRegions();
// Ensure that the same number of objects are registered now as when the scene started
if (_objectCount > 0) {
assert(_objectCount == g_saver->getObjectCount());
}
_objectCount = g_saver->getObjectCount();
g_globals->_sceneHandler->_delayTicks = 2;
// Instantiate and set the new scene
_scene = getNewScene();
if (!g_saver->getMacroRestoreFlag())
_scene->postInit();
else
_scene->loadScene(activeScreenNumber);
}
Scene *SceneManager::getNewScene() {
return g_globals->_game->createScene(_nextSceneNumber);
}
void SceneManager::fadeInIfNecessary() {
if (_hasPalette) {
uint32 adjustData = 0;
for (int percent = 0; percent < 100; percent += 5) {
if (g_globals->_sceneManager._fadeMode == FADEMODE_IMMEDIATE)
percent = 100;
g_globals->_scenePalette.fade((const byte *)&adjustData, false, percent);
GLOBALS._screen.update();
g_system->delayMillis(10);
}
g_globals->_scenePalette.refresh();
_hasPalette = false;
}
}
void SceneManager::changeScene(int newSceneNumber) {
debug(1, "changeScene(%d)", newSceneNumber);
// Fade out the scene
ScenePalette scenePalette;
uint32 adjustData = 0;
g_globals->_scenePalette.clearListeners();
scenePalette.getPalette();
for (int percent = 100; percent >= 0; percent -= 5) {
scenePalette.fade((byte *)&adjustData, false, percent);
g_system->delayMillis(10);
}
// Stop any objects that were animating
SynchronizedList<SceneObject *>::iterator i;
for (i = g_globals->_sceneObjects->begin(); i != g_globals->_sceneObjects->end(); ++i) {
SceneObject *sceneObj = *i;
Common::Point pt(0, 0);
sceneObj->addMover(NULL, &pt);
sceneObj->setObjectWrapper(NULL);
sceneObj->animate(ANIM_MODE_NONE, 0);
sceneObj->_flags &= ~OBJFLAG_PANES;
}
// Blank out the screen
g_globals->_screen.fillRect(g_globals->_screen.getBounds(), 0);
// If there are any fading sounds, wait until fading is complete
while (g_globals->_soundManager.isFading()) {
g_system->delayMillis(10);
}
// Set the new scene to be loaded
setNewScene(newSceneNumber);
}
void SceneManager::setup() {
g_saver->addLoadNotifier(SceneManager::loadNotifier);
setBackSurface();
}
void SceneManager::setBackSurface() {
int size = g_globals->_sceneManager._scene->_backgroundBounds.width() *
g_globals->_sceneManager._scene->_backgroundBounds.height();
if (size > 96000) {
if (g_globals->_sceneManager._scene->_backgroundBounds.width() <= SCREEN_WIDTH) {
// Standard size creation
g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH, SCREEN_HEIGHT * 3 / 2);
g_globals->_sceneManager._scrollerRect = Rect(0, 30, SCREEN_WIDTH, SCREEN_HEIGHT - 30);
} else {
// Wide screen needs extra space to allow for scrolling
g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH * 3 / 2, SCREEN_HEIGHT);
g_globals->_sceneManager._scrollerRect = Rect(80, 0, SCREEN_WIDTH - 80, SCREEN_HEIGHT);
}
} else {
g_globals->_sceneManager._scene->_backSurface.create(
g_globals->_sceneManager._scene->_backgroundBounds.width(),
g_globals->_sceneManager._scene->_backgroundBounds.height()
);
g_globals->_sceneManager._scrollerRect = Rect(80, 20, SCREEN_WIDTH - 80, SCREEN_HEIGHT - 20);
}
}
void SceneManager::saveListener(int saveMode) {
}
void SceneManager::loadNotifier(bool postFlag) {
if (postFlag) {
if (g_globals->_sceneManager._scene->_activeScreenNumber != -1)
g_globals->_sceneManager._scene->loadSceneData(g_globals->_sceneManager._scene->_activeScreenNumber);
g_globals->_sceneManager._hasPalette = true;
}
}
void SceneManager::setBgOffset(const Common::Point &pt, int loadCount) {
_sceneBgOffset = pt;
_sceneLoadCount = loadCount;
}
void SceneManager::listenerSynchronize(Serializer &s) {
s.validate("SceneManager");
if (s.isLoading() && !g_globals->_sceneManager._scene)
// Loading a savegame straight from the launcher, so instantiate a blank placeholder scene
// in order for the savegame loading to work correctly
g_globals->_sceneManager._scene = new Scene();
// Depreciated: the background scene objects used to be located here
uint32 unused = 0;
s.syncAsUint32LE(unused);
s.syncAsSint32LE(_sceneNumber);
s.syncAsUint16LE(g_globals->_sceneManager._scene->_activeScreenNumber);
if (s.isLoading()) {
changeScene(_sceneNumber);
if (_nextSceneNumber != -1) {
sceneChange();
_nextSceneNumber = -1;
}
}
// Walk regions loading
if (g_vm->getGameID() == GType_Ringworld2) {
int walkRegionsId = GLOBALS._walkRegions._resNum;
s.syncAsSint16LE(walkRegionsId);
if (s.isLoading())
GLOBALS._walkRegions.load(walkRegionsId);
}
g_globals->_sceneManager._scrollerRect.synchronize(s);
SYNC_POINTER(g_globals->_scrollFollower);
s.syncAsSint16LE(_loadMode);
}
/*--------------------------------------------------------------------------*/
Scene::Scene() : _sceneBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
_backgroundBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) {
_sceneMode = 0;
_activeScreenNumber = 0;
_oldSceneBounds = Rect(4000, 4000, 4100, 4100);
Common::fill(&_zoomPercents[0], &_zoomPercents[256], 0);
_screenNumber = 0;
}
Scene::~Scene() {
}
void Scene::synchronize(Serializer &s) {
if (s.getVersion() >= 2)
StripCallback::synchronize(s);
if (s.getVersion() < 14) {
int useless = 0;
s.syncAsSint32LE(useless);
}
s.syncAsSint32LE(_screenNumber);
s.syncAsSint32LE(_activeScreenNumber);
s.syncAsSint32LE(_sceneMode);
_backgroundBounds.synchronize(s);
_sceneBounds.synchronize(s);
_oldSceneBounds.synchronize(s);
if (s.getVersion() < 14) {
int useless = 0;
s.syncAsSint16LE(useless);
s.syncAsSint16LE(useless);
}
for (int i = 0; i < 256; ++i)
s.syncAsUint16LE(_enabledSections[i]);
for (int i = 0; i < 256; ++i)
s.syncAsSint16LE(_zoomPercents[i]);
if (s.getVersion() >= 7)
_bgSceneObjects.synchronize(s);
}
void Scene::postInit(SceneObjectList *OwnerList) {
_action = NULL;
_sceneMode = 0;
}
void Scene::process(Event &event) {
if (_action)
_action->process(event);
}
void Scene::dispatch() {
if (_action)
_action->dispatch();
}
void Scene::loadScene(int sceneNum) {
debug(1, "loadScene(%d)", sceneNum);
_screenNumber = sceneNum;
if (g_globals->_scenePalette.loadPalette(sceneNum))
g_globals->_sceneManager._hasPalette = true;
loadSceneData(sceneNum);
}
void Scene::loadSceneData(int sceneNum) {
_activeScreenNumber = sceneNum;
if (g_vm->getGameID() == GType_Ringworld2) {
// Most scenes in Ringworld 2 don't have a scene size resource, but rather just have
// a standard 320x200 size. Only read the scene size data for the specific few scenes
switch (sceneNum) {
case 700:
case 1020:
case 1100:
case 1700:
case 2600:
case 2950:
case 3100:
case 3101:
case 3275:
case 3600: {
// Get the basic scene size from the resource
byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
DEALLOCATE(data);
break;
}
default:
// For all other scenes, use a standard screen size
_backgroundBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
break;
}
} else {
// Get the basic scene size
byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
DEALLOCATE(data);
}
g_globals->_sceneManager._scene->_sceneBounds.contain(_backgroundBounds);
// Set up a surface for storing the scene background
SceneManager::setBackSurface();
// Load the data lists for the scene
g_globals->_walkRegions.load(sceneNum);
// Load the item regions of the scene
g_globals->_sceneRegions.load(sceneNum);
// Load the priority regions
_priorities.load(sceneNum);
// Initialize the section enabled list
Common::fill(&_enabledSections[0], &_enabledSections[16 * 16], 0xffff);
g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
g_globals->_paneRefreshFlag[0] = 1;
g_globals->_paneRefreshFlag[1] = 1;
g_globals->_sceneManager._loadMode = 1;
g_globals->_sceneManager._sceneLoadCount = 0;
g_globals->_sceneManager._sceneBgOffset = Common::Point(0, 0);
// Load the background for the scene
loadBackground(0, 0);
}
void Scene::loadBackground(int xAmount, int yAmount) {
// Adjust the scene bounds by the passed scroll amounts
_sceneBounds.translate(xAmount, yAmount);
_sceneBounds.contain(_backgroundBounds);
_sceneBounds.left &= ~3;
_sceneBounds.right &= ~3;
g_globals->_sceneOffset.x &= ~3;
if ((_sceneBounds.top != _oldSceneBounds.top) || (_sceneBounds.left != _oldSceneBounds.left)) {
if (g_globals->_sceneManager._loadMode == 0) {
g_globals->_paneRefreshFlag[0] = 2;
g_globals->_paneRefreshFlag[1] = 2;
g_globals->_sceneManager._loadMode = 2;
}
_oldSceneBounds = _sceneBounds;
}
g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
if ((_backgroundBounds.width() / 160) == 3)
g_globals->_sceneOffset.x = 0;
if ((_backgroundBounds.height() / 100) == 3)
g_globals->_sceneOffset.y = 0;
if ((g_globals->_sceneOffset.x != g_globals->_prevSceneOffset.x) ||
(g_globals->_sceneOffset.y != g_globals->_prevSceneOffset.y)) {
// Change has happend, so refresh background
g_globals->_prevSceneOffset = g_globals->_sceneOffset;
refreshBackground(xAmount, yAmount);
}
}
void Scene::refreshBackground(int xAmount, int yAmount) {
if (g_globals->_sceneManager._scene->_activeScreenNumber == -1)
return;
// Set the quadrant ranges
int xHalfCount = MIN(_backSurface.getBounds().width() / 160, _backgroundBounds.width() / 160);
int yHalfCount = MIN(_backSurface.getBounds().height() / 100, _backgroundBounds.height() / 100);
int xHalfOffset = (_backgroundBounds.width() / 160) == 3 ? 0 : _sceneBounds.left / 160;
int yHalfOffset = (_backgroundBounds.height() / 100) == 3 ? 0 : _sceneBounds.top / 100;
// Set the limits and increment amounts
int xInc = (xAmount < 0) ? -1 : 1;
int xSectionStart = (xAmount < 0) ? 15 : 0;
int xSectionEnd = (xAmount < 0) ? -1 : 16;
int yInc = (yAmount < 0) ? -1 : 1;
int ySectionStart = (yAmount < 0) ? 15 : 0;
int ySectionEnd = (yAmount < 0) ? -1 : 16;
bool changedFlag = false;
for (int yp = ySectionStart; yp != ySectionEnd; yp += yInc) {
for (int xp = xSectionStart; xp != xSectionEnd; xp += xInc) {
if ((yp < yHalfOffset) || (yp >= (yHalfOffset + yHalfCount)) ||
(xp < xHalfOffset) || (xp >= (xHalfOffset + xHalfCount))) {
// Flag section as enabled
_enabledSections[xp * 16 + yp] = 0xffff;
} else {
// Check if the section is already loaded
if ((_enabledSections[xp * 16 + yp] == 0xffff) || ((xAmount == 0) && (yAmount == 0))) {
// Chunk isn't loaded, so load it in
Graphics::ManagedSurface s = _backSurface.lockSurface();
GfxSurface::loadScreenSection(s, xp - xHalfOffset, yp - yHalfOffset, xp, yp);
_backSurface.unlockSurface();
changedFlag = true;
} else {
int yv = (_enabledSections[xp * 16 + yp] == ((xp - xHalfOffset) << 4)) ? 0 : 1;
if (yv | (yp - yHalfOffset)) {
// Copy an existing 160x100 screen section previously loaded
int xSectionDest = xp - xHalfOffset;
int ySectionDest = yp - yHalfOffset;
int xSectionSrc = _enabledSections[xp * 16 + yp] >> 4;
int ySectionSrc = _enabledSections[xp * 16 + yp] & 0xf;
Rect srcBounds(xSectionSrc * 160, ySectionSrc * 100,
(xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100);
Rect destBounds(xSectionDest * 160, ySectionDest * 100,
(xSectionDest + 1) * 160, (ySectionDest + 1) * 100);
if (g_vm->getGameID() != GType_Ringworld) {
// For Blue Force and Return to Ringworld, if the scene has an interface area,
// exclude it from the copy
srcBounds.bottom = MIN<int16>(srcBounds.bottom, BF_GLOBALS._interfaceY);
destBounds.bottom = MIN<int16>(destBounds.bottom, BF_GLOBALS._interfaceY);
}
_backSurface.copyFrom(_backSurface, srcBounds, destBounds);
}
}
_enabledSections[xp * 16 + yp] =
((xp - xHalfOffset) << 4) | (yp - yHalfOffset);
}
}
}
if (changedFlag) {
drawBackgroundObjects();
}
}
void Scene::drawBackgroundObjects() {
Common::Array<SceneObject *> objList;
// Initial loop to set the priority for entries in the list
for (SynchronizedList<SceneObject *>::iterator i = _bgSceneObjects.begin(); i != _bgSceneObjects.end(); ++i) {
SceneObject *obj = *i;
objList.push_back(obj);
// Handle updating object priority
if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
obj->_priority = MIN((int)obj->_position.y - 1,
(int)g_globals->_sceneManager._scene->_backgroundBounds.bottom);
}
}
// Sort the list by priority
_bgSceneObjects.sortList(objList);
// Drawing loop
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
SceneObject *obj = objList[objIndex];
obj->reposition();
obj->draw();
}
}
void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent) {
int currDiff = 0;
int v = 0;
while (v < yStart)
_zoomPercents[v++] = minPercent;
int diff1 = ABS(maxPercent - minPercent);
int diff2 = ABS(yEnd - yStart);
int remainingDiff = MAX(diff1, diff2);
while (remainingDiff-- != 0) {
_zoomPercents[v] = minPercent;
if (diff2 <= diff1) {
++minPercent;
currDiff += diff2;
if (currDiff >= diff1) {
currDiff -= diff1;
++v;
}
} else {
++v;
currDiff += diff1;
if (currDiff >= diff2) {
currDiff -= diff2;
++minPercent;
}
}
}
while (yEnd < 256)
_zoomPercents[yEnd++] = minPercent;
}
/*--------------------------------------------------------------------------*/
void Game::restartGame() {
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
g_globals->_game->restart();
}
void Game::saveGame() {
if (!g_vm->canSaveGameStateCurrently())
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the save dialog
handleSaveLoad(true, g_globals->_sceneHandler->_saveGameSlot, g_globals->_sceneHandler->_saveName);
}
}
void Game::restoreGame() {
if (!g_vm->canLoadGameStateCurrently())
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the load dialog
handleSaveLoad(false, g_globals->_sceneHandler->_loadGameSlot, g_globals->_sceneHandler->_saveName);
}
}
void Game::quitGame() {
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
g_vm->quitGame();
}
void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
GUI::SaveLoadChooser *dialog;
if (saveFlag)
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), saveFlag);
else
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), saveFlag);
saveSlot = dialog->runModalWithCurrentTarget();
saveName = dialog->getResultString();
delete dialog;
}
void Game::execute() {
// Main game loop
bool activeFlag = false;
do {
// Process all currently atcive game handlers
activeFlag = false;
for (SynchronizedList<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
GameHandler *gh = *i;
if (gh->_lockCtr.getCtr() == 0) {
gh->execute();
activeFlag = true;
}
}
} while (activeFlag && !g_vm->shouldQuit());
}
} // End of namespace TsAGE
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