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|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 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/game_mod.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 {
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
GAME_GetSceneInfo(&gs_desc);
// Load scene module resource context
_sceneContext = GAME_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 = NULL;
memset(&_bg, 0, sizeof(_bg));
memset(&_bgMask, 0, sizeof(_bgMask));
_initialized = true;
}
Scene::~Scene() {
if (_initialized) {
endScene();
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 (GAME_GetGameType()) {
case GID_ITE:
ITEStartProc();
break;
case GID_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;
}
int Scene::getZInfo(SCENE_ZINFO *zinfo) {
assert(_initialized);
zinfo->beginSlope = _desc.beginSlope;
zinfo->endSlope = _desc.endSlope;
return SUCCESS;
}
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;
GAME_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::getBGMaskInfo(int *w, int *h, byte **buf, size_t *buf_len) {
assert(_initialized);
if (!_bgMask.loaded) {
return FAILURE;
}
*w = _bgMask.w;
*h = _bgMask.h;
*buf = _bgMask.buf;
*buf_len = _bgMask.buf_len;
return SUCCESS;
}
int Scene::isBGMaskPresent() {
assert(_initialized);
return _bgMask.loaded;
}
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;
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 = PALETTE_FADE_DURATION;
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_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 = PALETTE_FADE_DURATION;
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();
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 = new ActionMap(_vm, 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);
GAME_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;
delete _actionMap;
_objectMap = NULL;
_actionMap = NULL;
_animList.clear();
_animEntries = 0;
_vm->_events->clearList();
_vm->textClearList(_textList);
_sceneLoaded = false;
return SUCCESS;
}
void Scene::sceneChangeCmd(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::sceneInfoCmd() {
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::CF_actioninfo() {
_actionMap->info();
}
void Scene::CF_objectinfo() {
_objectMap->info();
}
int Scene::defaultScene(int param, SCENE_INFO *scene_info) {
EVENT event;
EVENT *q_event;
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 scene animations
_vm->_anim->setFlag(0, ANIM_LOOP);
_vm->_anim->play(0, 0);
// Start the scene main script
if (_desc.sceneScriptNum > 0) {
event.type = ONESHOT_EVENT;
event.code = SCRIPT_EVENT;
event.op = EVENT_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
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