scummvm/engines/bbvs/scene.cpp

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2014-02-22 18:34:52 +00:00
/* 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 "bbvs/bbvs.h"
#include "bbvs/gamemodule.h"
#include "bbvs/graphics.h"
#include "bbvs/sound.h"
namespace Bbvs {
static const int kAfterVideoSceneNum[] = {
0, 43, 23, 12, 4, 44, 2,
16, 4, 4, 4, 44, 12, 44
};
void BbvsEngine::loadScene(int sceneNum) {
debug(0, "BbvsEngine::loadScene() sceneNum: %d", sceneNum);
Common::String sprFilename = Common::String::format("vnm/vspr%04d.vnm", sceneNum);
Common::String gamFilename = Common::String::format("vnm/game%04d.vnm", sceneNum);
_screen->clear();
_spriteModule->load(sprFilename.c_str());
_gameModule->load(gamFilename.c_str());
Palette palette = _spriteModule->getPalette();
_screen->setPalette(palette);
// Preload sounds
for (uint i = 0; i < _gameModule->getPreloadSoundsCount(); ++i) {
Common::String filename = Common::String::format("snd/snd%05d.aif", _gameModule->getPreloadSound(i));
_sound->loadSound(filename);
}
if (sceneNum >= kMainMenu) {
DrawList drawList;
drawList.add(_gameModule->getBgSpriteIndex(0), 0, 0, 0);
_screen->drawDrawList(drawList, _spriteModule);
drawScreen();
}
}
void BbvsEngine::initScene(bool sounds) {
stopSpeech();
stopSounds();
_sound->unloadSounds();
_gameState = kGSScene;
_prevSceneNum = _currSceneNum;
_sceneVisited[_currSceneNum] = 1;
_mouseCursorSpriteIndex = 0;
_verbPos.x = -1;
_verbPos.y = -1;
_activeItemType = kITEmpty;
_activeItemIndex = 0;
_cameraPos.x = 0;
_cameraPos.y = 0;
_newCameraPos.x = 0;
_newCameraPos.y = 0;
_inventoryButtonIndex = -1;
_currTalkObjectIndex = -1;
_currCameraNum = 0;
_walkMousePos.x = -1;
_walkMousePos.y = -1;
_currAction = 0;
_currActionCommandIndex = -1;
_currActionCommandTimeStamp = 0;
_dialogSlotCount = 0;
_buttheadObject = 0;
_beavisObject = 0;
memset(_backgroundSoundsActive, 0, sizeof(_backgroundSoundsActive));
memset(_sceneObjects, 0, sizeof(_sceneObjects));
for (int i = 0; i < kSceneObjectsCount; ++i) {
_sceneObjects[i].walkDestPt.x = -1;
_sceneObjects[i].walkDestPt.y = -1;
}
memset(_dialogItemStatus, 0, sizeof(_dialogItemStatus));
_sceneObjectActions.clear();
loadScene(_newSceneNum);
_currSceneNum = _newSceneNum;
_newSceneNum = 0;
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
_sceneObjects[i].sceneObjectDef = _gameModule->getSceneObjectDef(i);
for (int i = 0; i < _gameModule->getSceneObjectInitsCount(); ++i) {
SceneObjectInit *soInit = _gameModule->getSceneObjectInit(i);
if (evalCondition(soInit->conditions)) {
SceneObject *sceneObject = &_sceneObjects[soInit->sceneObjectIndex];
sceneObject->anim = _gameModule->getAnimation(soInit->animIndex);
sceneObject->animIndex = soInit->animIndex;
sceneObject->frameIndex = sceneObject->anim->frameCount - 1;
sceneObject->frameTicks = 1;
sceneObject->x = soInit->x << 16;
sceneObject->y = soInit->y << 16;
}
}
if (_gameModule->getButtheadObjectIndex() >= 0) {
_buttheadObject = &_sceneObjects[_gameModule->getButtheadObjectIndex()];
// Search for the Beavis object
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i)
if (!strcmp(_sceneObjects[i].sceneObjectDef->name, "Beavis")) {
_beavisObject = &_sceneObjects[i];
break;
}
}
updateSceneObjectsTurnValue();
updateWalkableRects();
_currCameraNum = 0;
if (_buttheadObject) {
int minDistance = 0xFFFFFF;
for (int cameraNum = 0; cameraNum < 4; ++cameraNum) {
CameraInit *cameraInit = _gameModule->getCameraInit(cameraNum);
int curDistance = ABS(cameraInit->cameraPos.x - (int)(_buttheadObject->x >> 16) + 160);
if (curDistance < minDistance) {
minDistance = curDistance;
_currCameraNum = cameraNum;
}
}
}
_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
_newCameraPos = _cameraPos;
_walkAreaActions.clear();
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
for (int j = 0; j < 8; ++j)
if (action->conditions.conditions[j].cond == kCondIsButtheadAtBgObject)
_walkAreaActions.push_back(action);
}
_mouseCursorSpriteIndex = 0;
_activeItemIndex = 0;
_activeItemType = kITEmpty;
for (int i = 0; i < _gameModule->getActionsCount(); ++i) {
Action *action = _gameModule->getAction(i);
if (evalCondition(action->conditions)) {
_gameState = kGSWait;
_currAction = action;
for (uint j = 0; j < action->actionCommands.size(); ++j) {
ActionCommand *actionCommand = &action->actionCommands[j];
if (actionCommand->cmd == kActionCmdSetCameraPos) {
_currCameraNum = actionCommand->param;
_cameraPos = _gameModule->getCameraInit(_currCameraNum)->cameraPos;
_newCameraPos = _cameraPos;
break;
}
}
break;
}
}
if (sounds)
updateBackgroundSounds();
}
bool BbvsEngine::changeScene() {
writeContinueSavegame();
if (_newSceneNum >= 27 && _newSceneNum <= 30) {
// Run minigames
stopSpeech();
stopSounds();
_sceneVisited[_currSceneNum] = 1;
if (runMinigame(_newSceneNum - 27)) {
SWAP(_currSceneNum, _newSceneNum);
}
} else if (_newSceneNum >= 31 && _newSceneNum <= 43) {
// Play video
stopSpeech();
stopSounds();
_sceneVisited[_currSceneNum] = 1;
_playVideoNumber = _newSceneNum - 30;
_currSceneNum = _newSceneNum;
_newSceneNum = kAfterVideoSceneNum[_playVideoNumber];
} else if (_newSceneNum >= 100 && _currSceneNum == kCredits) {
// Play secret video
stopSounds();
_playVideoNumber = _newSceneNum;
_currSceneNum = 49;
_newSceneNum = kCredits;
} else {
// Normal scene
initScene(true);
}
return true;
}
} // End of namespace Bbvs