/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2005 The ScummVM project * * 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. * * $Header$ * */ #include "stdafx.h" #include "scumm/actor.h" #include "scumm/boxes.h" #include "scumm/intern.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "scumm/util.h" namespace Scumm { /** * Start a 'scene' by loading the specified room with the given main actor. * The actor is placed next to the object indicated by objectNr. */ void ScummEngine::startScene(int room, Actor *a, int objectNr) { int i, where; CHECK_HEAP; debugC(DEBUG_GENERAL, "Loading room %d", room); stopTalk(); fadeOut(_switchRoomEffect2); _newEffect = _switchRoomEffect; ScriptSlot *ss = &vm.slot[_currentScript]; if (_currentScript != 0xFF) { if (ss->where == WIO_ROOM || ss->where == WIO_FLOBJECT) { if (ss->cutsceneOverride && _version >= 5) error("Object %d stopped with active cutscene/override in exit", ss->number); nukeArrays(_currentScript); _currentScript = 0xFF; } else if (ss->where == WIO_LOCAL) { if (ss->cutsceneOverride && _version >= 5) error("Script %d stopped with active cutscene/override in exit", ss->number); nukeArrays(_currentScript); _currentScript = 0xFF; } } if (VAR_NEW_ROOM != 0xFF) VAR(VAR_NEW_ROOM) = room; runExitScript(); killScriptsAndResources(); if (_version >= 4 && _heversion <= 61) stopCycle(0); _sound->processSoundQues(); clearDrawQueues(); // For HE80+ games for (i = 0; i < _numRoomVariables; i++) _roomVars[i] = 0; nukeArrays(0xFF); for (i = 1; i < _numActors; i++) { _actors[i].hideActor(); } if (_version >= 7) { // Set the shadow palette(s) to all black. This fixes // bug #795940, and actually makes some sense (after all, // shadows tend to be rather black, don't they? ;-) memset(_shadowPalette, 0, NUM_SHADOW_PALETTE * 256); } else { for (i = 0; i < 256; i++) { _roomPalette[i] = i; if (_shadowPalette) _shadowPalette[i] = i; } if (_features & GF_SMALL_HEADER) setDirtyColors(0, 255); } VAR(VAR_ROOM) = room; _fullRedraw = true; res.increaseResourceCounter(); _currentRoom = room; VAR(VAR_ROOM) = room; if (room >= 0x80 && _version < 7) _roomResource = _resourceMapper[room & 0x7F]; else _roomResource = room; if (VAR_ROOM_RESOURCE != 0xFF) VAR(VAR_ROOM_RESOURCE) = _roomResource; if (room != 0) ensureResourceLoaded(rtRoom, room); clearRoomObjects(); if (_currentRoom == 0) { _ENCD_offs = _EXCD_offs = 0; _numObjectsInRoom = 0; return; } loadRoomSubBlocks(); initRoomSubBlocks(); initBGBuffers(_roomHeight); loadRoomObjects(); if (VAR_ROOM_WIDTH != 0xFF && VAR_ROOM_HEIGHT != 0xFF) { VAR(VAR_ROOM_WIDTH) = _roomWidth; VAR(VAR_ROOM_HEIGHT) = _roomHeight; } VAR(VAR_CAMERA_MIN_X) = _screenWidth / 2; VAR(VAR_CAMERA_MAX_X) = _roomWidth - (_screenWidth / 2); if (_features & GF_NEW_CAMERA) { VAR(VAR_CAMERA_MIN_Y) = _screenHeight / 2; VAR(VAR_CAMERA_MAX_Y) = _roomHeight - (_screenHeight / 2); setCameraAt(_screenWidth / 2, _screenHeight / 2); } else { camera._mode = kNormalCameraMode; if (_version > 2) camera._cur.x = camera._dest.x = _screenWidth / 2; camera._cur.y = camera._dest.y = _screenHeight / 2; } if (_roomResource == 0) return; memset(gfxUsageBits, 0, sizeof(gfxUsageBits)); if (_version >= 5 && a) { where = whereIsObject(objectNr); if (where != WIO_ROOM && where != WIO_FLOBJECT) error("startScene: Object %d is not in room %d", objectNr, _currentRoom); int x, y, dir; getObjectXYPos(objectNr, x, y, dir); a->putActor(x, y, _currentRoom); a->setDirection(dir + 180); a->stopActorMoving(); if (_gameId == GID_SAMNMAX) { camera._cur.x = camera._dest.x = a->_pos.x; setCameraAt(a->_pos.x, a->_pos.y); } } showActors(); _egoPositioned = false; runEntryScript(); if (_gameId == GID_MANIAC && _platform == Common::kPlatformC64) { runScript(18, 0, 0, 0); } else if (_version <= 2) { runScript(5, 0, 0, 0); } else if (_version >= 5 && _version <= 6) { if (a && !_egoPositioned) { int x, y; getObjectXYPos(objectNr, x, y); a->putActor(x, y, _currentRoom); a->_moving = 0; } } else if (_version >= 7) { if (camera._follows) { a = derefActor(camera._follows, "startScene: follows"); setCameraAt(a->_pos.x, a->_pos.y); } } _doEffect = true; CHECK_HEAP; } /** * Init some static room data after a room has been loaded. * E.g. the room dimension, the offset to the graphics data, the room scripts, * the offset to the room palette and other things which won't be changed * late on. * So it is possible to call this after loading a savegame. */ void ScummEngine::loadRoomSubBlocks() { int i; const byte *ptr; byte *roomptr, *searchptr, *roomResPtr = 0; const RoomHeader *rmhd; _ENCD_offs = 0; _EXCD_offs = 0; _EPAL_offs = 0; _CLUT_offs = 0; _PALS_offs = 0; // Determine the room and room script base address roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource); if (_version == 8) roomResPtr = getResourceAddress(rtRoomScripts, _roomResource); if (!roomptr || !roomResPtr) error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__); // // Determine the room dimensions (width/height) // rmhd = (const RoomHeader *)findResourceData(MKID('RMHD'), roomptr); if (_version == 8) { _roomWidth = READ_LE_UINT32(&(rmhd->v8.width)); _roomHeight = READ_LE_UINT32(&(rmhd->v8.height)); _numObjectsInRoom = (byte)READ_LE_UINT32(&(rmhd->v8.numObjects)); } else if (_version == 7) { _roomWidth = READ_LE_UINT16(&(rmhd->v7.width)); _roomHeight = READ_LE_UINT16(&(rmhd->v7.height)); _numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->v7.numObjects)); } else { _roomWidth = READ_LE_UINT16(&(rmhd->old.width)); _roomHeight = READ_LE_UINT16(&(rmhd->old.height)); _numObjectsInRoom = (byte)READ_LE_UINT16(&(rmhd->old.numObjects)); } // // Find the room image data // if (_version == 8) { _IM00_offs = getObjectImage(roomptr, 1) - roomptr; } else if (_features & GF_SMALL_HEADER) { _IM00_offs = findResourceData(MKID('IM00'), roomptr) - roomptr; } else if (_heversion >= 70) { byte *roomImagePtr = getResourceAddress(rtRoomImage, _roomResource); _IM00_offs = findResource(MKID('IM00'), roomImagePtr) - roomImagePtr; } else { _IM00_offs = findResource(MKID('IM00'), findResource(MKID('RMIM'), roomptr)) - roomptr; } // // Look for an exit script // ptr = findResourceData(MKID('EXCD'), roomResPtr); if (ptr) _EXCD_offs = ptr - roomResPtr; if (_dumpScripts && _EXCD_offs) dumpResource("exit-", _roomResource, roomResPtr + _EXCD_offs - _resourceHeaderSize, -1); // // Look for an entry script // ptr = findResourceData(MKID('ENCD'), roomResPtr); if (ptr) _ENCD_offs = ptr - roomResPtr; if (_dumpScripts && _ENCD_offs) dumpResource("entry-", _roomResource, roomResPtr + _ENCD_offs - _resourceHeaderSize, -1); // // Setup local scripts // // Determine the room script base address roomResPtr = roomptr = getResourceAddress(rtRoom, _roomResource); if (_version == 8) roomResPtr = getResourceAddress(rtRoomScripts, _roomResource); searchptr = roomResPtr; memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets)); if (_features & GF_SMALL_HEADER) { ResourceIterator localScriptIterator(searchptr, true); while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ id = ptr[0]; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - _resourceHeaderSize); } _localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomptr; } } else if (_heversion >= 90) { ResourceIterator localScriptIterator2(searchptr, false); while ((ptr = localScriptIterator2.findNext(MKID('LSC2'))) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ id = READ_LE_UINT32(ptr); checkRange(_numLocalScripts + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - _resourceHeaderSize); } } ResourceIterator localScriptIterator(searchptr, false); while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ id = ptr[0]; _localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - _resourceHeaderSize); } } } else { ResourceIterator localScriptIterator(searchptr, false); while ((ptr = localScriptIterator.findNext(MKID('LSCR'))) != NULL) { int id = 0; ptr += _resourceHeaderSize; /* skip tag & size */ if (_version == 8) { id = READ_LE_UINT32(ptr); checkRange(_numLocalScripts + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptOffsets[id - _numGlobalScripts] = ptr + 4 - roomResPtr; } else if (_version == 7) { id = READ_LE_UINT16(ptr); checkRange(_numLocalScripts + _numGlobalScripts, _numGlobalScripts, id, "Invalid local script %d"); _localScriptOffsets[id - _numGlobalScripts] = ptr + 2 - roomResPtr; } else { id = ptr[0]; _localScriptOffsets[id - _numGlobalScripts] = ptr + 1 - roomResPtr; } if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); dumpResource(buf, id, ptr - _resourceHeaderSize); } } } // Locate the EGA palette (currently unused). ptr = findResourceData(MKID('EPAL'), roomptr); if (ptr) _EPAL_offs = ptr - roomptr; // Locate the standard room palette (for V3-V5 games). ptr = findResourceData(MKID('CLUT'), roomptr); if (ptr) _CLUT_offs = ptr - roomptr; // Locate the standard room palettes (for V6+ games). if (_version >= 6) { ptr = findResource(MKID('PALS'), roomptr); if (ptr) { _PALS_offs = ptr - roomptr; } } // Transparent color byte trans; if (_version == 8) trans = (byte)READ_LE_UINT32(&(rmhd->v8.transparency)); else { ptr = findResourceData(MKID('TRNS'), roomptr); if (ptr) trans = ptr[0]; else trans = 255; } // Actor Palette in HE 70 games if (_heversion == 70) { ptr = findResourceData(MKID('REMP'), roomptr); if (ptr) { for (i = 0; i < 256; i++) _HEV7ActorPalette[i] = *ptr++; } else { for (i = 0; i < 256; i++) _HEV7ActorPalette[i] = i; } } gdi.roomChanged(roomptr, _IM00_offs, trans); } /** * Init some dynamic room data after a room has been loaded. * E.g. the initial box data is loaded, the initial palette is set etc. * All of the things setup in here can be modified later on by scripts. * So it is not appropriate to call it after loading a savegame. */ void ScummEngine::initRoomSubBlocks() { int i; const byte *ptr; byte *roomptr; // Determine the room and room script base address roomptr = getResourceAddress(rtRoom, _roomResource); if (!roomptr) error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__); // // Load box data // memset(_extraBoxFlags, 0, sizeof(_extraBoxFlags)); res.nukeResource(rtMatrix, 1); res.nukeResource(rtMatrix, 2); if (_features & GF_SMALL_HEADER) { ptr = findResourceData(MKID('BOXD'), roomptr); if (ptr) { byte numOfBoxes = *ptr; int size; if (_version == 3) size = numOfBoxes * SIZEOF_BOX_V3 + 1; else size = numOfBoxes * SIZEOF_BOX + 1; res.createResource(rtMatrix, 2, size); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); ptr += size; size = getResourceDataSize(ptr - size - _resourceHeaderSize) - size; if (size > 0) { // do this :) res.createResource(rtMatrix, 1, size); memcpy(getResourceAddress(rtMatrix, 1), ptr, size); } } } else { ptr = findResourceData(MKID('BOXD'), roomptr); if (ptr) { int size = getResourceDataSize(ptr); res.createResource(rtMatrix, 2, size); roomptr = getResourceAddress(rtRoom, _roomResource); ptr = findResourceData(MKID('BOXD'), roomptr); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); } ptr = findResourceData(MKID('BOXM'), roomptr); if (ptr) { int size = getResourceDataSize(ptr); res.createResource(rtMatrix, 1, size); roomptr = getResourceAddress(rtRoom, _roomResource); ptr = findResourceData(MKID('BOXM'), roomptr); memcpy(getResourceAddress(rtMatrix, 1), ptr, size); } } // // Load scale data // for (i = 1; i < res.num[rtScaleTable]; i++) res.nukeResource(rtScaleTable, i); ptr = findResourceData(MKID('SCAL'), roomptr); if (ptr) { int s1, s2, y1, y2; if (_version == 8) { for (i = 1; i < res.num[rtScaleTable]; i++, ptr += 16) { s1 = READ_LE_UINT32(ptr); y1 = READ_LE_UINT32(ptr + 4); s2 = READ_LE_UINT32(ptr + 8); y2 = READ_LE_UINT32(ptr + 12); setScaleSlot(i, 0, y1, s1, 0, y2, s2); } } else { for (i = 1; i < res.num[rtScaleTable]; i++, ptr += 8) { s1 = READ_LE_UINT16(ptr); y1 = READ_LE_UINT16(ptr + 2); s2 = READ_LE_UINT16(ptr + 4); y2 = READ_LE_UINT16(ptr + 6); if (s1 || y1 || s2 || y2) { setScaleSlot(i, 0, y1, s1, 0, y2, s2); } } } } // Color cycling // HE 7.0 games load resources but don't use them. if (_version >= 4 && _heversion <= 60) { ptr = findResourceData(MKID('CYCL'), roomptr); if (ptr) { initCycl(ptr); } } #ifndef DISABLE_HE // Polygons in HE 80+ games if (_heversion >= 80) { ptr = findResourceData(MKID('POLD'), roomptr); if (ptr) { ((ScummEngine_v70he *)this)->_wiz.polygonLoad(ptr); } } #endif if (_PALS_offs || _CLUT_offs) setPalette(0); } void ScummEngine_v3old::loadRoomSubBlocks() { const byte *ptr; byte *roomptr, *searchptr = 0; const RoomHeader *rmhd; _ENCD_offs = 0; _EXCD_offs = 0; _EPAL_offs = 0; _CLUT_offs = 0; _PALS_offs = 0; // Determine the room and room script base address roomptr = getResourceAddress(rtRoom, _roomResource); if (!roomptr) error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__); // // Determine the room dimensions (width/height) // rmhd = (const RoomHeader *)(roomptr + 4); if (_version == 1) { if (_platform == Common::kPlatformNES) { _roomWidth = READ_LE_UINT16(&(rmhd->old.width)) * 8; _roomHeight = READ_LE_UINT16(&(rmhd->old.height)) * 8; // HACK: To let our code work normal with narrow rooms we // adjust width. It will render garbage on right edge but we do // not render it anyway if (_roomWidth < 32 * 8) _roomWidth = 32 * 8; } else { _roomWidth = roomptr[4] * 8; _roomHeight = roomptr[5] * 8; } } else { _roomWidth = READ_LE_UINT16(&(rmhd->old.width)); _roomHeight = READ_LE_UINT16(&(rmhd->old.height)); } _numObjectsInRoom = roomptr[20]; // // Find the room image data // if (_version == 1) { _IM00_offs = 0; } else { _IM00_offs = READ_LE_UINT16(roomptr + 0x0A); } // // Look for an exit script // int EXCD_len = -1; if (_version <= 2) { _EXCD_offs = READ_LE_UINT16(roomptr + 0x18); EXCD_len = READ_LE_UINT16(roomptr + 0x1A) - _EXCD_offs + _resourceHeaderSize; // HACK } else { _EXCD_offs = READ_LE_UINT16(roomptr + 0x19); EXCD_len = READ_LE_UINT16(roomptr + 0x1B) - _EXCD_offs + _resourceHeaderSize; // HACK } if (_dumpScripts && _EXCD_offs) dumpResource("exit-", _roomResource, roomptr + _EXCD_offs - _resourceHeaderSize, EXCD_len); // // Look for an entry script // int ENCD_len = -1; if (_version <= 2) { _ENCD_offs = READ_LE_UINT16(roomptr + 0x1A); ENCD_len = READ_LE_UINT16(roomptr) - _ENCD_offs + _resourceHeaderSize; // HACK } else { _ENCD_offs = READ_LE_UINT16(roomptr + 0x1B); // FIXME - the following is a hack which assumes that immediately after // the entry script the first local script follows. int num_objects = *(roomptr + 20); int num_sounds = *(roomptr + 23); int num_scripts = *(roomptr + 24); ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts; ENCD_len = READ_LE_UINT16(ptr + 1) - _ENCD_offs + _resourceHeaderSize; // HACK } if (_dumpScripts && _ENCD_offs) dumpResource("entry-", _roomResource, roomptr + _ENCD_offs - _resourceHeaderSize, ENCD_len); // // Setup local scripts // // Determine the room script base address roomptr = getResourceAddress(rtRoom, _roomResource); searchptr = roomptr; memset(_localScriptOffsets, 0, sizeof(_localScriptOffsets)); int num_objects = *(roomptr + 20); int num_sounds; int num_scripts; if (_version <= 2) { num_sounds = *(roomptr + 22); num_scripts = *(roomptr + 23); ptr = roomptr + 28 + num_objects * 4; while (num_sounds--) loadResource(rtSound, *ptr++); while (num_scripts--) loadResource(rtScript, *ptr++); } else /* if (_version == 3) */ { num_sounds = *(roomptr + 23); num_scripts = *(roomptr + 24); ptr = roomptr + 29 + num_objects * 4 + num_sounds + num_scripts; while (*ptr) { int id = *ptr; _localScriptOffsets[id - _numGlobalScripts] = READ_LE_UINT16(ptr + 1); ptr += 3; if (_dumpScripts) { char buf[32]; sprintf(buf, "room-%d-", _roomResource); // HACK: to determine the sizes of the local scripts, we assume that // a) their order in the data file is the same as in the index // b) the last script at the same time is the last item in the room "header" int len = - (int)_localScriptOffsets[id - _numGlobalScripts] + _resourceHeaderSize; if (*ptr) len += READ_LE_UINT16(ptr + 1); else len += READ_LE_UINT16(roomptr); dumpResource(buf, id, roomptr + _localScriptOffsets[id - _numGlobalScripts] - _resourceHeaderSize, len); } } } gdi.roomChanged(roomptr, _IM00_offs, 255); } void ScummEngine_v3old::initRoomSubBlocks() { int i; const byte *ptr; byte *roomptr; // Determine the room and room script base address roomptr = getResourceAddress(rtRoom, _roomResource); if (!roomptr) error("Room %d: data not found (" __FILE__ ":%d)", _roomResource, __LINE__); // Reset room color for V1 zak if (_version == 1) _roomPalette[0] = 0; // // Load box data // res.nukeResource(rtMatrix, 1); res.nukeResource(rtMatrix, 2); if (_version <= 2) ptr = roomptr + *(roomptr + 0x15); else ptr = roomptr + READ_LE_UINT16(roomptr + 0x15); if (ptr) { byte numOfBoxes = *ptr; int size; if (_version <= 2) size = numOfBoxes * SIZEOF_BOX_V2 + 1; else size = numOfBoxes * SIZEOF_BOX_V3 + 1; res.createResource(rtMatrix, 2, size); memcpy(getResourceAddress(rtMatrix, 2), ptr, size); ptr += size; if (_version <= 2) { size = numOfBoxes * (numOfBoxes + 1); } else { // FIXME. This is an evil HACK!!! size = (READ_LE_UINT16(roomptr + 0x0A) - READ_LE_UINT16(roomptr + 0x15)) - size; } if (size > 0) { // do this :) res.createResource(rtMatrix, 1, size); memcpy(getResourceAddress(rtMatrix, 1), ptr, size); } } // // No scale data in old bundle games // for (i = 1; i < res.num[rtScaleTable]; i++) res.nukeResource(rtScaleTable, i); } } // End of namespace Scumm