scummvm/engines/bladerunner/scene.cpp
antoniou79 186de62ffb BLADERUNNER: Clean up and synch screenRectangle and bbox
For actors and their corresponding screenObjects

This should fix the issue with Sadik's remnant hitbox in the middle of the bridge at UG18
2020-09-04 23:35:34 +03:00

476 lines
13 KiB
C++

/* 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 "bladerunner/scene.h"
#include "bladerunner/actor.h"
#include "bladerunner/actor_dialogue_queue.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
#include "bladerunner/game_info.h"
#include "bladerunner/items.h"
#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/screen_effects.h"
#include "bladerunner/set.h"
#include "bladerunner/settings.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/script/police_maze.h"
#include "bladerunner/script/scene_script.h"
#include "bladerunner/ui/spinner.h"
#include "bladerunner/vqa_player.h"
#include "bladerunner/zbuffer.h"
#include "common/str.h"
namespace BladeRunner {
Scene::Scene(BladeRunnerEngine *vm)
: _vm(vm),
_setId(-1),
_sceneId(-1),
_vqaPlayer(nullptr),
_defaultLoop(0),
_defaultLoopSet(false),
_specialLoopMode(kSceneLoopModeLoseControl),
_specialLoop(0),
_defaultLoopPreloadedSet(false),
// _introFinished(false),
_nextSetId(-1),
_nextSceneId(-1),
_frame(0),
_actorStartFacing(0),
_playerWalkedIn(false),
_set(new Set(vm)),
_regions(new Regions()),
_exits(new Regions()) {
}
Scene::~Scene() {
delete _set;
delete _regions;
delete _exits;
delete _vqaPlayer;
}
bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
_vm->_actorDialogueQueue->flush(1, false);
}
_vm->walkingReset();
_setId = setId;
_sceneId = sceneId;
const Common::String sceneName = _vm->_gameInfo->getSceneName(_sceneId);
if (isLoadingGame) {
_vm->_overlays->resume(true);
} else {
_regions->clear();
_exits->clear();
#if BLADERUNNER_ORIGINAL_BUGS
#else
_vm->_screenEffects->toggleEntry(-1, false); // clear the skip list
#endif
_vm->_screenEffects->_entries.clear();
_vm->_overlays->removeAll();
_defaultLoop = 0;
_defaultLoopSet = false;
_defaultLoopPreloadedSet = false;
_specialLoopMode = kSceneLoopModeNone;
_specialLoop = -1;
_frame = -1;
}
Common::String vqaName;
int currentResourceId = _vm->_chapters->currentResourceId();
if (currentResourceId == 1) {
vqaName = Common::String::format("%s.VQA", sceneName.c_str());
} else {
vqaName = Common::String::format("%s_%d.VQA", sceneName.c_str(), MIN(currentResourceId, 3));
}
if (_vqaPlayer != nullptr) {
delete _vqaPlayer;
}
_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack, vqaName);
if (!_vm->_sceneScript->open(sceneName)) {
return false;
}
if (!isLoadingGame) {
_vm->_sceneScript->initializeScene();
}
Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
if (!_set->open(setResourceName)) {
return false;
}
_vm->_sliceRenderer->setView(_vm->_view);
if (isLoadingGame) {
resume(true);
if (sceneId == kScenePS10 // police maze
|| sceneId == kScenePS11 // police maze
|| sceneId == kScenePS12 // police maze
|| sceneId == kScenePS13 // police maze
#if BLADERUNNER_ORIGINAL_BUGS
#else
|| sceneId == kSceneUG01 // Steam room
#endif // BLADERUNNER_ORIGINAL_BUGS
) {
_vm->_sceneScript->sceneLoaded();
}
return true;
}
if (!_vqaPlayer->open()) {
return false;
}
if (_specialLoopMode == kSceneLoopModeNone) {
startDefaultLoop();
}
// This frame advancement (frame skip) may be required here
// It is in the original code and possible initializes some variables
// (or perhaps z-buffering related stuff)
// It may cause issues when in a scene we need to trigger some action
// based on the first frame of the loop when entering the scene (using SceneFrameAdvanced())
// (eg. it is contributing to the barrel flame glitch in pan from DR04 to DR01)
// However, better to resolve those issues with a workaround (eg. using InitializeScene())
advanceFrame();
_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
_vm->_playerActor->setSetId(setId);
_vm->_sceneScript->sceneLoaded();
_vm->_sceneObjects->clear();
// Init click map
int actorCount = _vm->_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
Actor *actor = _vm->_actors[i];
if (actor->getSetId() == setId) {
//debug("Actor added: %d", i);
#if !BLADERUNNER_ORIGINAL_BUGS
// ensure that actors' "hotspot" areas from previous scene are cleared up
actor->resetScreenRectangleAndBbox();
#endif
_vm->_sceneObjects->addActor(
i + kSceneObjectOffsetActors,
actor->getBoundingBox(),
actor->getScreenRectangle(),
true,
false,
actor->isTarget(),
actor->isRetired()
);
}
}
_set->addObjectsToScene(_vm->_sceneObjects);
_vm->_items->addToSet(setId);
_vm->_sceneObjects->updateObstacles();
if (_specialLoopMode != kSceneLoopModeLoseControl) {
_vm->_sceneScript->playerWalkedIn();
}
return true;
}
bool Scene::close(bool isLoadingGame) {
bool result = true;
if (getSetId() == -1) {
return true;
}
_vm->_policeMaze->clear(!isLoadingGame);
if (isLoadingGame) {
_vm->_sceneScript->playerWalkedOut();
}
// if (SceneScript_isLoaded() && !SceneScript_unload()) {
// result = false;
// }
if (_vqaPlayer != nullptr) {
//_vqaPlayer->stop();
delete _vqaPlayer;
_vqaPlayer = nullptr;
}
_sceneId = -1;
_setId = -1;
return result;
}
int Scene::advanceFrame(bool useTime) {
int frame = _vqaPlayer->update(false, true, useTime);
if (frame >= 0) {
blit(_vm->_surfaceBack, _vm->_surfaceFront);
_vqaPlayer->updateZBuffer(_vm->_zbuffer);
_vqaPlayer->updateView(_vm->_view);
_vqaPlayer->updateScreenEffects(_vm->_screenEffects);
_vqaPlayer->updateLights(_vm->_lights);
}
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
if (!_defaultLoopSet) {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
_defaultLoopSet = true;
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerLosesControl();
}
}
} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
if (frame == -3) { // EOF
_vm->_settings->setNewSetAndScene(_nextSetId, _nextSceneId);
_vm->playerGainsControl();
}
} else if (_specialLoopMode == kSceneLoopModeNone) {
if (!_defaultLoopPreloadedSet) {
_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, &Scene::loopEndedStatic, this);
_defaultLoopPreloadedSet = true;
}
}
if (frame >= 0) {
_frame = frame;
}
return frame;
}
void Scene::resume(bool isLoadingGame) {
if (!_vqaPlayer) {
return;
}
int targetFrame = _frame;
if (isLoadingGame) {
_vqaPlayer->open();
} else {
_vm->_zbuffer->disable();
}
if (_specialLoopMode == kSceneLoopModeNone) {
startDefaultLoop();
} else {
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_vm->_settings->setNewSetAndScene(_setId, _sceneId);
}
if (_defaultLoopPreloadedSet) {
_specialLoopMode = kSceneLoopModeNone;
startDefaultLoop();
advanceFrame(false);
loopStartSpecial(_specialLoopMode, _specialLoop, false);
} else {
_defaultLoopPreloadedSet = true;
loopStartSpecial(_specialLoopMode, _specialLoop, true);
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeChangeSet) {
_vm->playerGainsControl();
}
}
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_vm->_settings->clearNewSetAndScene();
}
}
int frame;
do {
frame = advanceFrame(false);
} while (frame >= 0 && frame != targetFrame);
if (!isLoadingGame) {
_vm->_zbuffer->enable();
}
}
void Scene::startDefaultLoop() {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeImmediate, nullptr, nullptr);
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
}
void Scene::setActorStart(Vector3 position, int facing) {
_actorStartPosition = position;
_actorStartFacing = facing;
}
void Scene::loopSetDefault(int loopId) {
_defaultLoop = loopId;
}
void Scene::loopStartSpecial(int specialLoopMode, int loopId, bool immediately) {
_specialLoopMode = specialLoopMode;
_specialLoop = loopId;
int repeats = -1;
if (_specialLoopMode == kSceneLoopModeChangeSet) {
repeats = 0;
}
int loopMode = kLoopSetModeEnqueue;
if (immediately) {
loopMode = kLoopSetModeImmediate;
}
_vqaPlayer->setLoop(_specialLoop, repeats, loopMode, &Scene::loopEndedStatic, this);
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_nextSetId = _vm->_settings->getNewSet();
_nextSceneId = _vm->_settings->getNewScene();
}
if (immediately) {
_defaultLoopPreloadedSet = true;
loopEnded(0, _specialLoop);
}
}
int Scene::findObject(const Common::String &objectName) {
return _set->findObject(objectName);
}
bool Scene::objectSetHotMouse(int objectId) {
return _set->objectSetHotMouse(objectId);
}
bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
return _set->objectGetBoundingBox(objectId, boundingBox);
}
void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
_set->objectSetIsClickable(objectId, isClickable);
if (sceneLoaded) {
_vm->_sceneObjects->setIsClickable(objectId + kSceneObjectOffsetObjects, isClickable);
}
}
void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
_set->objectSetIsObstacle(objectId, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(objectId + kSceneObjectOffsetObjects, isObstacle);
if (updateWalkpath) {
_vm->_sceneObjects->updateObstacles();
}
}
}
void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
int i;
for (i = 0; i < (int)_set->getObjectCount(); ++i) {
_set->objectSetIsObstacle(i, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(i + kSceneObjectOffsetObjects, isObstacle);
}
}
}
void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
_set->objectSetIsTarget(objectId, isTarget);
if (sceneLoaded) {
_vm->_sceneObjects->setIsTarget(objectId + kSceneObjectOffsetObjects, isTarget);
}
}
const Common::String &Scene::objectGetName(int objectId) {
return _set->objectGetName(objectId);
}
void Scene::loopEnded(int frame, int loopId) {
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
if (_defaultLoopPreloadedSet) {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerLosesControl();
}
} else {
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerGainsControl();
_playerWalkedIn = true;
}
if (_specialLoopMode == kSceneLoopModeSpinner) {
_vm->_spinner->open();
}
_specialLoopMode = kSceneLoopModeNone;
_specialLoop = -1;
_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, nullptr, nullptr);
_defaultLoopPreloadedSet = true;
}
} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
_vm->playerLosesControl();
}
}
void Scene::loopEndedStatic(void *data, int frame, int loopId) {
((Scene *)data)->loopEnded(frame, loopId);
}
void Scene::save(SaveFileWriteStream &f) {
f.writeInt(_setId);
f.writeInt(_sceneId);
f.writeInt(_defaultLoop);
f.writeBool(_defaultLoopSet);
f.writeBool(_defaultLoopPreloadedSet);
f.writeInt(_specialLoopMode);
f.writeInt(_specialLoop);
f.writeInt(_nextSetId);
f.writeInt(_nextSceneId);
f.writeInt(_frame);
f.writeVector3(_actorStartPosition);
f.writeInt(_actorStartFacing);
f.writeBool(_playerWalkedIn);
}
void Scene::load(SaveFileReadStream &f) {
_setId = f.readInt();
_sceneId = f.readInt();
_defaultLoop = f.readInt();
_defaultLoopSet = f.readBool();
_defaultLoopPreloadedSet = f.readBool();
_specialLoopMode = f.readInt();
_specialLoop = f.readInt();
_nextSetId = f.readInt();
_nextSceneId = f.readInt();
_frame = f.readInt();
_actorStartPosition = f.readVector3();
_actorStartFacing = f.readInt();
_playerWalkedIn = f.readBool();
}
} // End of namespace BladeRunner