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https://github.com/libretro/scummvm.git
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11812d9af9
FULLPIPE: Plug some memory leaks
850 lines
20 KiB
C++
850 lines
20 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "fullpipe/fullpipe.h"
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#include "fullpipe/objects.h"
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#include "fullpipe/ngiarchive.h"
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#include "fullpipe/statics.h"
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#include "fullpipe/messages.h"
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#include "fullpipe/gameloader.h"
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#include "fullpipe/constants.h"
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#include "common/algorithm.h"
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#include "graphics/surface.h"
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namespace Fullpipe {
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Scene *FullpipeEngine::accessScene(int sceneId) {
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SceneTag *t = 0;
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for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s) {
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if (s->_sceneId == sceneId) {
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t = &(*s);
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break;
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}
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}
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if (!t)
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return 0;
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if (!t->_scene) {
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t->loadScene();
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}
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return t->_scene;
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}
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bool SceneTagList::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "SceneTagList::load()");
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int numEntries = file.readUint16LE();
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for (int i = 0; i < numEntries; i++) {
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SceneTag *t = new SceneTag();
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t->load(file);
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push_back(*t);
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}
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return true;
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}
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SceneTag::SceneTag() {
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_field_4 = 0;
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_scene = 0;
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_tag = 0;
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_sceneId = 0;
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}
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bool SceneTag::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "SceneTag::load()");
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_field_4 = 0;
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_scene = 0;
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_sceneId = file.readUint16LE();
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_tag = file.readPascalString();
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debugC(6, kDebugLoading, "sceneId: %d tag: %s", _sceneId, _tag);
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return true;
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}
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SceneTag::~SceneTag() {
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free(_tag);
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delete _scene;
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delete _field_4;
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}
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void SceneTag::loadScene() {
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char *archname = genFileName(0, _sceneId, "nl");
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Common::Archive *arch = makeNGIArchive(archname);
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char *fname = genFileName(0, _sceneId, "sc");
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Common::SeekableReadStream *file = arch->createReadStreamForMember(fname);
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_scene = new Scene();
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MfcArchive archive(file);
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_scene->load(archive);
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if (_scene->_shadows)
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_scene->_shadows->init();
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delete file;
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g_fp->_currArchive = 0;
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free(fname);
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free(archname);
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}
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Scene::Scene() {
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_sceneId = 0;
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_field_BC = 0;
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_shadows = 0;
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_soundList = 0;
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_libHandle = 0;
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_sceneName = 0;
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}
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Scene::~Scene() {
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delete _soundList;
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delete _shadows;
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delete _palette;
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// _faObjlist is not used
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for (uint i = 0; i < _messageQueueList.size(); i++)
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delete _messageQueueList[i];
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_messageQueueList.clear();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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delete _staticANIObjectList1[i];
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_staticANIObjectList1.clear();
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delete _libHandle;
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// delete _field_BC;
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free(_sceneName);
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}
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bool Scene::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "Scene::load()");
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Background::load(file);
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_sceneId = file.readUint16LE();
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_sceneName = file.readPascalString();
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debug(0, "scene: <%s> %d", transCyrillic((byte *)_sceneName), _sceneId);
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int count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.ani: %d", count);
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for (int i = 0; i < count; i++) {
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int aniNum = file.readUint16LE();
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char *aniname = genFileName(0, aniNum, "ani");
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Common::SeekableReadStream *f = g_fp->_currArchive->createReadStreamForMember(aniname);
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StaticANIObject *ani = new StaticANIObject();
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MfcArchive archive(f);
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ani->load(archive);
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ani->_sceneId = _sceneId;
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_staticANIObjectList1.push_back(ani);
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delete f;
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free(aniname);
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}
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count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.mq: %d", count);
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for (int i = 0; i < count; i++) {
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int qNum = file.readUint16LE();
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char *qname = genFileName(0, qNum, "qu");
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Common::SeekableReadStream *f = g_fp->_currArchive->createReadStreamForMember(qname);
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MfcArchive archive(f);
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archive.readUint16LE(); // Skip 2 bytes
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MessageQueue *mq = new MessageQueue();
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mq->load(archive);
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_messageQueueList.push_back(mq);
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delete f;
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free(qname);
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}
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count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.fa: %d", count);
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for (int i = 0; i < count; i++) {
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// There are no .FA files
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assert(0);
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}
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_libHandle = g_fp->_currArchive;
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if (_picObjList.size() > 0 && _bgname && strlen(_bgname) > 1) {
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char fname[260];
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strcpy(fname, _bgname);
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strcpy(strrchr(fname, '.') + 1, "col");
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MemoryObject *col = new MemoryObject();
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col->loadFile(fname);
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_palette = col;
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}
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char *shdname = genFileName(0, _sceneId, "shd");
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Shadows *shd = new Shadows();
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if (shd->loadFile(shdname))
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_shadows = shd;
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free(shdname);
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char *slsname = genFileName(0, _sceneId, "sls");
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if (g_fp->_soundEnabled) {
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_soundList = new SoundList();
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if (g_fp->_flgSoundList) {
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char *nlname = genFileName(17, _sceneId, "nl");
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_soundList->loadFile(slsname, nlname);
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free(nlname);
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} else {
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_soundList->loadFile(slsname, 0);
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}
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}
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free(slsname);
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initStaticANIObjects();
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if (file.size() - file.pos() > 0)
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error("Scene::load (%d bytes left)", file.size() - file.pos());
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return true;
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}
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void Scene::initStaticANIObjects() {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList1[i]->initMovements();
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}
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void Scene::init() {
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_x = 0;
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_y = 0;
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g_fp->_sceneRect.moveTo(0, 0);
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for (uint i = 0; i < _picObjList.size(); i++)
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((PictureObject *)_picObjList[i])->clearFlags();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList1[i]->clearFlags();
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if (_staticANIObjectList2.size() != _staticANIObjectList1.size()) {
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_staticANIObjectList2.clear();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList2.push_back(_staticANIObjectList1[i]);
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}
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}
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StaticANIObject *Scene::getAniMan() {
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StaticANIObject *aniMan = getStaticANIObject1ById(ANI_MAN, -1);
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deleteStaticANIObject(aniMan);
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return aniMan;
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}
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StaticANIObject *Scene::getStaticANIObject1ById(int obj, int a3) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
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if (_staticANIObjectList1[i]->_id == obj && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
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return _staticANIObjectList1[i];
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}
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return 0;
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}
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StaticANIObject *Scene::getStaticANIObject1ByName(char *name, int a3) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
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if (!strcmp(_staticANIObjectList1[i]->_objectName, name) && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
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return _staticANIObjectList1[i];
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}
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return 0;
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}
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void Scene::deleteStaticANIObject(StaticANIObject *obj) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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if (_staticANIObjectList1[i] == obj) {
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_staticANIObjectList1.remove_at(i);
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break;
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}
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for (uint i = 0; i < _staticANIObjectList2.size(); i++)
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if (_staticANIObjectList2[i] == obj) {
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_staticANIObjectList2.remove_at(i);
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break;
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}
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}
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void Scene::addStaticANIObject(StaticANIObject *obj, bool addList2) {
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// WORKAROUND: This is used for making sure that the objects
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// with same priority do not get swapped during drawing
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obj->_cnum = _staticANIObjectList2.size() + 1;
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if (obj->_odelay)
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obj->renumPictures(&_staticANIObjectList1);
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_staticANIObjectList1.push_back(obj);
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if (addList2) {
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if (!obj->_odelay)
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obj->clearFlags();
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_staticANIObjectList2.push_back(obj);
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}
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}
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void Scene::setPictureObjectsFlag4() {
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for (uint i = 0; i < _picObjList.size(); i++) {
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((PictureObject *)_picObjList[i])->_flags |= 4;
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}
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}
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void Scene::stopAllSounds() {
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for (int i = 0; i < _soundList->getCount(); i++)
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_soundList->getSoundByIndex(i)->stop();
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}
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PictureObject *Scene::getPictureObjectById(int objId, int flags) {
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for (uint i = 1; i < _picObjList.size(); i++) {
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if (((PictureObject *)_picObjList[i])->_id == objId && ((PictureObject *)_picObjList[i])->_odelay == flags)
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return (PictureObject *)_picObjList[i];
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}
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return 0;
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}
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PictureObject *Scene::getPictureObjectByName(const char *objName, int flags) {
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for (uint i = 0; i < _picObjList.size(); i++) {
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if (!strcmp(((PictureObject *)_picObjList[i])->_objectName, objName) && (((PictureObject *)_picObjList[i])->_odelay == flags || flags == -1))
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return (PictureObject *)_picObjList[i];
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}
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return 0;
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}
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void Scene::deletePictureObject(PictureObject *obj) {
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for (uint i = 0; i < _picObjList.size(); i++) {
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if (((PictureObject *)_picObjList[i]) == obj) {
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_picObjList.remove_at(i);
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delete obj;
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return;
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}
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}
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}
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MessageQueue *Scene::getMessageQueueById(int messageId) {
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for (uint i = 0; i < _messageQueueList.size(); i++)
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if (_messageQueueList[i]->_dataId == messageId)
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return _messageQueueList[i];
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return 0;
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}
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MessageQueue *Scene::getMessageQueueByName(char *name) {
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for (uint i = 0; i < _messageQueueList.size(); i++)
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if (!strcmp(_messageQueueList[i]->_queueName.c_str(), name))
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return _messageQueueList[i];
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return 0;
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}
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void Scene::preloadMovements(GameVar *var) {
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GameVar *preload = var->getSubVarByName("PRELOAD");
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if (!preload)
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return;
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for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) {
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StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1);
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if (ani) {
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GameVar *subVars = i->_subVars;
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if (subVars) {
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for (;subVars; subVars = subVars->_nextVarObj) {
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Movement *mov = ani->getMovementByName(subVars->_varName);
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if (mov)
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mov->loadPixelData();
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}
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} else {
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ani->loadMovementsPixelData();
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}
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}
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}
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}
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void Scene::initObjectCursors(const char *varname) {
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GameVar *cursorsVar = g_fp->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS");
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if (!cursorsVar || !cursorsVar->_subVars)
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return;
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int maxId = 0;
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int minId = 0xffff;
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != 0) {
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if (obj->_id < minId)
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minId = obj->_id;
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if (obj->_id > maxId)
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maxId = obj->_id;
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}
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}
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g_fp->_minCursorId = minId;
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g_fp->_maxCursorId = maxId;
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g_fp->_objectIdCursors.resize(maxId - minId + 1);
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (!obj)
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obj = getStaticANIObject1ByName(sub->_varName, -1);
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PictureObject *pic = getGameLoaderInventory()->getScene()->getPictureObjectByName(sub->_value.stringValue, -1);
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if (obj && pic)
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g_fp->_objectIdCursors[obj->_id - minId] = pic->_id;
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}
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}
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#if 0
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bool Scene::compareObjPriority(const void *p1, const void *p2) {
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if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority)
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return true;
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if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority)
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if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum)
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return true;
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return false;
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}
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void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bool skipFirst) {
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if (skipFirst) {
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Common::Array<StaticANIObject *>::iterator s = list.begin();
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++s;
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Common::sort(s, list.end(), Scene::compareObjPriority);
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} else {
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Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
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}
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}
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void Scene::objectList_sortByPriority(Common::Array<PictureObject *> &list, bool skipFirst) {
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if (skipFirst) {
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Common::Array<PictureObject *>::iterator s = list.begin();
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++s;
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Common::sort(s, list.end(), Scene::compareObjPriority);
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} else {
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Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
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}
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}
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#else
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template<typename T>
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void Scene::objectList_sortByPriority(Common::Array<T *> &list, uint startIndex) {
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if (list.size() > startIndex) {
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int lastIndex = list.size() - 1;
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bool changed;
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do {
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changed = false;
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T *refElement = list[startIndex];
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for (int i = startIndex; i < lastIndex; i++) {
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T *curElement = list[i + 1];
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if (curElement->_priority > refElement->_priority) {
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// Push refElement down the list
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list.remove_at(i);
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list.insert_at(i + 1, refElement);
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changed = true;
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} else
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refElement = curElement;
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}
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lastIndex--;
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} while (changed);
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}
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}
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#endif
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void Scene::draw() {
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debugC(6, kDebugDrawing, ">>>>> Scene::draw()");
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updateScrolling();
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// Clean previous stuff
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g_fp->_backgroundSurface->fillRect(Common::Rect(0, 0, 800, 600), 0);
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drawContent(60000, 0, true);
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objectList_sortByPriority(_staticANIObjectList2);
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for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
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_staticANIObjectList2[i]->draw2();
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}
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int priority = -1;
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for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
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drawContent(_staticANIObjectList2[i]->_priority, priority, false);
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_staticANIObjectList2[i]->draw();
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|
|
|
priority = _staticANIObjectList2[i]->_priority;
|
|
}
|
|
|
|
drawContent(-1, priority, false);
|
|
}
|
|
|
|
void Scene::updateScrolling() {
|
|
if (_messageQueueId && !_x && !_y) {
|
|
MessageQueue *mq = g_fp->_globalMessageQueueList->getMessageQueueById(_messageQueueId);
|
|
|
|
if (mq)
|
|
mq->update();
|
|
|
|
_messageQueueId = 0;
|
|
}
|
|
|
|
// Might happen very early in the game
|
|
if (!_picObjList.size())
|
|
return;
|
|
|
|
if (_x || _y) {
|
|
int offsetX = 0;
|
|
int offsetY = 0;
|
|
|
|
if (_x < 0) {
|
|
if (!g_fp->_sceneRect.left && !(((PictureObject *)_picObjList[0])->_flags & 2))
|
|
_x = 0;
|
|
|
|
if (_x <= -g_fp->_scrollSpeed) {
|
|
offsetX = -g_fp->_scrollSpeed;
|
|
_x += g_fp->_scrollSpeed;
|
|
}
|
|
} else if (_x >= g_fp->_scrollSpeed) {
|
|
offsetX = g_fp->_scrollSpeed;
|
|
_x -= g_fp->_scrollSpeed;
|
|
} else {
|
|
_x = 0;
|
|
}
|
|
|
|
if (_y > 0) {
|
|
offsetY = g_fp->_scrollSpeed;
|
|
_y -= g_fp->_scrollSpeed;
|
|
}
|
|
|
|
if (_y < 0) {
|
|
offsetY -= g_fp->_scrollSpeed;
|
|
_y += g_fp->_scrollSpeed;
|
|
}
|
|
|
|
g_fp->_sceneRect.translate(offsetX, offsetY);
|
|
}
|
|
|
|
updateScrolling2();
|
|
}
|
|
|
|
void Scene::updateScrolling2() {
|
|
if (_picObjList.size()) {
|
|
Common::Point point;
|
|
int offsetY = 0;
|
|
int offsetX = 0;
|
|
|
|
((PictureObject *)_picObjList[0])->getDimensions(&point);
|
|
|
|
int flags = ((PictureObject *)_picObjList[0])->_flags;
|
|
|
|
if (g_fp->_sceneRect.left < 0 && !(flags & 2))
|
|
offsetX = -g_fp->_sceneRect.left;
|
|
|
|
if (g_fp->_sceneRect.top < 0 && !(flags & 0x20))
|
|
offsetY = -g_fp->_sceneRect.top;
|
|
|
|
if (g_fp->_sceneRect.right > point.x - 1 && g_fp->_sceneRect.left > 0 && !(flags & 2))
|
|
offsetX = point.x - g_fp->_sceneRect.right - 1;
|
|
|
|
if (g_fp->_sceneRect.bottom > point.y - 1 && g_fp->_sceneRect.top > 0 && !(flags & 0x20))
|
|
offsetY = point.y - g_fp->_sceneRect.bottom - 1;
|
|
|
|
g_fp->_sceneRect.translate(offsetX, offsetY);
|
|
}
|
|
}
|
|
|
|
StaticANIObject *Scene::getStaticANIObjectAtPos(int x, int y) {
|
|
StaticANIObject *res = 0;
|
|
|
|
for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
|
|
StaticANIObject *p = _staticANIObjectList1[i];
|
|
|
|
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
|
p->isPixelHitAtPos(x, y) &&
|
|
(!res || res->_priority > p->_priority))
|
|
res = p;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
PictureObject *Scene::getPictureObjectAtPos(int x, int y) {
|
|
PictureObject *res = 0;
|
|
|
|
for (uint i = 0; i < _picObjList.size(); i++) {
|
|
PictureObject *p = (PictureObject *)_picObjList[i];
|
|
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
|
p->isPixelHitAtPos(x, y) &&
|
|
(!res || res->_priority >= p->_priority))
|
|
res = p;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
int Scene::getPictureObjectIdAtPos(int x, int y) {
|
|
PictureObject *resp = 0;
|
|
int res = 0;
|
|
|
|
for (uint i = 0; i < _picObjList.size(); i++) {
|
|
PictureObject *p = (PictureObject *)_picObjList[i];
|
|
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
|
p->isPixelHitAtPos(x, y) &&
|
|
(!res || resp->_priority >= p->_priority)) {
|
|
resp = p;
|
|
res = p->_id;
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
void Scene::update(int counterdiff) {
|
|
debugC(6, kDebugDrawing, "Scene::update(%d)", counterdiff);
|
|
|
|
for (uint i = 0; i < _staticANIObjectList2.size(); i++)
|
|
_staticANIObjectList2[i]->update(counterdiff);
|
|
}
|
|
|
|
void Scene::drawContent(int minPri, int maxPri, bool drawBg) {
|
|
if (!_picObjList.size() && !_bigPictureArray1Count)
|
|
return;
|
|
|
|
if (_palette) {
|
|
g_fp->_globalPalette = _palette->_data;
|
|
}
|
|
|
|
debugC(1, kDebugDrawing, "Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
|
|
|
|
#if 0
|
|
if (_picObjList.size() > 2) { // We need to z-sort them
|
|
objectList_sortByPriority(_picObjList, true);
|
|
}
|
|
#else
|
|
objectList_sortByPriority(_picObjList, 1);
|
|
#endif
|
|
|
|
if (minPri == -1 && _picObjList.size())
|
|
minPri = ((PictureObject *)_picObjList.back())->_priority - 1;
|
|
|
|
if (maxPri == -1)
|
|
maxPri = 60000;
|
|
|
|
debugC(1, kDebugDrawing, "-> Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
|
|
|
|
Common::Point point;
|
|
|
|
debugC(1, kDebugDrawing, "_bigPict: %d objlist: %d", _bigPictureArray1Count, _picObjList.size());
|
|
|
|
if (drawBg && _bigPictureArray1Count && _picObjList.size()) {
|
|
|
|
_bigPictureArray[0][0]->getDimensions(&point);
|
|
|
|
int width = point.x;
|
|
int height = point.y;
|
|
|
|
debugC(8, kDebugDrawing, "w: %d h:%d", width, height);
|
|
|
|
((PictureObject *)_picObjList[0])->getDimensions(&point);
|
|
|
|
debugC(8, kDebugDrawing, "w2: %d h2:%d", point.x, point.y);
|
|
|
|
int bgStX = g_fp->_sceneRect.left % point.x;
|
|
|
|
if (bgStX < 0)
|
|
bgStX += point.x;
|
|
|
|
int bgNumX = bgStX / width;
|
|
int bgOffsetX = bgStX % width;
|
|
|
|
int bgStY = g_fp->_sceneRect.top % point.y;
|
|
|
|
if (bgStY < 0)
|
|
bgStY += point.y;
|
|
|
|
int bgNumY = bgStY / height;
|
|
int bgOffsetY = bgStY % height;
|
|
|
|
int bgPosX = g_fp->_sceneRect.left - bgOffsetX;
|
|
|
|
if (bgPosX < g_fp->_sceneRect.right - 1) {
|
|
while (1) {
|
|
int v25 = bgNumY;
|
|
for (int y = g_fp->_sceneRect.top - bgOffsetY; y < g_fp->_sceneRect.bottom - 1;) {
|
|
BigPicture *v27 = _bigPictureArray[bgNumX][v25];
|
|
v27->draw(bgPosX, y, 0, 0);
|
|
y += v27->getDimensions(&point)->y;
|
|
v25++;
|
|
|
|
if (v25 >= _bigPictureArray2Count) {
|
|
if (!(((PictureObject *)_picObjList[0])->_flags & 0x20))
|
|
break;
|
|
v25 = 0;
|
|
}
|
|
}
|
|
_bigPictureArray[bgNumX][0]->getDimensions(&point);
|
|
int oldx = point.x + bgPosX;
|
|
bgPosX += point.x;
|
|
bgNumX++;
|
|
|
|
if (bgNumX >= _bigPictureArray1Count) {
|
|
if (!(((PictureObject *)_picObjList[0])->_flags & 0x2))
|
|
break;
|
|
bgNumX = 0;
|
|
}
|
|
if (oldx >= g_fp->_sceneRect.right - 1)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (uint i = 1; i < _picObjList.size(); i++) {
|
|
PictureObject *obj = (PictureObject *)_picObjList[i];
|
|
|
|
if (obj->_priority < minPri || obj->_priority >= maxPri)
|
|
continue;
|
|
|
|
int objX = obj->_ox;
|
|
int objY = obj->_oy;
|
|
|
|
debugC(8, kDebugDrawing, "obj: %d %d", objX, objY);
|
|
|
|
obj->getDimensions(&point);
|
|
|
|
int width = point.x;
|
|
int height = point.y;
|
|
|
|
if (obj->_flags & 8) {
|
|
while (objX > g_fp->_sceneRect.right) {
|
|
objX -= width;
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
for (int j = width + objX; width + objX < g_fp->_sceneRect.left; j = width + objX) {
|
|
objX = j;
|
|
obj->setOXY(j, objY);
|
|
}
|
|
}
|
|
|
|
if (obj->_flags & 0x10) {
|
|
while (objY > g_fp->_sceneRect.bottom) {
|
|
objY -= height;
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
for (int j = objY + height; objY + height < g_fp->_sceneRect.top; j = objY + height) {
|
|
objY = j;
|
|
obj->setOXY(objX, j);
|
|
}
|
|
}
|
|
if (obj->_flags & 4)
|
|
obj->draw();
|
|
|
|
if (obj->_flags & 2) {
|
|
if (objX > g_fp->_sceneRect.left) {
|
|
obj->setOXY(objX - width, objY);
|
|
obj->draw();
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
if (width + objX < g_fp->_sceneRect.right) {
|
|
obj->setOXY(width + objX, objY);
|
|
obj->draw();
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
}
|
|
|
|
if (obj->_flags & 0x20) {
|
|
if (objY > g_fp->_sceneRect.top) {
|
|
obj->setOXY(objX, objY - height);
|
|
obj->draw();
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
if (height + objY < g_fp->_sceneRect.bottom) {
|
|
obj->setOXY(objX, height + objY);
|
|
obj->draw();
|
|
obj->setOXY(objX, objY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Fullpipe
|