scummvm/engines/dragons/scene.cpp
2020-02-25 14:43:42 +01:00

343 lines
10 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 "scene.h"
#include "dragons.h"
#include "actor.h"
#include "background.h"
#include "dragonini.h"
#include "dragonimg.h"
#include "inventory.h"
#include "screen.h"
#include "actorresource.h"
#include "scriptopcodes.h"
namespace Dragons {
Scene::Scene(DragonsEngine *vm, Screen *screen, ScriptOpcodes *scriptOpcodes, BigfileArchive *bigfileArchive, ActorManager *actorManager, DragonRMS *dragonRMS, DragonINIResource *dragonINIResource)
: _vm(vm), _screen(screen), _scriptOpcodes(scriptOpcodes), _stage(0), _bigfileArchive(bigfileArchive), _actorManager(actorManager), _dragonRMS(dragonRMS), _dragonINIResource(dragonINIResource) {
_backgroundLoader = new BackgroundResourceLoader(_bigfileArchive, _dragonRMS);
}
void Scene::loadScene(uint32 sceneId, uint32 cameraPointId) {
// TODO
loadSceneData(sceneId, cameraPointId);
if (sceneId != 4) {
Actor *cursor = _actorManager->getActor(0);
//TODO update cursor.
}
//TODO
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getObdDataFieldC(sceneId);
ScriptOpCall scriptOpCall;
scriptOpCall._code = obd + 4;
scriptOpCall._codeEnd = scriptOpCall._code + READ_LE_UINT32(obd);
_scriptOpcodes->runScript(scriptOpCall);
}
DragonINI *ini = _dragonINIResource->getRecord(0xc4);
ini->field_12 = 0;
}
void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
bool isUnkFlag2Set = _vm->isUnkFlagSet(Dragons::ENGINE_UNK1_FLAG_2);
_vm->setUnkFlags(Dragons::ENGINE_UNK1_FLAG_2 | Dragons::ENGINE_UNK1_FLAG_8);
for(int i=0;i < _dragonINIResource->totalRecords(); i++) {
DragonINI *ini = _dragonINIResource->getRecord(i);
ini->field_10 = -1;
ini->field_1a_flags_maybe &= ~Dragons::INI_FLAG_10;
}
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getObdDataField10(sceneId);
ScriptOpCall scriptOpCall;
scriptOpCall._code = obd + 4;
scriptOpCall._codeEnd = scriptOpCall._code + READ_LE_UINT32(obd);
_currentSceneId = -1;
_scriptOpcodes->runScript(scriptOpCall);
_currentSceneId = (uint16)(sceneId & 0x7fff);
}
_actorManager->clearActorFlags(2);
//TODO sub_8003fadc(); might be fade related
_vm->clearFlags(Dragons::ENGINE_FLAG_20);
_vm->setUnkFlags(Dragons::ENGINE_UNK1_FLAG_10);
_vm->call_fade_related_1f();
// TODO 0x8002f7c4
_stage = _backgroundLoader->load(sceneId);
_camera = _stage->getPoint2(cameraPointId);
debug("Flicker: (%X, %X)", _camera.x, _camera.y);
if (_camera.x > 160) {
_camera.x -= 160;
} else {
_camera.x = 0;
}
if (_camera.y > 100) {
_camera.y -= 100;
} else {
_camera.y = 0;
}
if (_camera.x + 320 >= _stage->getWidth()) {
_camera.x = _stage->getWidth() - 320;
}
if (_camera.y + 200 >= _stage->getHeight()) {
_camera.y = _stage->getHeight() - 200;
}
debug("Camera: (%d, %d)", _camera.x, _camera.y);
// 0x8002ff80
// TODO fade_related_calls_with_1f();
_vm->clearUnkFlags(Dragons::ENGINE_UNK1_FLAG_10);
_vm->setFlags(Dragons::ENGINE_FLAG_20);
// TODO reset vsync_updater_function
_vm->setFlags(Dragons::ENGINE_FLAG_200);
_actorManager->clearActorFlags(2);
// TODO 0x8002fff0
for(int i=0;i < _dragonINIResource->totalRecords(); i++) {
DragonINI *ini = _dragonINIResource->getRecord(i);
if (ini->sceneId == sceneId) {
if (ini->field_1a_flags_maybe & 1) {
Actor *actor = _actorManager->loadActor(ini->actorResourceId, ini->sequenceId, ini->x, ini->y, 0);
if (actor) {
ini->actor = actor;
if (ini->sequenceId & 0x1000) {
actor->frame_flags |= 0x10;
} else {
if (ini->field_1a_flags_maybe & 0x2000) {
actor->frame_flags |= 0x20;
} else {
actor->frame_flags &= 0xffef;
}
}
actor->_sequenceID2 = ini->field_20_actor_field_14;
if (ini->field_1a_flags_maybe & 2) {
actor->flags |= Dragons::ACTOR_FLAG_80;
} else {
actor->flags &= 0xfeff;
}
if (ini->field_1a_flags_maybe & 0x20) {
actor->flags |= Dragons::ACTOR_FLAG_100;
} else {
actor->flags &= 0xfeff;
}
if (ini->field_1a_flags_maybe & 4) {
actor->flags |= Dragons::ACTOR_FLAG_8000;
} else {
actor->flags &= 0x7fff;
}
if (ini->field_1a_flags_maybe & 0x100) {
actor->flags |= Dragons::ACTOR_FLAG_4000;
} else {
actor->flags &= 0xbfff;
}
//
// Graphics::Surface *s = actor->getCurrentFrame();
// int x = ini->x - actor->frame_vram_x;
// int y = ini->y - actor->frame_vram_y;
// if (x >= 0 && y >= 0 && x + s->w < 320 && y + s->h < 200) {
// debug("Actor %d, %d %d (%d, %d)", actor->_actorID, ini->actorResourceId, ini->field_1a_flags_maybe, ini->x, ini->y);
// _stage->getFgLayer()->copyRectToSurface(*s, x, y, Common::Rect(s->w, s->h));
// }
}
// _stage->getFgLayer()->drawLine(ini->x, ini->y, ini->x + 8, ini->y + 8, 0x7c00);
//break;
} else {
if (ini->iptIndex_maybe != -1) {
loadImageOverlay(ini->iptIndex_maybe);
}
}
}
}
_currentSceneId = (uint16)(sceneId & 0x7fff); //TODO is this the right spot for this?
// 0x80030458
DragonINI *ini = _vm->getINI(1);
if (ini->actor && _vm->_dragonINIResource->getFlickerRecord() && _vm->_dragonINIResource->getFlickerRecord()->sceneId == _currentSceneId) {
ini->actor->setFlag(Dragons::ACTOR_FLAG_100);
ini->actor->priorityLayer = 0;
}
DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
if (flicker && flicker->sceneId != 0) {
flicker->field_20_actor_field_14 = _vm->data_800633fa;
if (flicker->actor) {
flicker->actor->_sequenceID2 = _vm->data_800633fa;
flicker->actor->setFlag(Dragons::ACTOR_FLAG_4);
}
}
// 0x800305bc
_vm->_inventory->loadScene(_currentSceneId);
// 0x8003070c
// TODO sub_80013b3c(); // palette related.
if (_vm->_inventory->isVisible()) {
_vm->_inventory->hide();
}
if (!_vm->isFlagSet(Dragons::ENGINE_FLAG_10000)) {
_vm->setFlags(Dragons::ENGINE_FLAG_10);
}
_vm->setFlags(Dragons::ENGINE_FLAG_1);
_vm->setFlags(Dragons::ENGINE_FLAG_200);
_vm->setFlags(Dragons::ENGINE_FLAG_4000000);
if (flicker && flicker->sceneId == _currentSceneId) {
flicker->actor->updateSequence((uint16)flicker->actor->_sequenceID2);
}
_vm->clearUnkFlags(Dragons::ENGINE_UNK1_FLAG_2);
_vm->clearUnkFlags(Dragons::ENGINE_UNK1_FLAG_8);
if (isUnkFlag2Set) {
_vm->setUnkFlags(Dragons::ENGINE_UNK1_FLAG_2);
}
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getObdData(sceneId);
ScriptOpCall scriptOpCall;
scriptOpCall._code = obd + 4;
scriptOpCall._codeEnd = scriptOpCall._code + READ_LE_UINT32(obd);
_scriptOpcodes->runScript(scriptOpCall);
}
}
void Scene::draw() {
Common::Rect rect(_camera.x, _camera.y, 320, 200);
for(uint16 priority = 1; priority < 16; priority++) {
if (priority == 1) {
_screen->copyRectToSurface(*_stage->getBgLayer(), 0, 0, rect);
} else if (priority == 2) {
_screen->copyRectToSurface(*_stage->getMgLayer(), 0, 0, rect);
} else if (priority == 3) {
_screen->copyRectToSurface(*_stage->getFgLayer(), 0, 0, rect);
}
for (uint16 i = 0; i < DRAGONS_ENGINE_NUM_ACTORS; i++) {
Actor *actor = _actorManager->getActor(i);
if (actor->x_pos == -100 && actor->y_pos == 100) {
actor->priorityLayer = 0;
continue;
}
if (actor->flags & Dragons::ACTOR_FLAG_40 &&
!(actor->flags & Dragons::ACTOR_FLAG_400) &&
actor->surface &&
actor->frame->width != 0 &&
actor->frame->height != 0
) {
Graphics::Surface *s = actor->surface;
int x = actor->x_pos - actor->frame->xOffset - _camera.x;
int y = actor->y_pos - actor->frame->yOffset - _camera.y;
//int x = ini->x;// - actor->frame_vram_x;
//int y = ini->y;// - actor->frame_vram_y;
if (actor->priorityLayer == priority) { //} && x + s->w < 320 && y + s->h < 200) {
debug(4, "Actor %d %s (%d, %d) w:%d h:%d Priority: %d", actor->_actorID, actor->_actorResource->getFilename(), x,
y,
s->w, s->h, actor->priorityLayer);
_screen->copyRectToSurface(*s, x, y, Common::Rect(s->w, s->h), (bool)(actor->frame->flags & Dragons::FRAME_FLAG_FLIP_X));
} else {
debug(4, "Actor (not displayed) %d %s (%d, %d) Priority: %d", actor->_actorID,
actor->_actorResource->getFilename(),
x, y, actor->priorityLayer);
}
}
}
}
}
int16 Scene::getPriorityAtPosition(Common::Point pos) {
return _stage->getPriorityAtPoint(pos);
}
bool Scene::contains(DragonINI *ini) {
assert(ini);
return ini->sceneId == _currentSceneId;
}
byte *Scene::getPalette() {
assert(_stage);
return _stage->getPalette();
}
uint16 Scene::getSceneId() {
return (uint16)_currentSceneId;
}
Common::Point Scene::getPoint(uint32 pointIndex) {
return _stage->getPoint2(pointIndex);
}
uint16 Scene::getStageWidth() {
return _stage->getWidth();
}
uint16 Scene::getStageHeight() {
return _stage->getHeight();
}
void Scene::loadImageOverlay(uint16 iptId) {
IMG *img =_vm->_dragonIMG->getIMG(iptId);
if (img->h != 0) {
if (img->field_e <= 2) {
_stage->overlayImage(img->layerNum - 1, img->data, img->x, img->y, img->w, img->h);
}
if (img->field_e == 2 || img->field_e == 0) {
// error("img->field_e == 2 || img->field_e == 0");
//TODO what does this do? Do we need it? 0x800177f8
}
}
}
void Scene::removeImageOverlay(uint16 iptId) {
IMG *img =_vm->_dragonIMG->getIMG(iptId);
_stage->restoreTiles(img->layerNum - 1, img->x, img->y, img->w, img->h);
}
} // End of namespace Dragons