mirror of
https://github.com/libretro/scummvm.git
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4505 lines
116 KiB
C++
4505 lines
116 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 "common/system.h"
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#include "common/config-manager.h"
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#include "common/util.h"
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#include "engines/engine.h"
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#include "graphics/palette.h"
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#include "tsage/tsage.h"
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#include "tsage/core.h"
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#include "tsage/dialogs.h"
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#include "tsage/events.h"
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#include "tsage/scenes.h"
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#include "tsage/staticres.h"
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#include "tsage/globals.h"
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#include "tsage/sound.h"
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#include "tsage/blue_force/blueforce_logic.h"
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#include "tsage/ringworld2/ringworld2_logic.h"
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namespace TsAGE {
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// The engine uses ScumMVM screen buffering, so all logic is hardcoded to use pane buffer 0
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#define CURRENT_PANENUM 0
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/*--------------------------------------------------------------------------*/
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InvObject::InvObject(int sceneNumber, int rlbNum, int cursorNum, CursorType cursorId, const Common::String description) :
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_sceneNumber(sceneNumber), _rlbNum(rlbNum), _cursorNum(cursorNum), _cursorId(cursorId),
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_description(description) {
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_displayResNum = 3;
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_iconResNum = 5;
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// Decode the image for the inventory item to get it's display bounds
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uint size;
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byte *imgData = g_resourceManager->getSubResource(_displayResNum, _rlbNum, _cursorNum, &size);
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GfxSurface s = surfaceFromRes(imgData);
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_bounds = s.getBounds();
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DEALLOCATE(imgData);
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_visage = 0;
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_strip = 0;
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_frame = 0;
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}
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InvObject::InvObject(int visage, int strip, int frame) {
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assert(g_vm->getGameID() == GType_BlueForce);
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_visage = visage;
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_strip = strip;
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_frame = frame;
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_sceneNumber = 0;
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_iconResNum = 10;
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_displayResNum = 0;
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_rlbNum = 0;
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_cursorNum = 0;
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_cursorId = INV_NONE;
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}
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InvObject::InvObject(int strip, int frame) {
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assert(g_vm->getGameID() == GType_Ringworld2);
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_strip = strip;
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_frame = frame;
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_visage = 7;
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_sceneNumber = 0;
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_iconResNum = 10;
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_displayResNum = 0;
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_rlbNum = 0;
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_cursorNum = 0;
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_cursorId = INV_NONE;
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}
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void InvObject::setCursor() {
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if (g_vm->getGameID() != GType_Ringworld) {
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// All other games
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_cursorId = (CursorType)BF_GLOBALS._inventory->indexOf(this);
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g_globals->_events.setCursor(_cursorId);
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} else {
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// Ringworld cursor handling
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g_globals->_events._currentCursor = _cursorId;
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if (_iconResNum != -1) {
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GfxSurface s = surfaceFromRes(_iconResNum, _rlbNum, _cursorNum);
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Graphics::Surface src = s.lockSurface();
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g_globals->_events.setCursor(src, s._transColor, s._centroid, _cursorId);
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}
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}
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}
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bool InvObject::inInventory() const {
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return _sceneNumber == ((g_vm->getGameID() != GType_Ringworld2) ? 1 : g_globals->_player._characterIndex);
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}
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/*--------------------------------------------------------------------------*/
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InvObjectList::InvObjectList() {
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_selectedItem = NULL;
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}
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void InvObjectList::synchronize(Serializer &s) {
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SavedObject::synchronize(s);
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SYNC_POINTER(_selectedItem);
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}
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int InvObjectList::indexOf(InvObject *obj) const {
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int idx = 0;
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SynchronizedList<InvObject *>::const_iterator i;
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for (i = _itemList.begin(); i != _itemList.end(); ++i, ++idx) {
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if ((*i) == obj)
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return idx;
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}
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return -1;
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}
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InvObject *InvObjectList::getItem(int objectNum) {
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SynchronizedList<InvObject *>::const_iterator i = _itemList.begin();
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while (objectNum-- > 0)
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++i;
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return *i;
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}
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int InvObjectList::getObjectScene(int objectNum) {
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InvObject *obj = getItem(objectNum);
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return obj->_sceneNumber;
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}
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/*--------------------------------------------------------------------------*/
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void EventHandler::dispatch() {
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if (_action) _action->dispatch();
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}
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void EventHandler::setAction(Action *action, EventHandler *endHandler, ...) {
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if (_action) {
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_action->_endHandler = NULL;
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_action->remove();
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}
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_action = action;
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if (action) {
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va_list va;
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va_start(va, endHandler);
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_action->attached(this, endHandler, va);
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va_end(va);
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}
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}
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/*--------------------------------------------------------------------------*/
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Action::Action() {
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_actionIndex = 0;
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_owner = NULL;
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_endHandler = NULL;
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_attached = false;
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_delayFrames = 0;
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_startFrame = 0;
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}
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void Action::synchronize(Serializer &s) {
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EventHandler::synchronize(s);
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if (s.getVersion() == 1)
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remove();
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SYNC_POINTER(_owner);
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s.syncAsSint32LE(_actionIndex);
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s.syncAsSint32LE(_delayFrames);
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s.syncAsUint32LE(_startFrame);
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s.syncAsByte(_attached);
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SYNC_POINTER(_endHandler);
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}
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void Action::remove() {
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if (_action)
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_action->remove();
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if (_owner) {
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_owner->_action = NULL;
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_owner = NULL;
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} else {
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g_globals->_sceneManager.removeAction(this);
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}
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_attached = false;
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if (_endHandler)
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_endHandler->signal();
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}
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void Action::process(Event &event) {
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if (_action)
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_action->process(event);
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}
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void Action::dispatch() {
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if (_action)
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_action->dispatch();
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if (_delayFrames) {
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uint32 frameNumber = g_globals->_events.getFrameNumber();
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if (frameNumber >= _startFrame) {
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_delayFrames -= frameNumber - _startFrame;
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_startFrame = frameNumber;
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if (_delayFrames <= 0) {
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_delayFrames = 0;
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signal();
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}
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}
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}
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}
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void Action::attached(EventHandler *newOwner, EventHandler *endHandler, va_list va) {
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_actionIndex = 0;
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_delayFrames = 0;
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_startFrame = g_globals->_events.getFrameNumber();
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_owner = newOwner;
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_endHandler = endHandler;
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_attached = true;
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signal();
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}
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void Action::setDelay(int numFrames) {
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_delayFrames = numFrames;
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_startFrame = g_globals->_events.getFrameNumber();
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}
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/*--------------------------------------------------------------------------*/
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ObjectMover::~ObjectMover() {
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if (_sceneObject->_mover == this)
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_sceneObject->_mover = NULL;
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}
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void ObjectMover::synchronize(Serializer &s) {
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EventHandler::synchronize(s);
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s.syncAsSint16LE(_destPosition.x); s.syncAsSint16LE(_destPosition.y);
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s.syncAsSint16LE(_moveDelta.x); s.syncAsSint16LE(_moveDelta.y);
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s.syncAsSint16LE(_moveSign.x); s.syncAsSint16LE(_moveSign.y);
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s.syncAsSint32LE(_minorDiff);
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s.syncAsSint32LE(_majorDiff);
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s.syncAsSint32LE(_changeCtr);
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SYNC_POINTER(_action);
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SYNC_POINTER(_sceneObject);
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}
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void ObjectMover::remove() {
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if (_sceneObject->_mover == this)
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_sceneObject->_mover = NULL;
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delete this;
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}
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void ObjectMover::dispatch() {
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Common::Point currPos = _sceneObject->_position;
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int yDiff = _sceneObject->_yDiff;
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if (dontMove())
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return;
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_sceneObject->_regionIndex = 0;
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if (_moveDelta.x >= _moveDelta.y) {
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int xAmount = _moveSign.x * _sceneObject->_moveDiff.x * _sceneObject->_percent / 100;
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if (!xAmount)
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xAmount = _moveSign.x;
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currPos.x += xAmount;
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int yAmount = ABS(_destPosition.y - currPos.y);
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int yChange = _majorDiff / ABS(xAmount);
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int ySign;
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if (!yChange)
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ySign = _moveSign.y;
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else {
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int v = yAmount / yChange;
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_changeCtr += yAmount % yChange;
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if (_changeCtr >= yChange) {
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++v;
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_changeCtr -= yChange;
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}
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ySign = _moveSign.y * v;
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}
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currPos.y += ySign;
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_majorDiff -= ABS(xAmount);
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} else {
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int yAmount = _moveSign.y * _sceneObject->_moveDiff.y * _sceneObject->_percent / 100;
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if (!yAmount)
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yAmount = _moveSign.y;
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currPos.y += yAmount;
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int xAmount = ABS(_destPosition.x - currPos.x);
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int xChange = _majorDiff / ABS(yAmount);
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int xSign;
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if (!xChange)
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xSign = _moveSign.x;
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else {
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int v = xAmount / xChange;
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_changeCtr += xAmount % xChange;
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if (_changeCtr >= xChange) {
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++v;
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_changeCtr -= xChange;
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}
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xSign = _moveSign.x * v;
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}
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currPos.x += xSign;
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_majorDiff -= ABS(yAmount);
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}
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_sceneObject->_regionIndex = _sceneObject->checkRegion(currPos);
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if (!_sceneObject->_regionIndex) {
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_sceneObject->setPosition(currPos, yDiff);
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_sceneObject->getHorizBounds();
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if (dontMove()) {
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_sceneObject->_position = _destPosition;
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endMove();
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}
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} else {
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endMove();
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}
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}
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void ObjectMover::setup(const Common::Point &destPos) {
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_sceneObject->calcAngle(destPos);
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if ((_sceneObject->_objectWrapper) && !(_sceneObject->_flags & OBJFLAG_SUPPRESS_DISPATCH)) {
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if (g_vm->getGameID() == GType_Ringworld)
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_sceneObject->_objectWrapper->dispatch();
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else
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_sceneObject->updateAngle(destPos);
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}
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// Get the difference
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int diffX = destPos.x - _sceneObject->_position.x;
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int diffY = destPos.y - _sceneObject->_position.y;
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int xSign = (diffX < 0) ? -1 : (diffX > 0 ? 1 : 0);
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int ySign = (diffY < 0) ? -1 : (diffY > 0 ? 1 : 0);
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diffX = ABS(diffX);
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diffY = ABS(diffY);
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if (diffX < diffY) {
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_minorDiff = diffX / 2;
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_majorDiff = diffY;
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} else {
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_minorDiff = diffY / 2;
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_majorDiff = diffX;
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}
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// Set the destination position
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_destPosition = destPos;
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_moveDelta = Common::Point(diffX, diffY);
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_moveSign = Common::Point(xSign, ySign);
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_changeCtr = 0;
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if (!diffX && !diffY)
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// Object is already at the correct destination
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endMove();
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}
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bool ObjectMover::dontMove() const {
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return (_majorDiff <= 0);
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}
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void ObjectMover::endMove() {
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EventHandler *actionP = _action;
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remove();
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if (actionP)
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actionP->signal();
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}
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/*--------------------------------------------------------------------------*/
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ObjectMover2::ObjectMover2() : ObjectMover() {
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_destObject = NULL;
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_minArea = 0;
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_maxArea = 0;
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}
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void ObjectMover2::synchronize(Serializer &s) {
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ObjectMover::synchronize(s);
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SYNC_POINTER(_destObject);
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s.syncAsSint32LE(_minArea);
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s.syncAsSint32LE(_maxArea);
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}
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void ObjectMover2::dispatch() {
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int area = _sceneObject->getSpliceArea(_destObject);
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if (area > _maxArea) {
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// Setup again for the new destination
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setup(_destObject->_position);
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ObjectMover::dispatch();
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} else if (area >= _minArea) {
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// Keep dispatching
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ObjectMover::dispatch();
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} else {
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// Within minimum, so end move
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endMove();
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}
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}
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void ObjectMover2::startMove(SceneObject *sceneObj, va_list va) {
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// Set up fields
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_sceneObject = sceneObj;
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_minArea = va_arg(va, int);
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_maxArea = va_arg(va, int);
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_destObject = va_arg(va, SceneObject *);
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setup(_destObject->_position);
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}
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void ObjectMover2::endMove() {
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_sceneObject->_regionIndex = 0x40;
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}
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/*--------------------------------------------------------------------------*/
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void ObjectMover3::dispatch() {
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int area = _sceneObject->getSpliceArea(_destObject);
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if (area <= _minArea) {
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endMove();
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} else {
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setup(_destObject->_position);
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ObjectMover::dispatch();
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}
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}
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void ObjectMover3::startMove(SceneObject *sceneObj, va_list va) {
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_sceneObject = sceneObj;
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_destObject = va_arg(va, SceneObject *);
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_minArea = va_arg(va, int);
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_action = va_arg(va, Action *);
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setup(_destObject->_position);
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}
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void ObjectMover3::endMove() {
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ObjectMover::endMove();
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}
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/*--------------------------------------------------------------------------*/
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void NpcMover::startMove(SceneObject *sceneObj, va_list va) {
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_sceneObject = sceneObj;
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Common::Point *destPos = va_arg(va, Common::Point *);
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_action = va_arg(va, Action *);
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setup(*destPos);
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}
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/*--------------------------------------------------------------------------*/
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void PlayerMover::synchronize(Serializer &s) {
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NpcMover::synchronize(s);
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s.syncAsSint16LE(_finalDest.x); s.syncAsSint16LE(_finalDest.y);
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s.syncAsSint32LE(_routeIndex);
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for (int i = 0; i < MAX_ROUTE_SIZE; ++i) {
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s.syncAsSint16LE(_routeList[i].x); s.syncAsSint16LE(_routeList[i].y);
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}
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}
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void PlayerMover::startMove(SceneObject *sceneObj, va_list va) {
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_sceneObject = sceneObj;
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Common::Point *pt = va_arg(va, Common::Point *);
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_finalDest = *pt;
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_action = va_arg(va, Action *);
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setDest(_finalDest);
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}
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void PlayerMover::endMove() {
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while (++_routeIndex != 0) {
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if ((_routeList[_routeIndex].x == ROUTE_END_VAL) ||
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(_routeList[_routeIndex].y == ROUTE_END_VAL) ||
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(_sceneObject->_regionIndex)) {
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// Movement route is completely finished
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ObjectMover::endMove();
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return;
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}
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if ((_routeList[_routeIndex].x != _sceneObject->_position.x) ||
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(_routeList[_routeIndex].y != _sceneObject->_position.y))
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break;
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}
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// Set up the new interim destination along the route
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g_globals->_walkRegions._routeEnds.moveSrc = g_globals->_walkRegions._routeEnds.moveDest;
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g_globals->_walkRegions._routeEnds.moveDest = _routeList[_routeIndex];
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setup(_routeList[_routeIndex]);
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dispatch();
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}
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void PlayerMover::setDest(const Common::Point &destPos) {
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_routeList[0] = _sceneObject->_position;
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if (g_globals->_walkRegions._resNum == -1) {
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// Scene has no walk regions defined, so player can walk anywhere directly
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_routeList[0] = destPos;
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_routeList[1] = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL);
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} else {
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// Figure out a path to the destination (or as close as possible to it)
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pathfind(_routeList, _sceneObject->_position, destPos, g_globals->_walkRegions._routeEnds);
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}
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_routeIndex = 0;
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g_globals->_walkRegions._routeEnds.moveSrc = _sceneObject->_position;
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g_globals->_walkRegions._routeEnds.moveDest = _routeList[0];
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setup(_routeList[0]);
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}
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#define REGION_LIST_SIZE 20
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void PlayerMover::pathfind(Common::Point *routeList, Common::Point srcPos, Common::Point destPos, RouteEnds routeEnds) {
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Common::List<int> regionIndexes;
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RouteEnds tempRouteEnds;
|
|
int routeRegions[REGION_LIST_SIZE];
|
|
Common::Point objPos;
|
|
|
|
// Get the region the source is in
|
|
int srcRegion = g_globals->_walkRegions.indexOf(srcPos);
|
|
if (srcRegion == -1) {
|
|
srcRegion = findClosestRegion(srcPos, regionIndexes);
|
|
}
|
|
|
|
// Main loop for building up the path
|
|
routeRegions[0] = 0;
|
|
while (!routeRegions[0]) {
|
|
// Check the destination region
|
|
int destRegion = g_globals->_walkRegions.indexOf(destPos, ®ionIndexes);
|
|
|
|
if ((srcRegion == -1) && (destRegion == -1)) {
|
|
// Both source and destination are outside walkable areas
|
|
} else if (srcRegion == -1) {
|
|
// Source is outside walkable areas
|
|
tempRouteEnds = routeEnds;
|
|
objPos = _sceneObject->_position;
|
|
|
|
Common::Point newPos;
|
|
findLinePoint(&tempRouteEnds, &objPos, 1, &newPos);
|
|
int srcId = g_globals->_walkRegions.indexOf(newPos);
|
|
|
|
if (srcId == -1) {
|
|
tempRouteEnds.moveDest = tempRouteEnds.moveSrc;
|
|
tempRouteEnds.moveSrc = routeEnds.moveDest;
|
|
|
|
findLinePoint(&tempRouteEnds, &objPos, 1, &newPos);
|
|
srcRegion = g_globals->_walkRegions.indexOf(newPos);
|
|
|
|
if (srcRegion == -1)
|
|
srcRegion = checkMover(srcPos, destPos);
|
|
}
|
|
|
|
} else if (destRegion == -1) {
|
|
// Destination is outside walkable areas
|
|
destRegion = findClosestRegion(destPos, regionIndexes);
|
|
if (destRegion == -1) {
|
|
// No further route found, so end it
|
|
*routeList++ = srcPos;
|
|
break;
|
|
} else {
|
|
_finalDest = destPos;
|
|
}
|
|
}
|
|
|
|
if (srcRegion == destRegion) {
|
|
*routeList++ = (srcRegion == -1) ? srcPos : destPos;
|
|
break;
|
|
}
|
|
|
|
bool tempVar; // This is used only as internal state for the function.
|
|
calculateRestOfRoute(routeRegions, srcRegion, destRegion, tempVar);
|
|
|
|
// Empty route?
|
|
if (!routeRegions[0]) {
|
|
regionIndexes.push_back(destRegion);
|
|
continue;
|
|
}
|
|
|
|
// field 0 holds the start, and field 1 holds the destination
|
|
WRField18 &currSrcField = g_globals->_walkRegions._field18[0];
|
|
WRField18 &currDestField = g_globals->_walkRegions._field18[1];
|
|
|
|
currSrcField._pt1 = srcPos;
|
|
currSrcField._pt2 = srcPos;
|
|
currDestField._pt1 = destPos;
|
|
currDestField._pt2 = destPos;
|
|
|
|
int tempList[REGION_LIST_SIZE];
|
|
tempList[0] = 0;
|
|
int endIndex = 0;
|
|
int idx = 1;
|
|
|
|
// Find the indexes for each entry in the found route.
|
|
do {
|
|
int breakEntry = routeRegions[idx];
|
|
int breakEntry2 = routeRegions[idx + 1];
|
|
|
|
int listIndex = 0;
|
|
while (g_globals->_walkRegions._idxList[g_globals->_walkRegions[breakEntry]._idxListIndex + listIndex] !=
|
|
breakEntry2)
|
|
++listIndex;
|
|
|
|
tempList[idx] = g_globals->_walkRegions._idxList2[g_globals->_walkRegions[breakEntry]._idxList2Index
|
|
+ listIndex];
|
|
|
|
++endIndex;
|
|
} while (routeRegions[++idx] != destRegion);
|
|
|
|
tempList[idx] = 1;
|
|
for (int listIndex = 1; listIndex <= endIndex; ++listIndex) {
|
|
int thisIdx = tempList[listIndex];
|
|
int nextIdx = tempList[listIndex + 1];
|
|
|
|
WRField18 &thisField = g_globals->_walkRegions._field18[thisIdx];
|
|
WRField18 &nextField = g_globals->_walkRegions._field18[nextIdx];
|
|
|
|
if (sub_F8E5_calculatePoint(currSrcField._pt1, nextField._pt1,
|
|
thisField._pt1, thisField._pt2) &&
|
|
sub_F8E5_calculatePoint(currSrcField._pt1, nextField._pt2,
|
|
thisField._pt1, thisField._pt2))
|
|
continue;
|
|
|
|
Common::Point tempPt;
|
|
if (sub_F8E5_calculatePoint(currSrcField._pt1, currDestField._pt1,
|
|
thisField._pt1, thisField._pt2, &tempPt)) {
|
|
// Add point to the route list
|
|
currSrcField._pt1 = tempPt;
|
|
*routeList++ = tempPt;
|
|
} else {
|
|
int dist1 =
|
|
(findDistance(currSrcField._pt1, thisField._pt1) << 1) +
|
|
(findDistance(thisField._pt1, currDestField._pt1) << 1) +
|
|
findDistance(thisField._pt1, nextField._pt1) +
|
|
findDistance(thisField._pt1, nextField._pt2);
|
|
|
|
int dist2 =
|
|
(findDistance(currSrcField._pt1, thisField._pt2) << 1) +
|
|
(findDistance(thisField._pt2, currDestField._pt2) << 1) +
|
|
findDistance(thisField._pt2, nextField._pt1) +
|
|
findDistance(thisField._pt2, nextField._pt2);
|
|
|
|
// Do 1 step of movement, storing the new position in objPos.
|
|
if (dist1 < dist2) {
|
|
doStepsOfNpcMovement(thisField._pt1, thisField._pt2, 1, objPos);
|
|
} else {
|
|
doStepsOfNpcMovement(thisField._pt2, thisField._pt1, 1, objPos);
|
|
}
|
|
|
|
// Update the current position.
|
|
currSrcField._pt1 = objPos;
|
|
*routeList++ = objPos;
|
|
}
|
|
}
|
|
|
|
// Add in the route entry
|
|
*routeList++ = currDestField._pt1;
|
|
}
|
|
|
|
// Mark the end of the path
|
|
*routeList = Common::Point(ROUTE_END_VAL, ROUTE_END_VAL);
|
|
}
|
|
|
|
int PlayerMover::regionIndexOf(const Common::Point &pt) {
|
|
for (uint idx = 0; idx < g_globals->_walkRegions._regionList.size(); ++idx) {
|
|
if (g_globals->_walkRegions._regionList[idx].contains(pt))
|
|
return idx + 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int PlayerMover::findClosestRegion(Common::Point &pt, const Common::List<int> &indexList) {
|
|
int newY = pt.y;
|
|
int result = 0;
|
|
|
|
for (int idx = 1; idx < SCREEN_WIDTH; ++idx, newY += idx) {
|
|
int newX = pt.x + idx;
|
|
result = regionIndexOf(newX, pt.y);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newY = pt.y + idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newX -= idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newX -= idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newY -= idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newY -= idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newX += idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
newX += idx;
|
|
result = regionIndexOf(newX, newY);
|
|
|
|
if ((result == 0) || contains(indexList, result)) {
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Found an index
|
|
pt.x = newX;
|
|
pt.y = newY;
|
|
return result;
|
|
}
|
|
|
|
return (result == 0) ? -1 : result;
|
|
}
|
|
|
|
Common::Point *PlayerMover::findLinePoint(RouteEnds *routeEnds, Common::Point *objPos, int length, Common::Point *outPos) {
|
|
int xp = objPos->x + (((routeEnds->moveDest.y - routeEnds->moveSrc.y) * 9) / 8);
|
|
int yp = objPos->y - (((routeEnds->moveDest.x - routeEnds->moveSrc.x) * 8) / 9);
|
|
|
|
int xDiff = xp - objPos->x;
|
|
int yDiff = yp - objPos->y;
|
|
int xDirection = (xDiff == 0) ? 0 : ((xDiff < 0) ? 1 : -1);
|
|
int yDirection = (yDiff == 0) ? 0 : ((yDiff < 0) ? 1 : -1);
|
|
xDiff = ABS(xDiff);
|
|
yDiff = ABS(yDiff);
|
|
int majorChange = MAX(xDiff, yDiff) / 2;
|
|
|
|
int outX = objPos->x;
|
|
int outY = objPos->y;
|
|
|
|
while (length-- > 0) {
|
|
if (xDiff < yDiff) {
|
|
outY += yDirection;
|
|
majorChange += xDiff;
|
|
if (majorChange > yDiff) {
|
|
majorChange -= yDiff;
|
|
outX += xDirection;
|
|
}
|
|
} else {
|
|
outX += xDirection;
|
|
majorChange += yDiff;
|
|
if (majorChange > xDiff) {
|
|
majorChange -= xDiff;
|
|
outY += yDirection;
|
|
}
|
|
}
|
|
}
|
|
|
|
outPos->x = outX;
|
|
outPos->y = outY;
|
|
return outPos;
|
|
}
|
|
|
|
int PlayerMover::checkMover(Common::Point &srcPos, const Common::Point &destPos) {
|
|
int regionIndex = 0;
|
|
Common::Point objPos = _sceneObject->_position;
|
|
uint32 regionBitList = _sceneObject->_regionBitList;
|
|
_sceneObject->_regionBitList = 0;
|
|
|
|
_sceneObject->_position.x = srcPos.x;
|
|
_sceneObject->_position.y = srcPos.y;
|
|
_sceneObject->_mover = NULL;
|
|
|
|
NpcMover *mover = new NpcMover();
|
|
_sceneObject->addMover(mover, &destPos, NULL);
|
|
|
|
// Handle automatic movement of the player until a walkable region is reached,
|
|
// or the end point of the movement is
|
|
do {
|
|
_sceneObject->_mover->dispatch();
|
|
|
|
// Scan walk regions for point
|
|
for (uint idx = 0; idx < g_globals->_walkRegions._regionList.size(); ++idx) {
|
|
if (g_globals->_walkRegions[idx].contains(_sceneObject->_position)) {
|
|
regionIndex = idx + 1;
|
|
srcPos = _sceneObject->_position;
|
|
break;
|
|
}
|
|
}
|
|
} while ((regionIndex == 0) && (_sceneObject->_mover) && !g_vm->shouldQuit());
|
|
|
|
_sceneObject->_position = objPos;
|
|
_sceneObject->_regionBitList = regionBitList;
|
|
|
|
if (_sceneObject->_mover)
|
|
_sceneObject->_mover->remove();
|
|
|
|
_sceneObject->_mover = this;
|
|
return regionIndex;
|
|
}
|
|
|
|
void PlayerMover::doStepsOfNpcMovement(const Common::Point &srcPos, const Common::Point &destPos, int numSteps, Common::Point &ptOut) {
|
|
Common::Point objPos = _sceneObject->_position;
|
|
_sceneObject->_position = srcPos;
|
|
uint32 regionBitList = _sceneObject->_regionBitList;
|
|
_sceneObject->_position = srcPos;
|
|
_sceneObject->_mover = NULL;
|
|
|
|
NpcMover *mover = new NpcMover();
|
|
_sceneObject->addMover(mover, &destPos, NULL);
|
|
|
|
while ((numSteps > 0) && ((_sceneObject->_position.x != destPos.x) || (_sceneObject->_position.y != destPos.y))) {
|
|
_sceneObject->_mover->dispatch();
|
|
--numSteps;
|
|
}
|
|
|
|
ptOut = _sceneObject->_position;
|
|
_sceneObject->_position = objPos;
|
|
_sceneObject->_regionBitList = regionBitList;
|
|
|
|
if (_sceneObject->_mover)
|
|
_sceneObject->_mover->remove();
|
|
|
|
_sceneObject->_mover = this;
|
|
}
|
|
|
|
int PlayerMover::calculateRestOfRoute(int *routeList, int srcRegion, int destRegion, bool &foundRoute) {
|
|
// Make a copy of the provided route. The first entry is the size.
|
|
int tempList[REGION_LIST_SIZE + 1];
|
|
memset(tempList, 0, sizeof(tempList));
|
|
|
|
foundRoute = false;
|
|
for (int idx = 0; idx <= *routeList; ++idx)
|
|
tempList[idx] = routeList[idx];
|
|
|
|
if (*routeList == REGION_LIST_SIZE)
|
|
// Sequence too long
|
|
return 32000;
|
|
|
|
int regionIndex;
|
|
for (regionIndex = 1; regionIndex <= *tempList; ++regionIndex) {
|
|
if (routeList[regionIndex] == srcRegion)
|
|
// Current path returns to original source region, so don't allow it
|
|
return 32000;
|
|
}
|
|
|
|
WalkRegion &srcWalkRegion = g_globals->_walkRegions[srcRegion];
|
|
int distance;
|
|
if (!routeList[0]) {
|
|
// The route is empty (new route).
|
|
distance = 0;
|
|
} else {
|
|
// Find the distance from the last region in the route.
|
|
WalkRegion ®ion = g_globals->_walkRegions[routeList[*routeList]];
|
|
distance = findDistance(srcWalkRegion._pt, region._pt);
|
|
}
|
|
|
|
// Add the srcRegion to the end of the route.
|
|
tempList[++*tempList] = srcRegion;
|
|
int ourListSize = *tempList;
|
|
|
|
if (srcRegion == destRegion) {
|
|
// We made a route to the destination; copy that route and return.
|
|
foundRoute = true;
|
|
for (int idx = ourListSize; idx <= *tempList; ++idx) {
|
|
routeList[idx] = tempList[idx];
|
|
++*routeList;
|
|
}
|
|
return distance;
|
|
} else {
|
|
// Find the first connected region leading to our destination.
|
|
int foundIndex = 0;
|
|
int idx = 0;
|
|
int currDest;
|
|
while ((currDest = g_globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + idx]) != 0) {
|
|
if (currDest == destRegion) {
|
|
foundIndex = idx;
|
|
break;
|
|
}
|
|
|
|
++idx;
|
|
}
|
|
|
|
// Check every connected region until we find a route to the destination (or we have no more to check).
|
|
int bestDistance = 31990;
|
|
while (((currDest = g_globals->_walkRegions._idxList[srcWalkRegion._idxListIndex + foundIndex]) != 0) && (!foundRoute)) {
|
|
// Only check the region if it isn't in the list of explicitly disabled regions
|
|
if (!contains(g_globals->_walkRegions._disabledRegions, (int)currDest)) {
|
|
int newDistance = calculateRestOfRoute(tempList, currDest, destRegion, foundRoute);
|
|
|
|
if ((newDistance <= bestDistance) || foundRoute) {
|
|
// We found a shorter possible route, or one leading to the destination.
|
|
|
|
// Overwrite the route with this new one.
|
|
routeList[0] = ourListSize - 1;
|
|
|
|
for (int i = ourListSize; i <= tempList[0]; ++i) {
|
|
routeList[i] = tempList[i];
|
|
++routeList[0];
|
|
}
|
|
|
|
bestDistance = newDistance;
|
|
}
|
|
|
|
// Truncate our local list to the size it was before the call.
|
|
tempList[0] = ourListSize;
|
|
}
|
|
|
|
++foundIndex;
|
|
}
|
|
|
|
foundRoute = false;
|
|
return bestDistance + distance;
|
|
}
|
|
}
|
|
|
|
int PlayerMover::findDistance(const Common::Point &pt1, const Common::Point &pt2) {
|
|
int diff = ABS(pt1.x - pt2.x);
|
|
double xx = diff * diff;
|
|
diff = ABS(pt1.y - pt2.y);
|
|
double yy = diff * 8.0 / 7.0;
|
|
yy *= yy;
|
|
|
|
return (int)sqrt(xx + yy);
|
|
}
|
|
|
|
// Calculate intersection of the line segments pt1-pt2 and pt3-pt4.
|
|
// Return true if they intersect, and return the intersection in ptOut.
|
|
bool PlayerMover::sub_F8E5_calculatePoint(const Common::Point &pt1, const Common::Point &pt2, const Common::Point &pt3,
|
|
const Common::Point &pt4, Common::Point *ptOut) {
|
|
double diffX1 = pt2.x - pt1.x;
|
|
double diffY1 = pt2.y - pt1.y;
|
|
double diffX2 = pt4.x - pt3.x;
|
|
double diffY2 = pt4.y - pt3.y;
|
|
double ratio1 = 0.0, ratio2 = 0.0;
|
|
double adjustedY1 = 0.0, adjustedY2 = 0.0;
|
|
|
|
// Calculate the ratios between the X and Y points.
|
|
if (diffX1 != 0.0) {
|
|
ratio1 = diffY1 / diffX1;
|
|
adjustedY1 = pt1.y - (pt1.x * ratio1);
|
|
}
|
|
if (diffX2 != 0.0) {
|
|
ratio2 = diffY2 / diffX2;
|
|
adjustedY2 = pt3.y - (pt3.x * ratio2);
|
|
}
|
|
|
|
if (ratio1 == ratio2)
|
|
return false;
|
|
|
|
double xPos, yPos;
|
|
if (diffX1 == 0) {
|
|
if (diffX2 == 0)
|
|
return false;
|
|
|
|
xPos = pt1.x;
|
|
yPos = ratio2 * xPos + adjustedY2;
|
|
} else {
|
|
xPos = (diffX2 == 0) ? pt3.x : (adjustedY2 - adjustedY1) / (ratio1 - ratio2);
|
|
yPos = ratio1 * xPos + adjustedY1;
|
|
}
|
|
|
|
// This is our candidate point, which we must check for validity.
|
|
Common::Point tempPt((int)(xPos + 0.5), (int)(yPos + 0.5));
|
|
|
|
// Is tempPt inside the second bounds?
|
|
if (!((tempPt.x >= pt3.x) && (tempPt.x <= pt4.x)))
|
|
if (!((tempPt.x >= pt4.x) && (tempPt.x <= pt3.x)))
|
|
return false;
|
|
if (!((tempPt.y >= pt3.y) && (tempPt.y <= pt4.y)))
|
|
if (!((tempPt.y >= pt4.y) && (tempPt.y <= pt3.y)))
|
|
return false;
|
|
|
|
// Is tempPt inside the first bounds?
|
|
if (!((tempPt.x >= pt1.x) && (tempPt.x <= pt2.x)))
|
|
if (!((tempPt.x >= pt2.x) && (tempPt.x <= pt1.x)))
|
|
return false;
|
|
if (!((tempPt.y >= pt1.y) && (tempPt.y <= pt2.y)))
|
|
if (!((tempPt.y >= pt2.y) && (tempPt.y <= pt1.y)))
|
|
return false;
|
|
|
|
if (ptOut)
|
|
*ptOut = tempPt;
|
|
return true;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void PlayerMover2::synchronize(Serializer &s) {
|
|
if (s.getVersion() >= 2)
|
|
PlayerMover::synchronize(s);
|
|
SYNC_POINTER(_destObject);
|
|
s.syncAsSint16LE(_maxArea);
|
|
s.syncAsSint16LE(_minArea);
|
|
}
|
|
|
|
void PlayerMover2::dispatch() {
|
|
int total = _sceneObject->getSpliceArea(_destObject);
|
|
|
|
if (total <= _minArea)
|
|
endMove();
|
|
else {
|
|
setDest(_destObject->_position);
|
|
ObjectMover::dispatch();
|
|
}
|
|
}
|
|
|
|
void PlayerMover2::startMove(SceneObject *sceneObj, va_list va) {
|
|
_sceneObject = sceneObj;
|
|
_maxArea = va_arg(va, int);
|
|
_minArea = va_arg(va, int);
|
|
_destObject = va_arg(va, SceneObject *);
|
|
|
|
PlayerMover::setDest(_destObject->_position);
|
|
}
|
|
|
|
void PlayerMover2::endMove() {
|
|
_sceneObject->_regionIndex = 0x40;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
PaletteModifier::PaletteModifier() {
|
|
_scenePalette = NULL;
|
|
_action = NULL;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
PaletteModifierCached::PaletteModifierCached(): PaletteModifier() {
|
|
_step = 0;
|
|
_percent = 0;
|
|
for (int i = 0; i < 768; i++)
|
|
_palette[i] = 0;
|
|
}
|
|
|
|
void PaletteModifierCached::setPalette(ScenePalette *palette, int step) {
|
|
_scenePalette = palette;
|
|
_step = step;
|
|
_percent = 100;
|
|
}
|
|
|
|
void PaletteModifierCached::synchronize(Serializer &s) {
|
|
PaletteModifier::synchronize(s);
|
|
|
|
s.syncAsByte(_step);
|
|
s.syncAsSint32LE(_percent);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
PaletteRotation::PaletteRotation() : PaletteModifierCached() {
|
|
_percent = 0;
|
|
_delayCtr = 0;
|
|
_frameNumber = g_globals->_events.getFrameNumber();
|
|
_idxChange = 1;
|
|
_countdown = 0;
|
|
_currIndex = 0;
|
|
_start = _end = 0;
|
|
_rotationMode = 0;
|
|
_duration = 0;
|
|
}
|
|
|
|
void PaletteRotation::synchronize(Serializer &s) {
|
|
PaletteModifierCached::synchronize(s);
|
|
|
|
s.syncAsSint32LE(_delayCtr);
|
|
s.syncAsUint32LE(_frameNumber);
|
|
s.syncAsSint32LE(_currIndex);
|
|
s.syncAsSint32LE(_start);
|
|
s.syncAsSint32LE(_end);
|
|
s.syncAsSint32LE(_rotationMode);
|
|
s.syncAsSint32LE(_duration);
|
|
s.syncBytes(&_palette[0], 256 * 3);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
s.syncAsSint16LE(_idxChange);
|
|
s.syncAsSint16LE(_countdown);
|
|
}
|
|
}
|
|
|
|
void PaletteRotation::signal() {
|
|
if (_countdown > 0) {
|
|
--_countdown;
|
|
return;
|
|
}
|
|
|
|
if (_delayCtr) {
|
|
uint32 frameNumber = g_globals->_events.getFrameNumber();
|
|
|
|
if (frameNumber >= _frameNumber) {
|
|
_delayCtr -= frameNumber - _frameNumber;
|
|
_frameNumber = frameNumber;
|
|
|
|
if (_delayCtr < 0)
|
|
_delayCtr = 0;
|
|
}
|
|
}
|
|
|
|
if (_delayCtr)
|
|
return;
|
|
_delayCtr = _percent;
|
|
if (_step)
|
|
return;
|
|
|
|
bool flag = true;
|
|
switch (_rotationMode) {
|
|
case -1:
|
|
_currIndex -= _idxChange;
|
|
if (_currIndex < _start) {
|
|
flag = decDuration();
|
|
if (flag)
|
|
_currIndex = _end - 1;
|
|
}
|
|
break;
|
|
case 1:
|
|
_currIndex += _idxChange;
|
|
if (_currIndex >= _end) {
|
|
flag = decDuration();
|
|
if (flag)
|
|
_currIndex = _start;
|
|
}
|
|
|
|
// Added in Return to Ringworld
|
|
if (_currIndex < _start) {
|
|
flag = decDuration();
|
|
if (flag)
|
|
_currIndex = _end;
|
|
}
|
|
break;
|
|
case 2:
|
|
_currIndex += _idxChange;
|
|
if (_currIndex >= _end) {
|
|
flag = decDuration();
|
|
if (flag) {
|
|
_currIndex = _end - 2;
|
|
_rotationMode = 3;
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
_currIndex -= _idxChange;
|
|
if (_currIndex < _start) {
|
|
flag = decDuration();
|
|
if (flag) {
|
|
_currIndex = _start + 1;
|
|
_rotationMode = 2;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (flag) {
|
|
int count2 = _currIndex - _start;
|
|
int count = _end - _currIndex;
|
|
g_system->getPaletteManager()->setPalette((const byte *)&_palette[_currIndex * 3], _start, count);
|
|
|
|
if (count2 > 0) {
|
|
g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start * 3], _start + count, count2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void PaletteRotation::remove() {
|
|
Action *action = _action;
|
|
|
|
if (_idxChange)
|
|
g_system->getPaletteManager()->setPalette((const byte *)&_palette[_start * 3], _start, _end - _start);
|
|
|
|
_scenePalette->_listeners.remove(this);
|
|
|
|
delete this;
|
|
if (action)
|
|
action->signal();
|
|
}
|
|
|
|
void PaletteRotation::set(ScenePalette *palette, int start, int end, int rotationMode, int duration, Action *action) {
|
|
_duration = duration;
|
|
_step = false;
|
|
_action = action;
|
|
_scenePalette = palette;
|
|
|
|
Common::copy(&palette->_palette[0], &palette->_palette[256 * 3], &_palette[0]);
|
|
|
|
_start = start;
|
|
_end = end + 1;
|
|
_rotationMode = rotationMode;
|
|
|
|
switch (_rotationMode) {
|
|
case -1:
|
|
case 3:
|
|
_currIndex = _end;
|
|
break;
|
|
default:
|
|
_currIndex = _start;
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool PaletteRotation::decDuration() {
|
|
if (_duration) {
|
|
if (--_duration == 0) {
|
|
remove();
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void PaletteRotation::setDelay(int amount) {
|
|
_percent = _delayCtr = amount;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void PaletteFader::synchronize(Serializer &s) {
|
|
PaletteModifierCached::synchronize(s);
|
|
|
|
s.syncAsSint16LE(_step);
|
|
s.syncAsSint16LE(_percent);
|
|
s.syncBytes(&_palette[0], 256 * 3);
|
|
}
|
|
|
|
void PaletteFader::signal() {
|
|
_percent -= _step;
|
|
if (_percent > 0) {
|
|
_scenePalette->fade((byte *)_palette, true /* 256 */, _percent);
|
|
} else {
|
|
remove();
|
|
}
|
|
}
|
|
|
|
void PaletteFader::remove() {
|
|
// Save of a copy of the object's action, since it will be used after the object is destroyed
|
|
Action *action = _action;
|
|
|
|
Common::copy(&_palette[0], &_palette[256 * 3], &_scenePalette->_palette[0]);
|
|
_scenePalette->refresh();
|
|
_scenePalette->_listeners.remove(this);
|
|
delete this;
|
|
|
|
if (action)
|
|
action->signal();
|
|
}
|
|
|
|
void PaletteFader::setPalette(ScenePalette *palette, int step) {
|
|
if (step < 0) {
|
|
// Reverse step means moving from dest palette to source, so swap the two palettes
|
|
byte tempPal[256 * 3];
|
|
Common::copy(&palette->_palette[0], &palette->_palette[256 * 3], &tempPal[0]);
|
|
Common::copy(&this->_palette[0], &this->_palette[256 * 3], &palette->_palette[0]);
|
|
Common::copy(&tempPal[0], &tempPal[256 * 3], &this->_palette[0]);
|
|
|
|
step = -step;
|
|
}
|
|
|
|
PaletteModifierCached::setPalette(palette, step);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
ScenePalette::ScenePalette() {
|
|
// Set a default gradiant range
|
|
byte *palData = &_palette[0];
|
|
for (int idx = 0; idx < 256; ++idx) {
|
|
*palData++ = idx;
|
|
*palData++ = idx;
|
|
*palData++ = idx;
|
|
}
|
|
|
|
_redColor = _greenColor = _blueColor = 0;
|
|
_aquaColor = 0;
|
|
_purpleColor = 0;
|
|
_limeColor = 0;
|
|
}
|
|
|
|
ScenePalette::~ScenePalette() {
|
|
clearListeners();
|
|
}
|
|
|
|
ScenePalette::ScenePalette(int paletteNum) {
|
|
_redColor = _greenColor = _blueColor = 0;
|
|
_aquaColor = 0;
|
|
_purpleColor = 0;
|
|
_limeColor = 0;
|
|
|
|
loadPalette(paletteNum);
|
|
}
|
|
|
|
bool ScenePalette::loadPalette(int paletteNum) {
|
|
byte *palData = g_resourceManager->getResource(RES_PALETTE, paletteNum, 0, true);
|
|
if (!palData)
|
|
return false;
|
|
|
|
int palStart = READ_LE_UINT16(palData);
|
|
int palSize = READ_LE_UINT16(palData + 2);
|
|
assert(palSize <= 256);
|
|
|
|
byte *destP = &_palette[palStart * 3];
|
|
byte *srcP = palData + 6;
|
|
|
|
Common::copy(&srcP[0], &srcP[palSize * 3], destP);
|
|
|
|
DEALLOCATE(palData);
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Loads a palette from the passed raw data block
|
|
*/
|
|
void ScenePalette::loadPalette(const byte *pSrc, int start, int count) {
|
|
Common::copy(pSrc, pSrc + count * 3, &_palette[start * 3]);
|
|
}
|
|
|
|
void ScenePalette::refresh() {
|
|
// Set indexes for standard colors to closest color in the palette
|
|
_colors.background = indexOf(255, 255, 255); // White background
|
|
_colors.foreground = indexOf(0, 0, 0); // Black foreground
|
|
_redColor = indexOf(180, 0, 0); // Red-ish
|
|
_greenColor = indexOf(0, 180, 0); // Green-ish
|
|
_blueColor = indexOf(0, 0, 180); // Blue-ish
|
|
_aquaColor = indexOf(0, 180, 180); // Aqua
|
|
_purpleColor = indexOf(180, 0, 180); // Purple
|
|
_limeColor = indexOf(180, 180, 0); // Lime
|
|
|
|
// Refresh the palette
|
|
g_system->getPaletteManager()->setPalette((const byte *)&_palette[0], 0, 256);
|
|
}
|
|
|
|
/**
|
|
* Loads a section of the palette into the game palette
|
|
*/
|
|
void ScenePalette::setPalette(int index, int count) {
|
|
g_system->getPaletteManager()->setPalette((const byte *)&_palette[index * 3], index, count);
|
|
}
|
|
|
|
/**
|
|
* Get a palette entry
|
|
*/
|
|
void ScenePalette::getEntry(int index, uint *r, uint *g, uint *b) {
|
|
*r = _palette[index * 3];
|
|
*g = _palette[index * 3 + 1];
|
|
*b = _palette[index * 3 + 2];
|
|
}
|
|
|
|
/**
|
|
* Set a palette entry
|
|
*/
|
|
void ScenePalette::setEntry(int index, uint r, uint g, uint b) {
|
|
_palette[index * 3] = r;
|
|
_palette[index * 3 + 1] = g;
|
|
_palette[index * 3 + 2] = b;
|
|
}
|
|
|
|
/**
|
|
* Returns the palette index with the closest matching color to that specified
|
|
* @param r R component
|
|
* @param g G component
|
|
* @param b B component
|
|
* @param threshold Closeness threshold.
|
|
* @param start Starting index
|
|
* @param count Number of indexes to scan
|
|
* @remarks A threshold may be provided to specify how close the matching color must be
|
|
*/
|
|
uint8 ScenePalette::indexOf(uint r, uint g, uint b, int threshold, int start, int count) {
|
|
int palIndex = -1;
|
|
byte *palData = &_palette[0];
|
|
|
|
for (int i = start; i < (start + count); ++i) {
|
|
byte ir = *palData++;
|
|
byte ig = *palData++;
|
|
byte ib = *palData++;
|
|
int rDiff = abs(ir - (int)r);
|
|
int gDiff = abs(ig - (int)g);
|
|
int bDiff = abs(ib - (int)b);
|
|
|
|
int idxThreshold = rDiff * rDiff + gDiff * gDiff + bDiff * bDiff;
|
|
if (idxThreshold < threshold) {
|
|
threshold = idxThreshold;
|
|
palIndex = i;
|
|
}
|
|
}
|
|
|
|
return palIndex;
|
|
}
|
|
|
|
/**
|
|
* Loads the specified range of the palette with the current system palette
|
|
* @param start Start index
|
|
* @param count Number of palette entries
|
|
*/
|
|
void ScenePalette::getPalette(int start, int count) {
|
|
g_system->getPaletteManager()->grabPalette((byte *)&_palette[start], start, count);
|
|
}
|
|
|
|
void ScenePalette::signalListeners() {
|
|
SynchronizedList<PaletteModifier *>::iterator i = _listeners.begin();
|
|
while (i != _listeners.end()) {
|
|
PaletteModifier *obj = *i;
|
|
++i;
|
|
obj->signal();
|
|
}
|
|
}
|
|
|
|
void ScenePalette::clearListeners() {
|
|
SynchronizedList<PaletteModifier *>::iterator i = _listeners.begin();
|
|
while (i != _listeners.end()) {
|
|
PaletteModifier *obj = *i;
|
|
++i;
|
|
obj->remove();
|
|
}
|
|
}
|
|
|
|
void ScenePalette::fade(const byte *adjustData, bool fullAdjust, int percent) {
|
|
byte tempPalette[256 * 3];
|
|
|
|
// Ensure the percent adjustment is within 0 - 100%
|
|
percent = CLIP(percent, 0, 100);
|
|
|
|
for (int palIndex = 0; palIndex < 256; ++palIndex) {
|
|
const byte *srcP = (const byte *)&_palette[palIndex * 3];
|
|
byte *destP = &tempPalette[palIndex * 3];
|
|
|
|
for (int rgbIndex = 0; rgbIndex < 3; ++rgbIndex, ++srcP, ++destP) {
|
|
*destP = *srcP - ((*srcP - adjustData[rgbIndex]) * (100 - percent)) / 100;
|
|
}
|
|
|
|
if (fullAdjust)
|
|
adjustData += 3;
|
|
}
|
|
|
|
// Set the altered palette
|
|
g_system->getPaletteManager()->setPalette((const byte *)&tempPalette[0], 0, 256);
|
|
GLOBALS._screen.update();
|
|
}
|
|
|
|
PaletteRotation *ScenePalette::addRotation(int start, int end, int rotationMode, int duration, Action *action) {
|
|
PaletteRotation *obj = new PaletteRotation();
|
|
|
|
if ((rotationMode == 2) || (rotationMode == 3))
|
|
duration <<= 1;
|
|
|
|
obj->set(this, start, end, rotationMode, duration, action);
|
|
_listeners.push_back(obj);
|
|
return obj;
|
|
}
|
|
|
|
PaletteFader *ScenePalette::addFader(const byte *arrBufferRGB, int palSize, int step, Action *action) {
|
|
PaletteFader *fader = new PaletteFader();
|
|
fader->_action = action;
|
|
for (int i = 0; i < 256 * 3; i += 3) {
|
|
fader->_palette[i] = *(arrBufferRGB + 0);
|
|
fader->_palette[i + 1] = *(arrBufferRGB + 1);
|
|
fader->_palette[i + 2] = *(arrBufferRGB + 2);
|
|
|
|
if (palSize > 1)
|
|
arrBufferRGB += 3;
|
|
}
|
|
|
|
fader->setPalette(this, step);
|
|
g_globals->_scenePalette._listeners.push_back(fader);
|
|
return fader;
|
|
}
|
|
|
|
|
|
void ScenePalette::changeBackground(const Rect &bounds, FadeMode fadeMode) {
|
|
ScenePalette tempPalette;
|
|
|
|
if (g_globals->_sceneManager._hasPalette) {
|
|
if ((fadeMode == FADEMODE_GRADUAL) || (fadeMode == FADEMODE_IMMEDIATE)) {
|
|
// Fade out any active palette
|
|
tempPalette.getPalette();
|
|
uint32 adjustData = 0;
|
|
|
|
for (int percent = 100; percent >= 0; percent -= 5) {
|
|
if (fadeMode == FADEMODE_IMMEDIATE)
|
|
percent = 0;
|
|
tempPalette.fade((byte *)&adjustData, false, percent);
|
|
g_system->delayMillis(10);
|
|
}
|
|
} else {
|
|
g_globals->_scenePalette.refresh();
|
|
g_globals->_sceneManager._hasPalette = false;
|
|
}
|
|
}
|
|
|
|
Rect tempRect = bounds;
|
|
if (g_vm->getGameID() != GType_Ringworld && g_vm->getGameID() != GType_Sherlock1)
|
|
tempRect.setHeight(T2_GLOBALS._interfaceY);
|
|
|
|
g_globals->_screen.copyFrom(g_globals->_sceneManager._scene->_backSurface,
|
|
tempRect, Rect(0, 0, tempRect.width(), tempRect.height()), NULL);
|
|
if (g_vm->getGameID() == GType_Ringworld2 && !GLOBALS._player._uiEnabled
|
|
&& T2_GLOBALS._interfaceY == UI_INTERFACE_Y) {
|
|
g_globals->_screen.fillRect(Rect(0, UI_INTERFACE_Y, SCREEN_WIDTH, SCREEN_HEIGHT - 1), 0);
|
|
}
|
|
|
|
for (SynchronizedList<PaletteModifier *>::iterator i = tempPalette._listeners.begin(); i != tempPalette._listeners.end(); ++i)
|
|
delete *i;
|
|
tempPalette._listeners.clear();
|
|
}
|
|
|
|
void ScenePalette::synchronize(Serializer &s) {
|
|
if (s.getVersion() >= 2)
|
|
SavedObject::synchronize(s);
|
|
if (s.getVersion() >= 5)
|
|
_listeners.synchronize(s);
|
|
|
|
s.syncBytes(_palette, 256 * 3);
|
|
s.syncAsSint32LE(_colors.foreground);
|
|
s.syncAsSint32LE(_colors.background);
|
|
|
|
if (s.getVersion() < 12) {
|
|
int useless = 0;
|
|
s.syncAsSint32LE(useless);
|
|
}
|
|
|
|
s.syncAsByte(_redColor);
|
|
s.syncAsByte(_greenColor);
|
|
s.syncAsByte(_blueColor);
|
|
s.syncAsByte(_aquaColor);
|
|
s.syncAsByte(_purpleColor);
|
|
s.syncAsByte(_limeColor);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void SceneItem::synchronize(Serializer &s) {
|
|
EventHandler::synchronize(s);
|
|
|
|
_bounds.synchronize(s);
|
|
s.syncString(_msg);
|
|
|
|
if (s.getVersion() < 15) {
|
|
int useless = 0;
|
|
s.syncAsSint32LE(useless);
|
|
s.syncAsSint32LE(useless);
|
|
}
|
|
|
|
s.syncAsSint16LE(_position.x); s.syncAsSint32LE(_position.y);
|
|
s.syncAsSint16LE(_yDiff);
|
|
s.syncAsSint32LE(_sceneRegionId);
|
|
}
|
|
|
|
void SceneItem::remove() {
|
|
g_globals->_sceneItems.remove(this);
|
|
}
|
|
|
|
bool SceneItem::startAction(CursorType action, Event &event) {
|
|
if (g_vm->getGameID() == GType_Ringworld) {
|
|
doAction(action);
|
|
return true;
|
|
} else if ((action == CURSOR_LOOK) || (action == CURSOR_USE) || (action == CURSOR_TALK) ||
|
|
(action < CURSOR_LOOK)) {
|
|
doAction(action);
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SceneItem::doAction(int action) {
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
Event dummyEvent;
|
|
((Ringworld2::SceneExt *)GLOBALS._sceneManager._scene)->display((CursorType)action, dummyEvent);
|
|
} else {
|
|
const char *msg = NULL;
|
|
|
|
switch ((int)action) {
|
|
case CURSOR_LOOK:
|
|
msg = LOOK_SCENE_HOTSPOT;
|
|
break;
|
|
case CURSOR_USE:
|
|
msg = USE_SCENE_HOTSPOT;
|
|
break;
|
|
case CURSOR_TALK:
|
|
msg = TALK_SCENE_HOTSPOT;
|
|
break;
|
|
case 0x1000:
|
|
msg = SPECIAL_SCENE_HOTSPOT;
|
|
break;
|
|
default:
|
|
msg = DEFAULT_SCENE_HOTSPOT;
|
|
break;
|
|
}
|
|
|
|
GUIErrorMessage(msg);
|
|
}
|
|
}
|
|
|
|
bool SceneItem::contains(const Common::Point &pt) {
|
|
const Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds;
|
|
|
|
if (_sceneRegionId == 0)
|
|
return _bounds.contains(pt.x + sceneBounds.left, pt.y + sceneBounds.top);
|
|
else
|
|
return g_globals->_sceneRegions.indexOf(Common::Point(pt.x + sceneBounds.left,
|
|
pt.y + sceneBounds.top)) == _sceneRegionId;
|
|
}
|
|
|
|
void SceneItem::display(int resNum, int lineNum, ...) {
|
|
Common::String msg = (!resNum || (resNum == -1)) ? Common::String() :
|
|
g_resourceManager->getMessage(resNum, lineNum);
|
|
|
|
if ((g_vm->getGameID() != GType_Ringworld) && (g_vm->getGameID() != GType_Ringworld2)
|
|
&& T2_GLOBALS._uiElements._active)
|
|
T2_GLOBALS._uiElements.hide();
|
|
|
|
if (g_globals->_sceneObjects->contains(&g_globals->_sceneText)) {
|
|
g_globals->_sceneText.remove();
|
|
g_globals->_sceneObjects->draw();
|
|
}
|
|
|
|
Common::Point pos(160, 100);
|
|
Rect textRect;
|
|
int maxWidth = 120;
|
|
bool keepOnscreen = false;
|
|
bool centerText = g_vm->getGameID() != GType_BlueForce;
|
|
Common::List<int> playList;
|
|
|
|
if (resNum != 0) {
|
|
va_list va;
|
|
va_start(va, lineNum);
|
|
|
|
if (resNum == -1)
|
|
msg = Common::String(va_arg(va, const char *));
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
// Pre-process the string for any sound information
|
|
while (msg.hasPrefix("!")) {
|
|
msg.deleteChar(0);
|
|
playList.push_back(atoi(msg.c_str()));
|
|
|
|
while (!msg.empty() && (*msg.c_str() >= '0' && *msg.c_str() <= '9'))
|
|
msg.deleteChar(0);
|
|
}
|
|
}
|
|
|
|
int mode;
|
|
do {
|
|
// Get next instruction
|
|
mode = va_arg(va, int);
|
|
|
|
switch (mode) {
|
|
case SET_WIDTH:
|
|
// Set width
|
|
maxWidth = va_arg(va, int);
|
|
g_globals->_sceneText._width = maxWidth;
|
|
break;
|
|
case SET_X:
|
|
// Set the X Position
|
|
pos.x = va_arg(va, int);
|
|
break;
|
|
case SET_Y:
|
|
// Set the Y Position
|
|
pos.y = va_arg(va, int);
|
|
break;
|
|
case SET_FONT:
|
|
// Set the font number
|
|
g_globals->_sceneText._fontNumber = va_arg(va, int);
|
|
g_globals->gfxManager()._font.setFontNumber(g_globals->_sceneText._fontNumber);
|
|
break;
|
|
case SET_BG_COLOR: {
|
|
// Set the background color
|
|
int bgColor = va_arg(va, int);
|
|
g_globals->gfxManager()._font._colors.background = bgColor;
|
|
if (!bgColor)
|
|
g_globals->gfxManager().setFillFlag(false);
|
|
break;
|
|
}
|
|
case SET_FG_COLOR:
|
|
// Set the foreground color
|
|
g_globals->_sceneText._color1 = va_arg(va, int);
|
|
g_globals->gfxManager()._font._colors.foreground = g_globals->_sceneText._color1;
|
|
break;
|
|
case SET_KEEP_ONSCREEN:
|
|
// Suppresses immediate display
|
|
keepOnscreen = va_arg(va, int) != 0;
|
|
break;
|
|
case SET_EXT_BGCOLOR: {
|
|
// Set secondary bg color
|
|
int v = va_arg(va, int);
|
|
g_globals->_sceneText._color2 = v;
|
|
g_globals->gfxManager()._font._colors2.background = v;
|
|
break;
|
|
}
|
|
case SET_EXT_FGCOLOR: {
|
|
// Set secondary fg color
|
|
int v = va_arg(va, int);
|
|
g_globals->_sceneText._color3 = v;
|
|
g_globals->gfxManager()._font._colors.foreground = v;
|
|
break;
|
|
}
|
|
case SET_POS_MODE:
|
|
// Set whether a custom x/y is used
|
|
centerText = va_arg(va, int) != 0;
|
|
break;
|
|
case SET_TEXT_MODE:
|
|
// Set the text mode
|
|
g_globals->_sceneText._textMode = (TextAlign)va_arg(va, int);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} while (mode != LIST_END);
|
|
|
|
va_end(va);
|
|
}
|
|
|
|
if (resNum) {
|
|
// Get required bounding size
|
|
GfxFont font;
|
|
font.setFontNumber(g_globals->_sceneText._fontNumber);
|
|
font.getStringBounds(msg.c_str(), textRect, maxWidth);
|
|
|
|
Rect screenBounds = g_globals->gfxManager()._bounds;
|
|
if (g_vm->getGameID() == GType_Ringworld2)
|
|
screenBounds.collapse(20, 15);
|
|
|
|
// Center the text at the specified position, and then constrain it to be-
|
|
textRect.center(pos.x, pos.y);
|
|
textRect.contain(screenBounds);
|
|
|
|
if (centerText) {
|
|
g_globals->_sceneText._color1 = g_globals->_sceneText._color2;
|
|
g_globals->_sceneText._color2 = 0;
|
|
g_globals->_sceneText._color3 = 0;
|
|
}
|
|
|
|
g_globals->_sceneText.setup(msg);
|
|
if (centerText) {
|
|
g_globals->_sceneText.setPosition(Common::Point(
|
|
g_globals->_sceneManager._scene->_sceneBounds.left + textRect.left,
|
|
g_globals->_sceneManager._scene->_sceneBounds.top + textRect.top), 0);
|
|
} else {
|
|
g_globals->_sceneText.setPosition(pos, 0);
|
|
}
|
|
|
|
g_globals->_sceneText.fixPriority(255);
|
|
|
|
// In Return to Ringworld, if in voice mode only, don't show the text
|
|
if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE)
|
|
&& !(R2_GLOBALS._speechSubtitles & SPEECH_TEXT))
|
|
g_globals->_sceneText.hide();
|
|
|
|
g_globals->_sceneObjects->draw();
|
|
}
|
|
|
|
// For Return to Ringworld, play the voice overs in sequence
|
|
if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE)
|
|
&& !playList.empty()) {
|
|
R2_GLOBALS._playStream.play(*playList.begin(), NULL);
|
|
playList.pop_front();
|
|
}
|
|
|
|
// Unless the flag is set to keep the message on-screen, show it until a mouse or keypress, then remove it
|
|
if (!keepOnscreen && !msg.empty()) {
|
|
Event event;
|
|
|
|
// Keep event on-screen until a mouse or keypress
|
|
while (!g_vm->shouldQuit() && !g_globals->_events.getEvent(event,
|
|
EVENT_BUTTON_DOWN | EVENT_KEYPRESS)) {
|
|
GLOBALS._screen.update();
|
|
g_system->delayMillis(10);
|
|
|
|
if ((g_vm->getGameID() == GType_Ringworld2) && (R2_GLOBALS._speechSubtitles & SPEECH_VOICE)) {
|
|
// Allow the play stream to do processing
|
|
R2_GLOBALS._playStream.dispatch();
|
|
if (!R2_GLOBALS._playStream.isPlaying()) {
|
|
// Check if there are further voice samples to play
|
|
if (!playList.empty()) {
|
|
R2_GLOBALS._playStream.play(*playList.begin(), NULL);
|
|
playList.pop_front();
|
|
} else if (!(R2_GLOBALS._speechSubtitles & SPEECH_TEXT)) {
|
|
// If not showing text, don't both waiting for a click to end
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2)
|
|
R2_GLOBALS._playStream.stop();
|
|
|
|
g_globals->_sceneText.remove();
|
|
}
|
|
|
|
if ((g_vm->getGameID() != GType_Ringworld) && (g_vm->getGameID() != GType_Ringworld2)
|
|
&& T2_GLOBALS._uiElements._active) {
|
|
// Show user interface
|
|
T2_GLOBALS._uiElements.show();
|
|
|
|
// Re-show the cursor
|
|
BF_GLOBALS._events.setCursor(BF_GLOBALS._events.getCursor());
|
|
}
|
|
}
|
|
|
|
void SceneItem::display2(int resNum, int lineNum) {
|
|
switch (g_vm->getGameID()) {
|
|
case GType_BlueForce:
|
|
display(resNum, lineNum, SET_WIDTH, 312,
|
|
SET_X, 4 + GLOBALS._sceneManager._scene->_sceneBounds.left,
|
|
SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + UI_INTERFACE_Y + 2,
|
|
SET_FONT, 4, SET_BG_COLOR, 1, SET_FG_COLOR, 19, SET_EXT_BGCOLOR, 9,
|
|
SET_EXT_FGCOLOR, 13, LIST_END);
|
|
break;
|
|
case GType_Ringworld2:
|
|
display(resNum, lineNum, SET_WIDTH, 280, SET_X, 160, SET_Y, 20, SET_POS_MODE, ALIGN_CENTER,
|
|
SET_EXT_BGCOLOR, 60, LIST_END);
|
|
break;
|
|
default:
|
|
display(resNum, lineNum, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SceneItem::display(const Common::String &msg) {
|
|
assert(g_vm->getGameID() == GType_BlueForce);
|
|
|
|
display(-1, -1, msg.c_str(),
|
|
SET_WIDTH, 312,
|
|
SET_X, 4 + GLOBALS._sceneManager._scene->_sceneBounds.left,
|
|
SET_Y, GLOBALS._sceneManager._scene->_sceneBounds.top + UI_INTERFACE_Y + 2,
|
|
SET_FONT, 4, SET_BG_COLOR, 1, SET_FG_COLOR, 19, SET_EXT_BGCOLOR, 9,
|
|
SET_EXT_FGCOLOR, 13, LIST_END);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
SceneHotspot::SceneHotspot(): SceneItem() {
|
|
_lookLineNum = _useLineNum = _talkLineNum = 0;
|
|
_resNum = 0;
|
|
}
|
|
|
|
void SceneHotspot::synchronize(Serializer &s) {
|
|
SceneItem::synchronize(s);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
// In R2R, the following fields were moved into the SceneItem class
|
|
s.syncAsSint16LE(_resNum);
|
|
s.syncAsSint16LE(_lookLineNum);
|
|
s.syncAsSint16LE(_useLineNum);
|
|
s.syncAsSint16LE(_talkLineNum);
|
|
}
|
|
}
|
|
|
|
bool SceneHotspot::startAction(CursorType action, Event &event) {
|
|
switch (g_vm->getGameID()) {
|
|
case GType_BlueForce: {
|
|
BlueForce::SceneExt *scene = (BlueForce::SceneExt *)BF_GLOBALS._sceneManager._scene;
|
|
assert(scene);
|
|
return scene->display(action);
|
|
}
|
|
case GType_Ringworld2: {
|
|
switch (action) {
|
|
case CURSOR_LOOK:
|
|
if (_lookLineNum != -1) {
|
|
SceneItem::display2(_resNum, _lookLineNum);
|
|
return true;
|
|
}
|
|
break;
|
|
case CURSOR_USE:
|
|
if (_useLineNum != -1) {
|
|
SceneItem::display2(_resNum, _useLineNum);
|
|
return true;
|
|
}
|
|
break;
|
|
case CURSOR_TALK:
|
|
if (_talkLineNum != -1) {
|
|
SceneItem::display2(_resNum, _talkLineNum);
|
|
return true;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ((Ringworld2::SceneExt *)GLOBALS._sceneManager._scene)->display(action, event);
|
|
}
|
|
default:
|
|
return SceneItem::startAction(action, event);
|
|
}
|
|
}
|
|
|
|
void SceneHotspot::doAction(int action) {
|
|
switch ((int)action) {
|
|
case CURSOR_LOOK:
|
|
if (g_vm->getGameID() == GType_BlueForce)
|
|
SceneItem::display(LOOK_SCENE_HOTSPOT);
|
|
else
|
|
display(1, 0, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
|
|
break;
|
|
case CURSOR_USE:
|
|
if (g_vm->getGameID() == GType_BlueForce)
|
|
SceneItem::display(USE_SCENE_HOTSPOT);
|
|
else
|
|
display(1, 5, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
|
|
break;
|
|
case CURSOR_TALK:
|
|
if (g_vm->getGameID() == GType_BlueForce)
|
|
SceneItem::display(TALK_SCENE_HOTSPOT);
|
|
else
|
|
display(1, 15, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
|
|
break;
|
|
case CURSOR_WALK:
|
|
break;
|
|
default:
|
|
if (g_vm->getGameID() == GType_BlueForce)
|
|
SceneItem::display(DEFAULT_SCENE_HOTSPOT);
|
|
else
|
|
display(2, action, SET_Y, 20, SET_WIDTH, 200, SET_EXT_BGCOLOR, 7, LIST_END);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SceneHotspot::setDetails(int ys, int xs, int ye, int xe, const int resnum, const int lookLineNum, const int useLineNum) {
|
|
setBounds(ys, xe, ye, xs);
|
|
_resNum = resnum;
|
|
_lookLineNum = lookLineNum;
|
|
_useLineNum = useLineNum;
|
|
_talkLineNum = -1;
|
|
g_globals->_sceneItems.addItems(this, NULL);
|
|
}
|
|
|
|
void SceneHotspot::setDetails(const Rect &bounds, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
|
|
setBounds(bounds);
|
|
_resNum = resNum;
|
|
_lookLineNum = lookLineNum;
|
|
_talkLineNum = talkLineNum;
|
|
_useLineNum = useLineNum;
|
|
|
|
switch (mode) {
|
|
case 2:
|
|
g_globals->_sceneItems.push_front(this);
|
|
break;
|
|
case 4:
|
|
g_globals->_sceneItems.addBefore(item, this);
|
|
break;
|
|
case 5:
|
|
g_globals->_sceneItems.addAfter(item, this);
|
|
break;
|
|
default:
|
|
g_globals->_sceneItems.push_back(this);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SceneHotspot::setDetails(int sceneRegionId, int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode) {
|
|
_sceneRegionId = sceneRegionId;
|
|
_resNum = resNum;
|
|
_lookLineNum = lookLineNum;
|
|
_talkLineNum = talkLineNum;
|
|
_useLineNum = useLineNum;
|
|
|
|
// Handle adding hotspot to scene items list as necessary
|
|
switch (mode) {
|
|
case 2:
|
|
GLOBALS._sceneItems.push_front(this);
|
|
break;
|
|
case 3:
|
|
break;
|
|
default:
|
|
GLOBALS._sceneItems.push_back(this);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SceneHotspot::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum, int mode, SceneItem *item) {
|
|
_resNum = resNum;
|
|
_lookLineNum = lookLineNum;
|
|
_talkLineNum = talkLineNum;
|
|
_useLineNum = useLineNum;
|
|
|
|
switch (mode) {
|
|
case 2:
|
|
g_globals->_sceneItems.push_front(this);
|
|
break;
|
|
case 4:
|
|
g_globals->_sceneItems.addBefore(item, this);
|
|
break;
|
|
case 5:
|
|
g_globals->_sceneItems.addAfter(item, this);
|
|
break;
|
|
default:
|
|
g_globals->_sceneItems.push_back(this);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void SceneHotspot::setDetails(int resNum, int lookLineNum, int talkLineNum, int useLineNum) {
|
|
_resNum = resNum;
|
|
_lookLineNum = lookLineNum;
|
|
_talkLineNum = talkLineNum;
|
|
_useLineNum = useLineNum;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void SceneObjectWrapper::setSceneObject(SceneObject *so) {
|
|
_sceneObject = so;
|
|
so->_strip = 1;
|
|
so->_flags |= OBJFLAG_PANES;
|
|
}
|
|
|
|
void SceneObjectWrapper::synchronize(Serializer &s) {
|
|
EventHandler::synchronize(s);
|
|
SYNC_POINTER(_sceneObject);
|
|
}
|
|
|
|
void SceneObjectWrapper::remove() {
|
|
delete this;
|
|
}
|
|
|
|
void SceneObjectWrapper::dispatch() {
|
|
if (g_vm->getGameID() == GType_Ringworld)
|
|
check();
|
|
}
|
|
|
|
void SceneObjectWrapper::check() {
|
|
_visageImages.setVisage(_sceneObject->_visage);
|
|
int visageCount = _visageImages.getFrameCount();
|
|
int angle = _sceneObject->_angle;
|
|
int strip = _sceneObject->_strip;
|
|
|
|
if (visageCount == 4) {
|
|
if ((angle > 314) || (angle < 45))
|
|
strip = 4;
|
|
if ((angle > 44) && (angle < 135))
|
|
strip = 1;
|
|
if ((angle >= 135) && (angle < 225))
|
|
strip = 3;
|
|
if ((angle >= 225) && (angle < 315))
|
|
strip = 2;
|
|
} else if (visageCount == 8) {
|
|
if ((angle > 330) || (angle < 30))
|
|
strip = 4;
|
|
if ((angle >= 30) && (angle < 70))
|
|
strip = 7;
|
|
if ((angle >= 70) && (angle < 110))
|
|
strip = 1;
|
|
if ((angle >= 110) && (angle < 150))
|
|
strip = 5;
|
|
if ((angle >= 150) && (angle < 210))
|
|
strip = 3;
|
|
if ((angle >= 210) && (angle < 250))
|
|
strip = 6;
|
|
if ((angle >= 250) && (angle < 290))
|
|
strip = 2;
|
|
if ((angle >= 290) && (angle < 331))
|
|
strip = 8;
|
|
}
|
|
|
|
if (strip > visageCount)
|
|
strip = visageCount;
|
|
|
|
_sceneObject->setStrip(strip);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
SceneObject::SceneObject() : SceneHotspot() {
|
|
_endAction = NULL;
|
|
_mover = NULL;
|
|
_objectWrapper = NULL;
|
|
_flags = 0;
|
|
_walkStartFrame = 0;
|
|
_animateMode = ANIM_MODE_NONE;
|
|
_updateStartFrame = 0;
|
|
_moveDiff.x = 5;
|
|
_moveDiff.y = 3;
|
|
_numFrames = 10;
|
|
_moveRate = 10;
|
|
_regionBitList = 0;
|
|
_sceneRegionId = 0;
|
|
_percent = 100;
|
|
_flags |= OBJFLAG_PANES;
|
|
_priority = 0;
|
|
|
|
_frameChange = 0;
|
|
_visage = 0;
|
|
_strip = 0;
|
|
_frame = 0;
|
|
_effect = EFFECT_NONE;
|
|
_shade = _oldShade = 0;
|
|
_linkedActor = NULL;
|
|
|
|
_actorDestPos = Common::Point(0, 0);
|
|
_angle = 0;
|
|
_xs = 0;
|
|
_xe = 0;
|
|
_endFrame = 0;
|
|
_loopCount = 0;
|
|
_regionIndex = 0;
|
|
_shadowMap = NULL;
|
|
}
|
|
|
|
SceneObject::SceneObject(const SceneObject &so) : SceneHotspot() {
|
|
*this = so;
|
|
if (_objectWrapper)
|
|
// Create a fresh object wrapper for this object
|
|
_objectWrapper = new SceneObjectWrapper();
|
|
}
|
|
|
|
SceneObject::~SceneObject() {
|
|
delete _mover;
|
|
delete _objectWrapper;
|
|
}
|
|
|
|
int SceneObject::getNewFrame() {
|
|
int frameNum = _frame + _frameChange;
|
|
|
|
if (_frameChange > 0) {
|
|
if (frameNum > getFrameCount()) {
|
|
frameNum = 1;
|
|
if (_animateMode == ANIM_MODE_1)
|
|
++frameNum;
|
|
}
|
|
} else if (frameNum < 1) {
|
|
frameNum = getFrameCount();
|
|
}
|
|
|
|
return frameNum;
|
|
}
|
|
|
|
int SceneObject::getFrameCount() {
|
|
_visageImages.setVisage(_visage, _strip);
|
|
return _visageImages.getFrameCount();
|
|
}
|
|
|
|
void SceneObject::animEnded() {
|
|
_animateMode = ANIM_MODE_NONE;
|
|
if (_endAction) {
|
|
Action *endAction = _endAction;
|
|
if (g_vm->getGameID() == GType_Ringworld2)
|
|
_endAction = NULL;
|
|
|
|
endAction->signal();
|
|
}
|
|
}
|
|
|
|
int SceneObject::changeFrame() {
|
|
int frameNum = _frame;
|
|
uint32 mouseCtr = g_globals->_events.getFrameNumber();
|
|
|
|
if ((_updateStartFrame <= mouseCtr) || (_animateMode == ANIM_MODE_1)) {
|
|
if (_numFrames > 0) {
|
|
int v = 60 / _numFrames;
|
|
_updateStartFrame = mouseCtr + v;
|
|
|
|
frameNum = getNewFrame();
|
|
}
|
|
}
|
|
|
|
return frameNum;
|
|
}
|
|
|
|
void SceneObject::setPosition(const Common::Point &p, int yDiff) {
|
|
_position = p;
|
|
_yDiff = yDiff;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
|
|
void SceneObject::setZoom(int percent) {
|
|
assert((percent >= -1) && (percent < 999));
|
|
if (percent != _percent) {
|
|
_percent = percent;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::updateZoom() {
|
|
changeZoom(_percent);
|
|
}
|
|
|
|
void SceneObject::changeZoom(int percent) {
|
|
if (percent == -1)
|
|
_flags &= ~OBJFLAG_ZOOMED;
|
|
else {
|
|
_flags |= OBJFLAG_ZOOMED;
|
|
setZoom(percent);
|
|
}
|
|
}
|
|
|
|
void SceneObject::setStrip(int stripNum) {
|
|
if (stripNum != _strip) {
|
|
_strip = stripNum;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::setStrip2(int stripNum) {
|
|
if (stripNum == -1)
|
|
_flags &= ~OBJFLAG_SUPPRESS_DISPATCH;
|
|
else {
|
|
_flags |= OBJFLAG_SUPPRESS_DISPATCH;
|
|
setStrip(stripNum);
|
|
}
|
|
}
|
|
|
|
void SceneObject::setFrame(int frameNum) {
|
|
if (frameNum != _frame) {
|
|
_frame = frameNum;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::setFrame2(int frameNum) {
|
|
if (frameNum != -1) {
|
|
_flags |= OBJFLAG_NO_UPDATES;
|
|
setFrame(frameNum);
|
|
} else {
|
|
_flags &= ~OBJFLAG_NO_UPDATES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::setPriority(int priority) {
|
|
if (priority != _priority) {
|
|
_priority = priority;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::fixPriority(int priority) {
|
|
if (priority == -1) {
|
|
_flags &= ~OBJFLAG_FIXED_PRIORITY;
|
|
} else {
|
|
_flags |= OBJFLAG_FIXED_PRIORITY;
|
|
setPriority(priority);
|
|
}
|
|
}
|
|
|
|
void SceneObject::setVisage(int visage) {
|
|
if (visage != _visage) {
|
|
_visage = visage;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::setObjectWrapper(SceneObjectWrapper *objWrapper) {
|
|
if (_objectWrapper)
|
|
_objectWrapper->remove();
|
|
_objectWrapper = objWrapper;
|
|
if (objWrapper)
|
|
objWrapper->setSceneObject(this);
|
|
}
|
|
|
|
void SceneObject::addMover(ObjectMover *mover, ...) {
|
|
if (_mover)
|
|
_mover->remove();
|
|
_mover = mover;
|
|
|
|
if (mover) {
|
|
// Set up the assigned mover
|
|
_walkStartFrame = g_globals->_events.getFrameNumber();
|
|
if (_moveRate != 0)
|
|
_walkStartFrame = 60 / _moveRate;
|
|
|
|
// Signal the mover that movement is beginning
|
|
va_list va;
|
|
va_start(va, mover);
|
|
mover->startMove(this, va);
|
|
va_end(va);
|
|
}
|
|
}
|
|
|
|
void SceneObject::getHorizBounds() {
|
|
Rect tempRect;
|
|
|
|
GfxSurface frame = getFrame();
|
|
tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent);
|
|
|
|
_xs = tempRect.left;
|
|
_xe = tempRect.right;
|
|
}
|
|
|
|
int SceneObject::getRegionIndex() {
|
|
return g_globals->_sceneRegions.indexOf(_position);
|
|
}
|
|
|
|
int SceneObject::checkRegion(const Common::Point &pt) {
|
|
Rect tempRect;
|
|
int regionIndex = 0;
|
|
|
|
// Temporarily change the position
|
|
Common::Point savedPos = _position;
|
|
_position = pt;
|
|
|
|
int regIndex = g_globals->_sceneRegions.indexOf(pt);
|
|
if (_regionBitList & (1 << regIndex))
|
|
regionIndex = regIndex;
|
|
|
|
// Restore position
|
|
_position = savedPos;
|
|
|
|
// Get the object's frame bounds
|
|
GfxSurface frame = getFrame();
|
|
tempRect.resize(frame, _position.x, _position.y - _yDiff, _percent);
|
|
|
|
int yPos, newY;
|
|
if ((_position.y - _yDiff) <= (pt.y - _yDiff)) {
|
|
yPos = _position.y - _yDiff;
|
|
newY = pt.y;
|
|
} else {
|
|
yPos = pt.y - _yDiff;
|
|
newY = _position.y;
|
|
}
|
|
newY -= _yDiff;
|
|
|
|
SynchronizedList<SceneObject *>::iterator i;
|
|
for (i = g_globals->_sceneObjects->begin(); (regionIndex == 0) && (i != g_globals->_sceneObjects->end()); ++i) {
|
|
if ((*i) && ((*i)->_flags & OBJFLAG_CHECK_REGION)) {
|
|
int objYDiff = (*i)->_position.y - _yDiff;
|
|
if ((objYDiff >= yPos) && (objYDiff <= newY) &&
|
|
((*i)->_xs < tempRect.right) && ((*i)->_xe > tempRect.left)) {
|
|
// Found index
|
|
regionIndex = (*i)->_regionIndex;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return regionIndex;
|
|
}
|
|
|
|
void SceneObject::animate(AnimateMode animMode, ...) {
|
|
_animateMode = animMode;
|
|
_updateStartFrame = g_globals->_events.getFrameNumber();
|
|
if (_numFrames)
|
|
_updateStartFrame += 60 / _numFrames;
|
|
|
|
va_list va;
|
|
va_start(va, animMode);
|
|
|
|
switch (_animateMode) {
|
|
case ANIM_MODE_NONE:
|
|
_endAction = NULL;
|
|
break;
|
|
|
|
case ANIM_MODE_1:
|
|
_frameChange = 1;
|
|
_oldPosition = _position;
|
|
_endAction = 0;
|
|
break;
|
|
|
|
case ANIM_MODE_2:
|
|
_frameChange = 1;
|
|
_endAction = NULL;
|
|
break;
|
|
|
|
case ANIM_MODE_3:
|
|
_frameChange = -1;
|
|
_endAction = NULL;
|
|
break;
|
|
|
|
case ANIM_MODE_4:
|
|
_endFrame = va_arg(va, int);
|
|
_frameChange = va_arg(va, int);
|
|
_endAction = va_arg(va, Action *);
|
|
if (_endFrame == _frame)
|
|
setFrame(getNewFrame());
|
|
break;
|
|
|
|
case ANIM_MODE_5:
|
|
_frameChange = 1;
|
|
_endFrame = getFrameCount();
|
|
_endAction = va_arg(va, Action *);
|
|
if (_endFrame == _frame)
|
|
setFrame(getNewFrame());
|
|
break;
|
|
|
|
case ANIM_MODE_6:
|
|
_frameChange = -1;
|
|
_endAction = va_arg(va, Action *);
|
|
_endFrame = 1;
|
|
if (_frame == _endFrame)
|
|
setFrame(getNewFrame());
|
|
break;
|
|
|
|
case ANIM_MODE_7:
|
|
_endFrame = va_arg(va, int);
|
|
_endAction = va_arg(va, Action *);
|
|
_frameChange = 1;
|
|
break;
|
|
|
|
case ANIM_MODE_8:
|
|
case ANIM_MODE_9:
|
|
if (_animateMode == ANIM_MODE_9 && g_vm->getGameID() == GType_Ringworld2) {
|
|
_frameChange = -1;
|
|
_oldPosition = _position;
|
|
} else {
|
|
_loopCount = va_arg(va, int);
|
|
_endAction = va_arg(va, Action *);
|
|
_frameChange = 1;
|
|
_endFrame = getFrameCount();
|
|
if (_frame == _endFrame)
|
|
setFrame(getNewFrame());
|
|
}
|
|
break;
|
|
}
|
|
va_end(va);
|
|
}
|
|
|
|
SceneObject *SceneObject::clone() const {
|
|
SceneObject *obj = new SceneObject(*this);
|
|
return obj;
|
|
}
|
|
|
|
void SceneObject::copy(SceneObject *src) {
|
|
*this = *src;
|
|
|
|
_objectWrapper = NULL;
|
|
_mover = NULL;
|
|
_endAction = NULL;
|
|
}
|
|
|
|
void SceneObject::checkAngle(const SceneObject *obj) {
|
|
checkAngle(obj->_position);
|
|
}
|
|
|
|
void SceneObject::checkAngle(const Common::Point &pt) {
|
|
int angleAmount = GfxManager::getAngle(_position, pt);
|
|
if (angleAmount != -1) {
|
|
_angle = angleAmount;
|
|
|
|
if (_animateMode == ANIM_MODE_9)
|
|
_angle = (angleAmount + 180) % 360;
|
|
}
|
|
|
|
if (_objectWrapper && (g_vm->getGameID() == GType_Ringworld))
|
|
_objectWrapper->dispatch();
|
|
}
|
|
|
|
void SceneObject::hide() {
|
|
_flags |= OBJFLAG_HIDE;
|
|
if (_flags & OBJFLAG_HIDING)
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
|
|
void SceneObject::show() {
|
|
if (_flags & OBJFLAG_HIDE) {
|
|
_flags &= ~OBJFLAG_HIDE;
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
int SceneObject::getSpliceArea(const SceneObject *obj) {
|
|
int xd = ABS(_position.x - obj->_position.x);
|
|
int yd = ABS(_position.y - obj->_position.y);
|
|
|
|
return (xd * xd + yd) / 2;
|
|
}
|
|
|
|
void SceneObject::synchronize(Serializer &s) {
|
|
SceneHotspot::synchronize(s);
|
|
|
|
s.syncAsUint32LE(_updateStartFrame);
|
|
s.syncAsUint32LE(_walkStartFrame);
|
|
s.syncAsSint16LE(_oldPosition.x); s.syncAsSint16LE(_oldPosition.y);
|
|
s.syncAsSint16LE(_percent);
|
|
s.syncAsSint16LE(_priority);
|
|
s.syncAsSint16LE(_angle);
|
|
s.syncAsUint32LE(_flags);
|
|
s.syncAsSint16LE(_xs);
|
|
s.syncAsSint16LE(_xe);
|
|
_paneRects[0].synchronize(s);
|
|
_paneRects[1].synchronize(s);
|
|
s.syncAsSint32LE(_visage);
|
|
SYNC_POINTER(_objectWrapper);
|
|
s.syncAsSint32LE(_strip);
|
|
SYNC_ENUM(_animateMode, AnimateMode);
|
|
s.syncAsSint32LE(_frame);
|
|
s.syncAsSint32LE(_endFrame);
|
|
s.syncAsSint32LE(_loopCount);
|
|
s.syncAsSint32LE(_frameChange);
|
|
s.syncAsSint32LE(_numFrames);
|
|
s.syncAsSint32LE(_regionIndex);
|
|
SYNC_POINTER(_mover);
|
|
s.syncAsSint16LE(_moveDiff.x); s.syncAsSint16LE(_moveDiff.y);
|
|
s.syncAsSint32LE(_moveRate);
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
s.syncAsSint16LE(_actorDestPos.x);
|
|
s.syncAsSint16LE(_actorDestPos.y);
|
|
}
|
|
SYNC_POINTER(_endAction);
|
|
s.syncAsUint32LE(_regionBitList);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
s.syncAsSint16LE(_effect);
|
|
s.syncAsSint16LE(_shade);
|
|
s.syncAsSint16LE(_oldShade);
|
|
SYNC_POINTER(_linkedActor);
|
|
}
|
|
}
|
|
|
|
void SceneObject::postInit(SceneObjectList *OwnerList) {
|
|
if (!OwnerList)
|
|
OwnerList = g_globals->_sceneObjects;
|
|
|
|
bool isExisting = OwnerList->contains(this);
|
|
if (!isExisting || ((_flags & OBJFLAG_REMOVE) != 0)) {
|
|
_percent = 100;
|
|
_priority = 255;
|
|
_flags = OBJFLAG_ZOOMED;
|
|
_visage = 0;
|
|
_strip = 1;
|
|
_frame = 1;
|
|
_objectWrapper = NULL;
|
|
_animateMode = ANIM_MODE_NONE;
|
|
_endAction = 0;
|
|
_mover = NULL;
|
|
_yDiff = 0;
|
|
_moveDiff.x = 5;
|
|
_moveDiff.y = 3;
|
|
_moveRate = 10;
|
|
_regionIndex = 0x40;
|
|
_numFrames = 10;
|
|
_regionBitList = 0;
|
|
|
|
if (!isExisting)
|
|
OwnerList->push_back(this);
|
|
_flags |= OBJFLAG_PANES;
|
|
}
|
|
}
|
|
|
|
void SceneObject::remove() {
|
|
SceneItem::remove();
|
|
if (g_globals->_sceneObjects->contains(this))
|
|
// For objects in the object list, flag the object for removal in the next drawing, so that
|
|
// the drawing code has a chance to restore the area previously covered by the object
|
|
_flags |= OBJFLAG_PANES | OBJFLAG_REMOVE | OBJFLAG_HIDE;
|
|
else
|
|
// Not in the list, so immediately remove the object
|
|
removeObject();
|
|
}
|
|
|
|
void SceneObject::dispatch() {
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
if (_shade != _oldShade)
|
|
_flags |= OBJFLAG_PANES;
|
|
_oldShade = _shade;
|
|
}
|
|
|
|
uint32 currTime = g_globals->_events.getFrameNumber();
|
|
if (_action)
|
|
_action->dispatch();
|
|
|
|
if (_mover && (_walkStartFrame <= currTime)) {
|
|
if (_moveRate) {
|
|
int frameInc = 60 / _moveRate;
|
|
_walkStartFrame = currTime + frameInc;
|
|
}
|
|
_mover->dispatch();
|
|
}
|
|
|
|
if (!(_flags & OBJFLAG_NO_UPDATES)) {
|
|
switch (_animateMode) {
|
|
case ANIM_MODE_1:
|
|
if (isNoMover())
|
|
setFrame(1);
|
|
else if ((_oldPosition.x != _position.x) || (_oldPosition.y != _position.y)) {
|
|
setFrame(changeFrame());
|
|
_oldPosition = _position;
|
|
|
|
}
|
|
break;
|
|
|
|
case ANIM_MODE_2:
|
|
case ANIM_MODE_3:
|
|
setFrame(changeFrame());
|
|
|
|
break;
|
|
case ANIM_MODE_4:
|
|
case ANIM_MODE_5:
|
|
case ANIM_MODE_6:
|
|
if (_frame == _endFrame)
|
|
animEnded();
|
|
else
|
|
setFrame(changeFrame());
|
|
break;
|
|
|
|
case ANIM_MODE_7:
|
|
if (changeFrame() != _frame) {
|
|
// Pick a new random frame
|
|
int frameNum = 0;
|
|
do {
|
|
int count = getFrameCount();
|
|
frameNum = g_globals->_randomSource.getRandomNumber(count - 1);
|
|
} while (frameNum == _frame);
|
|
|
|
setFrame(frameNum);
|
|
if (_endFrame) {
|
|
if (--_endFrame == 0)
|
|
animEnded();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case ANIM_MODE_8:
|
|
if (_frame == _endFrame) {
|
|
if (_frameChange != -1) {
|
|
_frameChange = -1;
|
|
_endFrame = 1;
|
|
|
|
setFrame(changeFrame());
|
|
} else if (!_loopCount || (--_loopCount > 0)) {
|
|
_frameChange = 1;
|
|
_endFrame = getFrameCount();
|
|
|
|
setFrame(changeFrame());
|
|
} else {
|
|
animEnded();
|
|
}
|
|
} else {
|
|
setFrame(changeFrame());
|
|
}
|
|
break;
|
|
|
|
case ANIM_MODE_9:
|
|
if (_frame == _endFrame) {
|
|
if (_frameChange != -1) {
|
|
_frameChange = -1;
|
|
_strip = ((_strip - 1) ^ 1) + 1;
|
|
_endFrame = 1;
|
|
} else if (!_loopCount || (--_loopCount > 0)) {
|
|
_frameChange = 1;
|
|
_endFrame = getFrameCount();
|
|
|
|
setFrame(changeFrame());
|
|
} else {
|
|
animEnded();
|
|
}
|
|
} else {
|
|
setFrame(changeFrame());
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Handle updating the zoom and/or priority
|
|
if (!(_flags & OBJFLAG_ZOOMED)) {
|
|
int yp = CLIP((int)_position.y, 0, 255);
|
|
setZoom(g_globals->_sceneManager._scene->_zoomPercents[yp]);
|
|
}
|
|
if (!(_flags & OBJFLAG_FIXED_PRIORITY)) {
|
|
setPriority(_position.y);
|
|
}
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
if (_linkedActor) {
|
|
_linkedActor->setPosition(_position);
|
|
_linkedActor->setStrip(_strip);
|
|
_linkedActor->setFrame(_frame);
|
|
}
|
|
|
|
int regionIndex = getRegionIndex();
|
|
if ((_effect == EFFECT_SHADED) && (regionIndex < 11))
|
|
_shade = regionIndex;
|
|
}
|
|
}
|
|
|
|
void SceneObject::calcAngle(const Common::Point &pt) {
|
|
int newAngle = GfxManager::getAngle(_position, pt);
|
|
if (newAngle != -1)
|
|
_angle = newAngle;
|
|
}
|
|
|
|
void SceneObject::removeObject() {
|
|
g_globals->_sceneItems.remove(this);
|
|
g_globals->_sceneObjects->remove(this);
|
|
|
|
if (_objectWrapper) {
|
|
_objectWrapper->remove();
|
|
_objectWrapper = NULL;
|
|
}
|
|
if (_mover) {
|
|
_mover->remove();
|
|
_mover = NULL;
|
|
}
|
|
if (_flags & OBJFLAG_CLONED)
|
|
// Cloned temporary object, so delete it
|
|
delete this;
|
|
}
|
|
|
|
GfxSurface SceneObject::getFrame() {
|
|
_visageImages.setVisage(_visage, _strip);
|
|
GfxSurface frame = _visageImages.getFrame(_frame);
|
|
|
|
// Reset any centroid adjustment flags, in
|
|
frame._flags &= ~(FRAME_FLIP_CENTROID_X | FRAME_FLIP_CENTROID_Y);
|
|
|
|
// For later games, check whether the appropriate object flags are set for flipping
|
|
if (g_vm->getGameID() != GType_Ringworld) {
|
|
if ((_flags & OBJFLAG_FLIP_CENTROID_X) || _visageImages._flipHoriz)
|
|
frame._flags |= FRAME_FLIP_CENTROID_X;
|
|
if ((_flags & OBJFLAG_FLIP_CENTROID_Y) || _visageImages._flipVert)
|
|
frame._flags |= FRAME_FLIP_CENTROID_Y;
|
|
}
|
|
|
|
// If shading is needed, post apply the shadiing onto the frame
|
|
if ((g_vm->getGameID() == GType_Ringworld2) && (_shade >= 1)) {
|
|
Graphics::Surface s = frame.lockSurface();
|
|
byte *p = (byte *)s.getPixels();
|
|
byte *endP = p + s.w * s.h;
|
|
|
|
while (p < endP) {
|
|
if (*p != frame._transColor)
|
|
*p = R2_GLOBALS._fadePaletteMap[_shade - 1][*p];
|
|
++p;
|
|
}
|
|
|
|
frame.unlockSurface();
|
|
}
|
|
|
|
return frame;
|
|
}
|
|
|
|
void SceneObject::reposition() {
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
if (!(_flags & OBJFLAG_ZOOMED)) {
|
|
setZoom(g_globals->_sceneManager._scene->_zoomPercents[MIN(_position.y, (int16)255)]);
|
|
}
|
|
}
|
|
|
|
GfxSurface frame = getFrame();
|
|
|
|
_bounds.resize(frame, _position.x, _position.y - _yDiff, _percent);
|
|
_xs = _bounds.left;
|
|
_xe = _bounds.right;
|
|
}
|
|
|
|
/**
|
|
* Draws an object into the scene
|
|
*/
|
|
void SceneObject::draw() {
|
|
Rect destRect = _bounds;
|
|
Scene *scene = g_globals->_sceneManager._scene;
|
|
destRect.translate(-scene->_sceneBounds.left, -scene->_sceneBounds.top);
|
|
GfxSurface frame = getFrame();
|
|
Region *priorityRegion = scene->_priorities.find(_priority);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
switch (_effect) {
|
|
case EFFECT_SHADOW_MAP: {
|
|
if (!_shadowMap)
|
|
_shadowMap = static_cast<Ringworld2::SceneExt *>(scene)->_shadowPaletteMap;
|
|
|
|
GLOBALS.gfxManager().getSurface().copyFrom(frame, frame.getBounds(),
|
|
destRect, priorityRegion, _shadowMap);
|
|
return;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
GLOBALS.gfxManager().copyFrom(frame, destRect, priorityRegion);
|
|
}
|
|
|
|
/**
|
|
* Refreshes the background around the area of a scene object prior to it's being redrawn,
|
|
* in case it is moving
|
|
*/
|
|
void SceneObject::updateScreen() {
|
|
Rect srcRect = _paneRects[CURRENT_PANENUM];
|
|
const Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds;
|
|
srcRect.left = (srcRect.left / 4) * 4;
|
|
srcRect.right = ((srcRect.right + 3) / 4) * 4;
|
|
srcRect.clip(g_globals->_sceneManager._scene->_sceneBounds);
|
|
|
|
if (g_vm->getGameID() != GType_Ringworld && g_vm->getGameID() != GType_Sherlock1) {
|
|
if (T2_GLOBALS._uiElements._visible)
|
|
srcRect.bottom = MIN<int16>(srcRect.bottom, T2_GLOBALS._interfaceY);
|
|
}
|
|
|
|
if (srcRect.isValidRect()) {
|
|
Rect destRect = srcRect;
|
|
destRect.translate(-sceneBounds.left, -sceneBounds.top);
|
|
srcRect.translate(-g_globals->_sceneOffset.x, -g_globals->_sceneOffset.y);
|
|
|
|
g_globals->_screen.copyFrom(g_globals->_sceneManager._scene->_backSurface, srcRect, destRect);
|
|
}
|
|
}
|
|
|
|
void SceneObject::updateAngle(const Common::Point &pt) {
|
|
checkAngle(pt);
|
|
if (_objectWrapper)
|
|
_objectWrapper->check();
|
|
}
|
|
|
|
void SceneObject::changeAngle(int angle) {
|
|
_angle = angle;
|
|
if (_objectWrapper)
|
|
_objectWrapper->check();
|
|
}
|
|
|
|
void SceneObject::setup(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority) {
|
|
postInit();
|
|
setVisage(visage);
|
|
setStrip(stripFrameNum);
|
|
setFrame(frameNum);
|
|
setPosition(Common::Point(posX, posY), 0);
|
|
fixPriority(priority);
|
|
}
|
|
|
|
void SceneObject::setup(int visage, int stripFrameNum, int frameNum) {
|
|
if (g_vm->getGameID() != GType_Ringworld2)
|
|
postInit();
|
|
|
|
setVisage(visage);
|
|
setStrip(stripFrameNum);
|
|
setFrame(frameNum);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void BackgroundSceneObject::postInit(SceneObjectList *OwnerList) {
|
|
SceneObjectList dummyList;
|
|
SceneObjectList *pList = !g_globals->_sceneManager._scene ? &dummyList :
|
|
&g_globals->_sceneManager._scene->_bgSceneObjects;
|
|
|
|
SceneObject::postInit(pList);
|
|
}
|
|
|
|
void BackgroundSceneObject::draw() {
|
|
assert(g_globals->_sceneManager._scene);
|
|
Rect destRect = _bounds;
|
|
destRect.translate(-g_globals->_sceneManager._scene->_sceneBounds.left,
|
|
-g_globals->_sceneManager._scene->_sceneBounds.top);
|
|
Region *priorityRegion = g_globals->_sceneManager._scene->_priorities.find(_priority);
|
|
GfxSurface frame = getFrame();
|
|
g_globals->_sceneManager._scene->_backSurface.copyFrom(frame, destRect, priorityRegion);
|
|
}
|
|
|
|
SceneObject *BackgroundSceneObject::clone() const {
|
|
BackgroundSceneObject *obj = new BackgroundSceneObject(*this);
|
|
return obj;
|
|
}
|
|
|
|
void BackgroundSceneObject::setup2(int visage, int stripFrameNum, int frameNum, int posX, int posY, int priority, int effect) {
|
|
// Check if the given object is already in the background object list
|
|
if (R2_GLOBALS._sceneManager._scene->_bgSceneObjects.contains(this)) {
|
|
_flags |= OBJFLAG_REMOVE;
|
|
|
|
// Clone the item
|
|
SceneObject *obj = clone();
|
|
obj->_flags |= OBJFLAG_CLONED;
|
|
R2_GLOBALS._sceneManager._scene->_bgSceneObjects.push_back(obj);
|
|
|
|
_flags |= ~OBJFLAG_REMOVE;
|
|
}
|
|
|
|
postInit();
|
|
setVisage(visage);
|
|
setStrip(stripFrameNum);
|
|
setFrame(frameNum);
|
|
setPosition(Common::Point(posX, posY));
|
|
fixPriority(priority);
|
|
|
|
_effect = effect;
|
|
}
|
|
|
|
void BackgroundSceneObject::copySceneToBackground() {
|
|
GLOBALS._sceneManager._scene->_backSurface.copyFrom(g_globals->gfxManager().getSurface(), 0, 0);
|
|
|
|
// WORKAROUND: Since savegames don't store the active screen data, once we copy the
|
|
// foreground objects to the background, we have to prevent the scene being saved.
|
|
if (g_vm->getGameID() == GType_Ringworld2)
|
|
((Ringworld2::SceneExt *)GLOBALS._sceneManager._scene)->_preventSaving = true;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void SceneObjectList::draw() {
|
|
Common::Array<SceneObject *> objList;
|
|
int paneNum = 0;
|
|
|
|
if (_objList.size() == 0) {
|
|
// Alternate draw mode
|
|
|
|
if (g_globals->_paneRefreshFlag[paneNum] == 1) {
|
|
// Load the background
|
|
g_globals->_sceneManager._scene->refreshBackground(0, 0);
|
|
|
|
Rect tempRect = g_globals->_sceneManager._scene->_sceneBounds;
|
|
tempRect.translate(-g_globals->_sceneOffset.x, -g_globals->_sceneOffset.y);
|
|
ScenePalette::changeBackground(tempRect, g_globals->_sceneManager._fadeMode);
|
|
} else {
|
|
g_globals->_paneRegions[CURRENT_PANENUM].draw();
|
|
}
|
|
|
|
g_globals->_paneRegions[CURRENT_PANENUM].setRect(0, 0, 0, 0);
|
|
g_globals->_sceneManager.fadeInIfNecessary();
|
|
|
|
} else {
|
|
// If there is a scroll follower, check whether it has moved off-screen
|
|
if (g_globals->_scrollFollower) {
|
|
const Rect &scrollerRect = g_globals->_sceneManager._scrollerRect;
|
|
Common::Point objPos(
|
|
g_globals->_scrollFollower->_position.x - g_globals->_sceneManager._scene->_sceneBounds.left,
|
|
g_globals->_scrollFollower->_position.y - g_globals->_sceneManager._scene->_sceneBounds.top);
|
|
int loadCount = 0;
|
|
int xAmount = 0, yAmount = 0;
|
|
|
|
if (objPos.x >= scrollerRect.right) {
|
|
xAmount = 8;
|
|
loadCount = 20;
|
|
}
|
|
if (objPos.x < scrollerRect.left) {
|
|
xAmount = -8;
|
|
loadCount = 20;
|
|
}
|
|
if (objPos.y >= scrollerRect.bottom) {
|
|
yAmount = 2;
|
|
loadCount = 25;
|
|
}
|
|
if (objPos.y < scrollerRect.top) {
|
|
yAmount = -2;
|
|
loadCount = 25;
|
|
}
|
|
|
|
if (loadCount > 0)
|
|
g_globals->_sceneManager.setBgOffset(Common::Point(xAmount, yAmount), loadCount);
|
|
}
|
|
|
|
if (g_globals->_sceneManager._sceneLoadCount > 0) {
|
|
--g_globals->_sceneManager._sceneLoadCount;
|
|
g_globals->_sceneManager._scene->loadBackground(g_globals->_sceneManager._sceneBgOffset.x,
|
|
g_globals->_sceneManager._sceneBgOffset.y);
|
|
}
|
|
|
|
// Set up the flag mask. Currently, paneNum is always set to 0, so the check is meaningless
|
|
// uint32 flagMask = (paneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1;
|
|
uint32 flagMask = OBJFLAG_PANE_0;
|
|
|
|
// Initial loop to set up object list and update object position, priority, and flags
|
|
for (SynchronizedList<SceneObject *>::iterator i = g_globals->_sceneObjects->begin();
|
|
i != g_globals->_sceneObjects->end(); ++i) {
|
|
SceneObject *obj = *i;
|
|
objList.push_back(obj);
|
|
|
|
if (!(obj->_flags & OBJFLAG_HIDE))
|
|
obj->_flags &= ~OBJFLAG_HIDING;
|
|
|
|
// Reposition the bounds of the object to match the desired position
|
|
obj->reposition();
|
|
|
|
// Handle updating object priority
|
|
if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
|
|
obj->_priority = MIN((int)obj->_position.y,
|
|
(int)g_globals->_sceneManager._scene->_backgroundBounds.bottom - 1);
|
|
}
|
|
|
|
if ((g_globals->_paneRefreshFlag[paneNum] != 0) || !g_globals->_paneRegions[paneNum].empty()) {
|
|
obj->_flags |= flagMask;
|
|
}
|
|
}
|
|
|
|
// Check for any intersections, and then sort the object list by priority
|
|
checkIntersection(objList, objList.size(), CURRENT_PANENUM);
|
|
sortList(objList);
|
|
|
|
if (g_globals->_paneRefreshFlag[paneNum] == 1) {
|
|
// Load the background
|
|
g_globals->_sceneManager._scene->refreshBackground(0, 0);
|
|
}
|
|
|
|
g_globals->_sceneManager._scene->_sceneBounds.left &= ~3;
|
|
g_globals->_sceneManager._scene->_sceneBounds.right &= ~3;
|
|
g_globals->_sceneOffset.x &= ~3;
|
|
|
|
if (g_globals->_paneRefreshFlag[paneNum] != 0) {
|
|
// Change the background
|
|
Rect tempRect = g_globals->_sceneManager._scene->_sceneBounds;
|
|
tempRect.translate(-g_globals->_sceneOffset.x, -g_globals->_sceneOffset.y);
|
|
ScenePalette::changeBackground(tempRect, g_globals->_sceneManager._fadeMode);
|
|
} else {
|
|
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
|
|
SceneObject *obj = objList[objIndex];
|
|
|
|
if ((obj->_flags & flagMask) && obj->_paneRects[paneNum].isValidRect())
|
|
obj->updateScreen();
|
|
}
|
|
|
|
g_globals->_paneRegions[paneNum].draw();
|
|
}
|
|
|
|
g_globals->_paneRegions[paneNum].setRect(0, 0, 0, 0);
|
|
|
|
// FIXME: Currently, removing objects causes screen flickers when the removed object intersects
|
|
// another drawn object, since the background is briefly redrawn over the object. For now, I'm
|
|
// using a forced jump back to redraw objects. In the long term, I should figure out how the
|
|
// original game does this properly
|
|
bool redrawFlag = true;
|
|
while (redrawFlag) {
|
|
redrawFlag = false;
|
|
|
|
// Main draw loop
|
|
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
|
|
SceneObject *obj = objList[objIndex];
|
|
|
|
if ((obj->_flags & flagMask) && !(obj->_flags & OBJFLAG_HIDE)) {
|
|
obj->_paneRects[paneNum] = obj->_bounds;
|
|
obj->draw();
|
|
}
|
|
}
|
|
|
|
// Update the palette
|
|
g_globals->_sceneManager.fadeInIfNecessary();
|
|
g_globals->_sceneManager._loadMode = 0;
|
|
g_globals->_paneRefreshFlag[paneNum] = 0;
|
|
|
|
// Loop through the object list, removing any objects and refreshing the screen as necessary
|
|
for (uint objIndex = 0; objIndex < objList.size() && !redrawFlag; ++objIndex) {
|
|
SceneObject *obj = objList[objIndex];
|
|
|
|
if (obj->_flags & OBJFLAG_HIDE)
|
|
obj->_flags |= OBJFLAG_HIDING;
|
|
obj->_flags &= ~flagMask;
|
|
if (obj->_flags & OBJFLAG_REMOVE) {
|
|
obj->_flags |= OBJFLAG_PANES;
|
|
|
|
checkIntersection(objList, objIndex, CURRENT_PANENUM);
|
|
|
|
obj->updateScreen();
|
|
obj->removeObject();
|
|
|
|
objList.remove_at(objIndex);
|
|
redrawFlag = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneObjectList::checkIntersection(Common::Array<SceneObject *> &ObjList, uint ObjIndex, int PaneNum) {
|
|
uint32 flagMask = (PaneNum == 0) ? OBJFLAG_PANE_0 : OBJFLAG_PANE_1;
|
|
SceneObject *obj = (ObjIndex == ObjList.size()) ? NULL : ObjList[ObjIndex];
|
|
Rect rect1;
|
|
|
|
for (uint idx = 0; idx < ObjList.size(); ++idx) {
|
|
SceneObject *currObj = ObjList[idx];
|
|
|
|
if (ObjIndex == ObjList.size()) {
|
|
if (currObj->_flags & flagMask)
|
|
checkIntersection(ObjList, idx, PaneNum);
|
|
} else if (idx != ObjIndex) {
|
|
Rect &paneRect = obj->_paneRects[PaneNum];
|
|
Rect objBounds = currObj->_bounds;
|
|
if (paneRect.isValidRect())
|
|
objBounds.extend(paneRect);
|
|
|
|
Rect objBounds2 = currObj->_bounds;
|
|
if (paneRect.isValidRect())
|
|
objBounds2.extend(paneRect);
|
|
|
|
objBounds.left &= ~3;
|
|
objBounds.right += 3;
|
|
objBounds.right &= ~3;
|
|
objBounds2.left &= ~3;
|
|
objBounds2.right += 3;
|
|
objBounds2.right &= ~3;
|
|
|
|
if (objBounds.intersects(objBounds2) && !(currObj->_flags & flagMask)) {
|
|
currObj->_flags |= flagMask;
|
|
checkIntersection(ObjList, idx, PaneNum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct SceneObjectLess {
|
|
bool operator()(const SceneObject *x, const SceneObject *y) const {
|
|
if (y->_priority > x->_priority)
|
|
return true;
|
|
else if ((y->_priority == x->_priority) && (y->_position.y > x->_position.y))
|
|
return true;
|
|
else if ((y->_priority == x->_priority) && (y->_position.y == x->_position.y) &&
|
|
(y->_yDiff > x->_yDiff))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
void SceneObjectList::sortList(Common::Array<SceneObject *> &ObjList) {
|
|
Common::sort(ObjList.begin(), ObjList.end(), SceneObjectLess());
|
|
}
|
|
|
|
void SceneObjectList::activate() {
|
|
SceneObjectList *objectList = g_globals->_sceneObjects;
|
|
g_globals->_sceneObjects = this;
|
|
g_globals->_sceneObjects_queue.push_front(this);
|
|
|
|
// Flag all the objects as modified
|
|
SynchronizedList<SceneObject *>::iterator i;
|
|
for (i = begin(); i != end(); ++i) {
|
|
(*i)->_flags |= OBJFLAG_PANES;
|
|
}
|
|
|
|
// Replicate all existing objects on the old object list
|
|
for (i = objectList->begin(); i != objectList->end(); ++i) {
|
|
SceneObject *sceneObj = (*i)->clone();
|
|
sceneObj->_flags |= OBJFLAG_HIDE | OBJFLAG_REMOVE | OBJFLAG_CLONED;
|
|
push_front(sceneObj);
|
|
}
|
|
}
|
|
|
|
void SceneObjectList::deactivate() {
|
|
if (g_globals->_sceneObjects_queue.size() <= 1)
|
|
return;
|
|
|
|
SceneObjectList *objectList = *g_globals->_sceneObjects_queue.begin();
|
|
g_globals->_sceneObjects_queue.pop_front();
|
|
g_globals->_sceneObjects = *g_globals->_sceneObjects_queue.begin();
|
|
|
|
SynchronizedList<SceneObject *>::iterator i;
|
|
for (i = objectList->begin(); i != objectList->end(); ++i) {
|
|
if (!((*i)->_flags & OBJFLAG_CLONED)) {
|
|
SceneObject *sceneObj = (*i)->clone();
|
|
sceneObj->_flags |= OBJFLAG_HIDE | OBJFLAG_REMOVE | OBJFLAG_CLONED;
|
|
g_globals->_sceneObjects->push_front(sceneObj);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneObjectList::synchronize(Serializer &s) {
|
|
if (s.getVersion() >= 2)
|
|
SavedObject::synchronize(s);
|
|
_objList.synchronize(s);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
SceneText::SceneText() : SceneObject() {
|
|
_fontNumber = 2;
|
|
_width = 160;
|
|
_textMode = ALIGN_LEFT;
|
|
_color1 = 0;
|
|
_color2 = 0;
|
|
_color3 = 0;
|
|
}
|
|
|
|
SceneText::~SceneText() {
|
|
}
|
|
|
|
void SceneText::setup(const Common::String &msg) {
|
|
GfxManager gfxMan(_textSurface);
|
|
gfxMan.activate();
|
|
Rect textRect;
|
|
|
|
if ((g_vm->getGameID() != GType_Ringworld) && g_globals->_sceneObjects->contains(this) &&
|
|
(_flags & OBJFLAG_REMOVE)) {
|
|
// Trying to setup a SceneText scheduled to be removed, so remove it now
|
|
_bounds.expandPanes();
|
|
this->removeObject();
|
|
g_globals->_sceneObjects->remove(this);
|
|
}
|
|
|
|
gfxMan._font.setFontNumber(_fontNumber);
|
|
gfxMan._font._colors.foreground = _color1;
|
|
gfxMan._font._colors2.background = _color2;
|
|
gfxMan._font._colors2.foreground = _color3;
|
|
|
|
gfxMan.getStringBounds(msg.c_str(), textRect, _width);
|
|
_bounds.setWidth(textRect.width());
|
|
_bounds.setHeight(textRect.height());
|
|
|
|
// Set up a new blank surface to hold the text
|
|
_textSurface.create(textRect.width(), textRect.height());
|
|
_textSurface._transColor = 0xff;
|
|
_textSurface.fillRect(textRect, _textSurface._transColor);
|
|
|
|
// Write the text to the surface
|
|
gfxMan._bounds = textRect;
|
|
gfxMan._font.writeLines(msg.c_str(), textRect, _textMode);
|
|
|
|
// Do post-init, which adds this SceneText object to the scene
|
|
postInit();
|
|
gfxMan.deactivate();
|
|
}
|
|
|
|
void SceneText::synchronize(Serializer &s) {
|
|
SceneObject::synchronize(s);
|
|
|
|
s.syncAsSint16LE(_fontNumber);
|
|
s.syncAsSint16LE(_width);
|
|
s.syncAsSint16LE(_color1);
|
|
s.syncAsSint16LE(_color2);
|
|
s.syncAsSint16LE(_color3);
|
|
SYNC_ENUM(_textMode, TextAlign);
|
|
|
|
if (s.getVersion() >= 5)
|
|
_textSurface.synchronize(s);
|
|
}
|
|
|
|
void SceneText::updateScreen() {
|
|
// FIXME: Hack for Blue Force to handle not refreshing the screen if the user interface
|
|
// has been re-activated after showing some scene text
|
|
if ((g_vm->getGameID() == GType_Ringworld) || (_bounds.top < UI_INTERFACE_Y) ||
|
|
!T2_GLOBALS._uiElements._visible)
|
|
SceneObject::updateScreen();
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
Visage::Visage() {
|
|
_resNum = -1;
|
|
_rlbNum = -1;
|
|
_data = NULL;
|
|
_flipHoriz = false;
|
|
_flipVert = false;
|
|
}
|
|
|
|
Visage::Visage(const Visage &v) {
|
|
_resNum = v._resNum;
|
|
_rlbNum = v._rlbNum;
|
|
_data = v._data;
|
|
if (_data)
|
|
g_vm->_memoryManager.incLocks(_data);
|
|
_flipHoriz = false;
|
|
_flipVert = false;
|
|
}
|
|
|
|
Visage &Visage::operator=(const Visage &s) {
|
|
_resNum = s._resNum;
|
|
_rlbNum = s._rlbNum;
|
|
_data = s._data;
|
|
if (_data)
|
|
g_vm->_memoryManager.incLocks(_data);
|
|
|
|
return *this;
|
|
}
|
|
|
|
void Visage::setVisage(int resNum, int rlbNum) {
|
|
if ((_resNum != resNum) || (_rlbNum != rlbNum)) {
|
|
_resNum = resNum;
|
|
_rlbNum = rlbNum;
|
|
DEALLOCATE(_data);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld) {
|
|
// In Ringworld, we immediately get the data
|
|
_data = g_resourceManager->getResource(RES_VISAGE, resNum, rlbNum);
|
|
} else {
|
|
// Games after Ringworld have an extra indirection via the visage index file
|
|
byte *indexData = g_resourceManager->getResource(RES_VISAGE, resNum, 9999);
|
|
if (rlbNum == 9999) {
|
|
_data = indexData;
|
|
} else {
|
|
if (rlbNum == 0)
|
|
rlbNum = 1;
|
|
|
|
// Check how many slots there are
|
|
uint16 count = READ_LE_UINT16(indexData);
|
|
if (rlbNum > count)
|
|
rlbNum = count;
|
|
|
|
// Get the flags/rlbNum to use
|
|
uint32 v = READ_LE_UINT32(indexData + (rlbNum - 1) * 4 + 2);
|
|
int flags = v >> 30;
|
|
|
|
if (flags & 3) {
|
|
rlbNum = (int)(v & 0xff);
|
|
}
|
|
_flipHoriz = flags & 1;
|
|
_flipVert = flags & 2;
|
|
|
|
_data = g_resourceManager->getResource(RES_VISAGE, resNum, rlbNum);
|
|
|
|
DEALLOCATE(indexData);
|
|
}
|
|
}
|
|
|
|
assert(_data);
|
|
}
|
|
}
|
|
|
|
Visage::~Visage() {
|
|
DEALLOCATE(_data);
|
|
}
|
|
|
|
GfxSurface Visage::getFrame(int frameNum) {
|
|
int numFrames = READ_LE_UINT16(_data);
|
|
if (frameNum > numFrames)
|
|
frameNum = numFrames;
|
|
if (frameNum > 0)
|
|
--frameNum;
|
|
|
|
int offset = READ_LE_UINT32(_data + 2 + frameNum * 4);
|
|
byte *frameData = _data + offset;
|
|
|
|
GfxSurface result = surfaceFromRes(frameData);
|
|
if (_flipHoriz) flipHorizontal(result);
|
|
if (_flipVert) flipVertical(result);
|
|
|
|
return result;
|
|
}
|
|
|
|
int Visage::getFrameCount() const {
|
|
return READ_LE_UINT16(_data);
|
|
}
|
|
|
|
void Visage::flipHorizontal(GfxSurface &gfxSurface) {
|
|
Graphics::Surface s = gfxSurface.lockSurface();
|
|
|
|
for (int y = 0; y < s.h; ++y) {
|
|
// Flip the line
|
|
byte *lineP = (byte *)s.getBasePtr(0, y);
|
|
for (int x = 0; x < (s.w / 2); ++x)
|
|
SWAP(lineP[x], lineP[s.w - x - 1]);
|
|
}
|
|
|
|
gfxSurface.unlockSurface();
|
|
}
|
|
|
|
void Visage::flipVertical(GfxSurface &gfxSurface) {
|
|
Graphics::Surface s = gfxSurface.lockSurface();
|
|
|
|
for (int y = 0; y < s.h / 2; ++y) {
|
|
// Flip the lines1
|
|
byte *line1P = (byte *)s.getBasePtr(0, y);
|
|
byte *line2P = (byte *)s.getBasePtr(0, s.h - y - 1);
|
|
|
|
for (int x = 0; x < s.w; ++x)
|
|
SWAP(line1P[x], line2P[x]);
|
|
}
|
|
|
|
gfxSurface.unlockSurface();
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
Player::Player(): SceneObject() {
|
|
_canWalk = false;
|
|
_enabled = false;
|
|
_uiEnabled = false;
|
|
|
|
// Return to Ringworld specific fields
|
|
_characterIndex = R2_NONE;
|
|
|
|
for (int i = 0; i < MAX_CHARACTERS; ++i) {
|
|
_characterScene[i] = 0;
|
|
_characterStrip[i] = 0;
|
|
_characterFrame[i] = 0;
|
|
_oldCharacterScene[i] = 0;
|
|
}
|
|
}
|
|
|
|
void Player::postInit(SceneObjectList *OwnerList) {
|
|
SceneObject::postInit();
|
|
|
|
_canWalk = true;
|
|
_uiEnabled = true;
|
|
_percent = 100;
|
|
|
|
if (g_vm->getGameID() != GType_Ringworld2) {
|
|
_moveDiff.x = 4;
|
|
_moveDiff.y = 2;
|
|
} else {
|
|
_moveDiff.x = 3;
|
|
_moveDiff.y = 2;
|
|
_effect = EFFECT_SHADED;
|
|
_shade = 0;
|
|
_linkedActor = NULL;
|
|
|
|
setObjectWrapper(new SceneObjectWrapper());
|
|
setPosition(_characterPos[_characterIndex]);
|
|
setStrip(_characterStrip[_characterIndex]);
|
|
setFrame(_characterFrame[_characterIndex]);
|
|
_characterScene[_characterIndex] = GLOBALS._sceneManager._sceneNumber;
|
|
}
|
|
}
|
|
|
|
void Player::disableControl() {
|
|
_canWalk = false;
|
|
g_globals->_events.setCursor(CURSOR_NONE);
|
|
_enabled = false;
|
|
|
|
if (g_vm->getGameID() != GType_Ringworld2) {
|
|
_uiEnabled = false;
|
|
|
|
if ((g_vm->getGameID() != GType_Ringworld) && T2_GLOBALS._uiElements._active)
|
|
T2_GLOBALS._uiElements.hide();
|
|
}
|
|
}
|
|
|
|
void Player::enableControl() {
|
|
CursorType cursor;
|
|
|
|
_canWalk = true;
|
|
_enabled = true;
|
|
if (g_vm->getGameID() != GType_Ringworld2)
|
|
_uiEnabled = true;
|
|
|
|
switch (g_vm->getGameID()) {
|
|
case GType_BlueForce:
|
|
case GType_Ringworld2:
|
|
cursor = g_globals->_events.getCursor();
|
|
g_globals->_events.setCursor(cursor);
|
|
|
|
if (g_vm->getGameID() == GType_BlueForce && T2_GLOBALS._uiElements._active)
|
|
T2_GLOBALS._uiElements.show();
|
|
break;
|
|
|
|
default:
|
|
// Ringworld
|
|
g_globals->_events.setCursor(CURSOR_WALK);
|
|
|
|
switch (g_globals->_events.getCursor()) {
|
|
case CURSOR_WALK:
|
|
case CURSOR_LOOK:
|
|
case CURSOR_USE:
|
|
case CURSOR_TALK:
|
|
g_globals->_events.setCursor(g_globals->_events.getCursor());
|
|
break;
|
|
default:
|
|
g_globals->_events.setCursor(CURSOR_WALK);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Player::disableControl(CursorType cursorId, CursorType objectId) {
|
|
if (cursorId != -1)
|
|
R2_GLOBALS._events.setCursor(cursorId);
|
|
else if (objectId != CURSOR_NONE)
|
|
R2_GLOBALS._events.setCursor(objectId);
|
|
|
|
disableControl();
|
|
}
|
|
|
|
void Player::enableControl(CursorType cursorId, CursorType objectId) {
|
|
enableControl();
|
|
|
|
if (cursorId != -1)
|
|
R2_GLOBALS._events.setCursor(cursorId);
|
|
else if (objectId != CURSOR_NONE)
|
|
R2_GLOBALS._events.setCursor(objectId);
|
|
}
|
|
|
|
void Player::process(Event &event) {
|
|
if ((g_vm->getGameID() != GType_Ringworld) && _action)
|
|
_action->process(event);
|
|
|
|
if (!event.handled && (event.eventType == EVENT_BUTTON_DOWN) &&
|
|
(g_globals->_events.getCursor() == CURSOR_WALK) && g_globals->_player._canWalk &&
|
|
(_position != event.mousePos) && g_globals->_sceneObjects->contains(this)) {
|
|
|
|
if ((g_vm->getGameID() != GType_Ringworld) && !BF_GLOBALS._player._enabled)
|
|
return;
|
|
|
|
PlayerMover *newMover = new PlayerMover();
|
|
Common::Point destPos(event.mousePos.x + g_globals->_sceneManager._scene->_sceneBounds.left,
|
|
event.mousePos.y + g_globals->_sceneManager._scene->_sceneBounds.top);
|
|
|
|
addMover(newMover, &destPos, NULL);
|
|
event.handled = true;
|
|
}
|
|
}
|
|
|
|
void Player::synchronize(Serializer &s) {
|
|
SceneObject::synchronize(s);
|
|
|
|
s.syncAsByte(_canWalk);
|
|
s.syncAsByte(_uiEnabled);
|
|
if (s.getVersion() < 15) {
|
|
int useless = 0;
|
|
s.syncAsSint16LE(useless);
|
|
}
|
|
|
|
if (g_vm->getGameID() != GType_Ringworld)
|
|
s.syncAsByte(_enabled);
|
|
|
|
if (g_vm->getGameID() == GType_Ringworld2) {
|
|
s.syncAsSint16LE(_characterIndex);
|
|
for (int i = 0; i < MAX_CHARACTERS; ++i) {
|
|
s.syncAsSint16LE(_characterScene[i]);
|
|
s.syncAsSint16LE(_oldCharacterScene[i]);
|
|
s.syncAsSint16LE(_characterPos[i].x);
|
|
s.syncAsSint16LE(_characterPos[i].y);
|
|
s.syncAsSint16LE(_characterStrip[i]);
|
|
s.syncAsSint16LE(_characterFrame[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
Region::Region(int resNum, int rlbNum, ResourceType ctlType) {
|
|
_regionId = rlbNum;
|
|
|
|
byte *regionData = g_resourceManager->getResource(ctlType, resNum, rlbNum);
|
|
assert(regionData);
|
|
|
|
load(regionData);
|
|
|
|
DEALLOCATE(regionData);
|
|
}
|
|
|
|
Region::Region(int regionId, const byte *regionData) {
|
|
_regionId = regionId;
|
|
load(regionData);
|
|
}
|
|
|
|
void Region::load(const byte *regionData) {
|
|
// Set the region bounds
|
|
_bounds.top = READ_LE_UINT16(regionData + 6);
|
|
_bounds.left = READ_LE_UINT16(regionData + 8);
|
|
_bounds.bottom = READ_LE_UINT16(regionData + 10);
|
|
_bounds.right = READ_LE_UINT16(regionData + 12);
|
|
|
|
// Special handling for small size regions
|
|
_regionSize = READ_LE_UINT16(regionData);
|
|
if (_regionSize == 14)
|
|
// No line slices
|
|
return;
|
|
|
|
// Set up the line slices
|
|
for (int y = 0; y < (_regionSize == 22 ? 1 : _bounds.height()); ++y) {
|
|
int slicesCount = READ_LE_UINT16(regionData + 16 + y * 4);
|
|
int slicesOffset = READ_LE_UINT16(regionData + 14 + y * 4);
|
|
assert(slicesCount < 100);
|
|
LineSliceSet sliceSet;
|
|
sliceSet.load(slicesCount, regionData + 14 + slicesOffset);
|
|
|
|
_ySlices.push_back(sliceSet);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns true if the given region contains the specified point
|
|
* @param pt Specified position
|
|
*/
|
|
bool Region::contains(const Common::Point &pt) {
|
|
// First check if the point falls inside the overall bounding rectangle
|
|
if (!_bounds.contains(pt) || _ySlices.empty())
|
|
return false;
|
|
|
|
// Get the correct Y line to use
|
|
const LineSliceSet &line = getLineSlices(pt.y);
|
|
|
|
// Loop through the horizontal slice list to see if the point falls in one
|
|
for (uint idx = 0; idx < line.items.size(); ++idx) {
|
|
if ((pt.x >= line.items[idx].xs) && (pt.x < line.items[idx].xe))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Returns true if the given region is empty
|
|
*/
|
|
bool Region::empty() const {
|
|
return !_bounds.isValidRect() && (_regionSize == 14);
|
|
}
|
|
|
|
void Region::clear() {
|
|
_bounds.set(0, 0, 0, 0);
|
|
_regionId = 0;
|
|
_regionSize = 0;
|
|
}
|
|
|
|
void Region::setRect(const Rect &r) {
|
|
setRect(r.left, r.top, r.right, r.bottom);
|
|
}
|
|
|
|
void Region::setRect(int xs, int ys, int xe, int ye) {
|
|
bool validRect = (ys < ye) && (xs < xe);
|
|
_ySlices.clear();
|
|
|
|
if (!validRect) {
|
|
_regionSize = 14;
|
|
_bounds.set(0, 0, 0, 0);
|
|
} else {
|
|
_regionSize = 22;
|
|
_bounds.set(xs, ys, xe, ye);
|
|
|
|
LineSliceSet sliceSet;
|
|
sliceSet.load2(1, xs, xe);
|
|
|
|
_ySlices.push_back(sliceSet);
|
|
}
|
|
}
|
|
|
|
const LineSliceSet &Region::getLineSlices(int yp) {
|
|
return _ySlices[(_regionSize == 22) ? 0 : yp - _bounds.top];
|
|
}
|
|
|
|
LineSliceSet Region::sectPoints(int yp, const LineSliceSet &sliceSet) {
|
|
if ((yp < _bounds.top) || (yp >= _bounds.bottom))
|
|
return LineSliceSet();
|
|
|
|
const LineSliceSet &ySet = getLineSlices(yp);
|
|
return mergeSlices(sliceSet, ySet);
|
|
}
|
|
|
|
LineSliceSet Region::mergeSlices(const LineSliceSet &set1, const LineSliceSet &set2) {
|
|
LineSliceSet result;
|
|
|
|
uint set1Index = 0, set2Index = 0;
|
|
|
|
while ((set1Index < set1.items.size()) && (set2Index < set2.items.size())) {
|
|
if (set1.items[set1Index].xe <= set2.items[set2Index].xs) {
|
|
++set1Index;
|
|
} else if (set2.items[set2Index].xe <= set1.items[set1Index].xs) {
|
|
++set2Index;
|
|
} else {
|
|
bool set1Flag = set1.items[set1Index].xs >= set2.items[set2Index].xs;
|
|
const LineSlice &slice = set1Flag ? set1.items[set1Index] : set2.items[set2Index];
|
|
|
|
result.add(slice.xs, MIN(set1.items[set1Index].xe, set2.items[set2Index].xe));
|
|
if (set1Flag)
|
|
++set1Index;
|
|
else
|
|
++set2Index;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Copies the background covered by the given region to the screen surface
|
|
*/
|
|
void Region::draw() {
|
|
Rect &sceneBounds = g_globals->_sceneManager._scene->_sceneBounds;
|
|
|
|
for (int yp = sceneBounds.top; yp < sceneBounds.bottom; ++yp) {
|
|
// Generate a line slice set
|
|
LineSliceSet tempSet;
|
|
tempSet.add(sceneBounds.left, sceneBounds.right);
|
|
LineSliceSet newSet = sectPoints(yp, tempSet);
|
|
|
|
// Loop through the calculated slices
|
|
for (uint idx = 0; idx < newSet.items.size(); ++idx) {
|
|
Rect rect1(newSet.items[idx].xs, yp, newSet.items[idx].xe, yp + 1);
|
|
rect1.left &= ~3;
|
|
rect1.right = (rect1.right + 3) & ~3;
|
|
|
|
Rect rect2 = rect1;
|
|
rect1.translate(-g_globals->_sceneOffset.x, -g_globals->_sceneOffset.y);
|
|
rect2.translate(-sceneBounds.left, -sceneBounds.top);
|
|
|
|
g_globals->gfxManager().getSurface().copyFrom(g_globals->_sceneManager._scene->_backSurface,
|
|
rect1, rect2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Region::uniteLine(int yp, LineSliceSet &sliceSet) {
|
|
// First expand the bounds as necessary to fit in the row
|
|
if (_ySlices.empty()) {
|
|
_bounds = Rect(sliceSet.items[0].xs, yp, sliceSet.items[sliceSet.items.size() - 1].xe, yp + 1);
|
|
_ySlices.push_back(LineSliceSet());
|
|
}
|
|
while (yp < _bounds.top) {
|
|
_ySlices.insert_at(0, LineSliceSet());
|
|
--_bounds.top;
|
|
}
|
|
while (yp >= _bounds.bottom) {
|
|
_ySlices.push_back(LineSliceSet());
|
|
++_bounds.bottom;
|
|
}
|
|
|
|
// Merge the existing line set into the line
|
|
LineSliceSet &destSet = _ySlices[yp - _bounds.top];
|
|
for (uint srcIndex = 0; srcIndex < sliceSet.items.size(); ++srcIndex) {
|
|
LineSlice &srcSlice = sliceSet.items[srcIndex];
|
|
|
|
// Check if overlaps existing slices
|
|
uint destIndex = 0;
|
|
while (destIndex < destSet.items.size()) {
|
|
LineSlice &destSlice = destSet.items[destIndex];
|
|
if (((srcSlice.xs >= destSlice.xs) && (srcSlice.xs <= destSlice.xe)) ||
|
|
((srcSlice.xe >= destSlice.xs) && (srcSlice.xe <= destSlice.xe)) ||
|
|
((srcSlice.xs < destSlice.xs) && (srcSlice.xe > destSlice.xe))) {
|
|
// Intersecting, so merge them
|
|
destSlice.xs = MIN(srcSlice.xs, destSlice.xs);
|
|
destSlice.xe = MAX(srcSlice.xe, destSlice.xe);
|
|
break;
|
|
}
|
|
++destIndex;
|
|
}
|
|
if (destIndex == destSet.items.size()) {
|
|
// No intersecting region found, so add it to the list
|
|
destSet.items.push_back(srcSlice);
|
|
}
|
|
}
|
|
|
|
// Check whether to expand the left/bounds bounds
|
|
if (destSet.items[0].xs < _bounds.left)
|
|
_bounds.left = destSet.items[0].xs;
|
|
if (destSet.items[destSet.items.size() - 1].xe > _bounds.right)
|
|
_bounds.right = destSet.items[destSet.items.size() - 1].xe;
|
|
}
|
|
|
|
void Region::uniteRect(const Rect &rect) {
|
|
for (int yp = rect.top; yp < rect.bottom; ++yp) {
|
|
LineSliceSet sliceSet;
|
|
sliceSet.add(rect.left, rect.right);
|
|
uniteLine(yp, sliceSet);
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void SceneRegions::load(int sceneNum) {
|
|
clear();
|
|
bool altRegions = g_vm->getFeatures() & GF_ALT_REGIONS;
|
|
byte *regionData = g_resourceManager->getResource(RES_CONTROL, sceneNum, altRegions ? 1 : 9999, true);
|
|
|
|
if (regionData) {
|
|
int regionCount = READ_LE_UINT16(regionData);
|
|
for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) {
|
|
int regionId = READ_LE_UINT16(regionData + regionCtr * 6 + 2);
|
|
|
|
if (altRegions) {
|
|
// Load data from within this resource
|
|
uint32 dataOffset = READ_LE_UINT32(regionData + regionCtr * 6 + 4);
|
|
push_back(Region(regionId, regionData + dataOffset));
|
|
} else {
|
|
// Load region from a separate resource
|
|
push_back(Region(sceneNum, regionId));
|
|
}
|
|
}
|
|
|
|
DEALLOCATE(regionData);
|
|
}
|
|
}
|
|
|
|
int SceneRegions::indexOf(const Common::Point &pt) {
|
|
for (SceneRegions::iterator i = begin(); i != end(); ++i) {
|
|
if ((*i).contains(pt))
|
|
return (*i)._regionId;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void SceneItemList::addItems(SceneItem *first, ...) {
|
|
va_list va;
|
|
va_start(va, first);
|
|
|
|
SceneItem *p = first;
|
|
while (p) {
|
|
push_back(p);
|
|
p = va_arg(va, SceneItem *);
|
|
}
|
|
va_end(va);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
RegionSupportRec WalkRegion::_processList[PROCESS_LIST_SIZE];
|
|
|
|
void RegionSupportRec::process() {
|
|
if (_xDiff < _yDiff) {
|
|
_halfDiff += _xDiff;
|
|
if (_halfDiff > _yDiff) {
|
|
_halfDiff -= _yDiff;
|
|
_xp += _xDirection;
|
|
}
|
|
} else {
|
|
do {
|
|
_xp += _xDirection;
|
|
_halfDiff += _yDiff;
|
|
} while (_halfDiff <= _xDiff);
|
|
_halfDiff -= _xDiff;
|
|
}
|
|
--_yDiff2;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void WalkRegion::loadRegion(byte *dataP, int size) {
|
|
// First clear the region
|
|
clear();
|
|
|
|
// Decode the data for the region
|
|
int dataCount, regionHeight;
|
|
loadProcessList(dataP, size, dataCount, regionHeight);
|
|
|
|
int processIndex = 0, idx2 = 0, count;
|
|
for (int yp = _processList[0]._yp; yp < regionHeight; ++yp) {
|
|
process3(yp, dataCount, processIndex, idx2);
|
|
process4(yp, processIndex, idx2, count);
|
|
|
|
loadRecords(yp, count, processIndex);
|
|
}
|
|
}
|
|
|
|
void WalkRegion::loadProcessList(byte *dataP, int dataSize, int &dataIndex, int ®ionHeight) {
|
|
dataIndex = 0;
|
|
int x1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4);
|
|
int y1 = READ_LE_UINT16(dataP + (dataSize - 1) * 4 + 2);
|
|
regionHeight = y1;
|
|
|
|
for (int idx = 0; idx < dataSize; ++idx) {
|
|
int xp = READ_LE_UINT16(dataP + idx * 4);
|
|
int yp = READ_LE_UINT16(dataP + idx * 4 + 2);
|
|
if (yp != y1) {
|
|
/*
|
|
* Commented out: v doesn't seem to be used
|
|
int v;
|
|
if (idx == (dataSize - 1))
|
|
v = READ_LE_UINT16(dataP + 2);
|
|
else
|
|
v = process1(idx, dataP, dataSize);
|
|
*/
|
|
process2(dataIndex, x1, y1, xp, yp);
|
|
++dataIndex;
|
|
}
|
|
|
|
// Keep regionHeight as the maximum of any y
|
|
if (yp > regionHeight)
|
|
regionHeight = yp;
|
|
|
|
x1 = xp;
|
|
y1 = yp;
|
|
}
|
|
}
|
|
|
|
int WalkRegion::process1(int idx, byte *dataP, int dataSize) {
|
|
int idx2 = idx + 1;
|
|
if (idx2 == dataSize)
|
|
idx2 = 0;
|
|
|
|
while (READ_LE_UINT16(dataP + idx2 * 4 + 2) == READ_LE_UINT16(dataP + idx * 4 + 2)) {
|
|
if (idx2 == (dataSize - 1))
|
|
idx2 = 0;
|
|
else
|
|
++idx2;
|
|
}
|
|
|
|
return READ_LE_UINT16(dataP + idx2 * 4 + 2);
|
|
}
|
|
|
|
void WalkRegion::process2(int dataIndex, int x1, int y1, int x2, int y2) {
|
|
int xDiff = ABS(x2 - x1);
|
|
int yDiff = ABS(y2 - y1);
|
|
int halfDiff = MAX(xDiff, yDiff) / 2;
|
|
int yMax = MIN(y1, y2);
|
|
|
|
while (dataIndex && (_processList[dataIndex - 1]._yp > yMax)) {
|
|
_processList[dataIndex] = _processList[dataIndex - 1];
|
|
--dataIndex;
|
|
}
|
|
_processList[dataIndex]._yp = yMax;
|
|
|
|
_processList[dataIndex]._xp = (y1 >= y2) ? x2 : x1;
|
|
_processList[dataIndex]._xDiff = xDiff;
|
|
_processList[dataIndex]._yDiff = yDiff;
|
|
_processList[dataIndex]._halfDiff = halfDiff;
|
|
|
|
int xTemp = (y1 >= y2) ? x1 - x2 : x2 - x1;
|
|
_processList[dataIndex]._xDirection = (xTemp == 0) ? 0 : ((xTemp < 0) ? -1 : 1);
|
|
_processList[dataIndex]._yDiff2 = yDiff;
|
|
}
|
|
|
|
void WalkRegion::process3(int yp, int dataCount, int &idx1, int &idx2) {
|
|
while ((idx2 < (dataCount - 1)) && (_processList[idx2 + 1]._yp <= yp))
|
|
++idx2;
|
|
while (!_processList[idx1]._yDiff2)
|
|
++idx1;
|
|
}
|
|
|
|
void WalkRegion::process4(int yp, int idx1, int idx2, int &count) {
|
|
count = 0;
|
|
for (int idx = idx1; idx <= idx2; ++idx) {
|
|
if (_processList[idx]._yDiff2 > 0)
|
|
++count;
|
|
process5(idx, idx1);
|
|
}
|
|
}
|
|
|
|
void WalkRegion::process5(int idx1, int idx2) {
|
|
while ((idx1 > idx2) && (_processList[idx1 - 1]._xp > _processList[idx1]._xp)) {
|
|
SWAP(_processList[idx1], _processList[idx1 - 1]);
|
|
--idx1;
|
|
}
|
|
}
|
|
|
|
void WalkRegion::loadRecords(int yp, int size, int processIndex) {
|
|
LineSliceSet sliceSet;
|
|
int sliceCount = size / 2;
|
|
|
|
for (int idx = 0; idx < sliceCount; ++idx, ++processIndex) {
|
|
while (!_processList[processIndex]._yDiff2)
|
|
++processIndex;
|
|
|
|
int sliceXs = _processList[processIndex]._xp;
|
|
_processList[processIndex].process();
|
|
|
|
do {
|
|
++processIndex;
|
|
} while (!_processList[processIndex]._yDiff2);
|
|
|
|
int sliceXe = _processList[processIndex]._xp;
|
|
_processList[processIndex].process();
|
|
|
|
sliceSet.items.push_back(LineSlice(sliceXs, sliceXe));
|
|
}
|
|
|
|
uniteLine(yp, sliceSet);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void WRField18::load(byte *data) {
|
|
_pt1.x = READ_LE_UINT16(data);
|
|
_pt1.y = READ_LE_UINT16(data + 2);
|
|
_pt2.x = READ_LE_UINT16(data + 4);
|
|
_pt2.y = READ_LE_UINT16(data + 6);
|
|
_v = READ_LE_UINT16(data + 8);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void WalkRegions::clear() {
|
|
_regionList.clear();
|
|
_field18.clear();
|
|
_idxList.clear();
|
|
_idxList2.clear();
|
|
_disabledRegions.clear();
|
|
}
|
|
|
|
void WalkRegions::load(int sceneNum) {
|
|
clear();
|
|
_resNum = sceneNum;
|
|
|
|
if (g_vm->getFeatures() & GF_ALT_REGIONS) {
|
|
loadRevised();
|
|
} else {
|
|
loadOriginal();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This version handles loading walk regions for Ringworld floppy version and Demo #1
|
|
*/
|
|
void WalkRegions::loadOriginal() {
|
|
byte *regionData = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 1, true);
|
|
if (!regionData) {
|
|
// No data, so return
|
|
_resNum = -1;
|
|
return;
|
|
}
|
|
|
|
byte *dataP;
|
|
int dataSize;
|
|
|
|
// Load the field 18 list
|
|
dataP = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 2);
|
|
dataSize = g_vm->_memoryManager.getSize(dataP);
|
|
assert(dataSize % 10 == 0);
|
|
|
|
byte *p = dataP;
|
|
for (int idx = 0; idx < (dataSize / 10); ++idx, p += 10) {
|
|
WRField18 rec;
|
|
rec.load(p);
|
|
_field18.push_back(rec);
|
|
}
|
|
|
|
DEALLOCATE(dataP);
|
|
|
|
// Load the idx list
|
|
dataP = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 3);
|
|
dataSize = g_vm->_memoryManager.getSize(dataP);
|
|
assert(dataSize % 2 == 0);
|
|
|
|
p = dataP;
|
|
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
|
|
_idxList.push_back(READ_LE_UINT16(p));
|
|
|
|
DEALLOCATE(dataP);
|
|
|
|
// Load the secondary idx list
|
|
dataP = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 4);
|
|
dataSize = g_vm->_memoryManager.getSize(dataP);
|
|
assert(dataSize % 2 == 0);
|
|
|
|
p = dataP;
|
|
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
|
|
_idxList2.push_back(READ_LE_UINT16(p));
|
|
|
|
DEALLOCATE(dataP);
|
|
|
|
// Handle the loading of the actual regions themselves
|
|
dataP = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 5);
|
|
|
|
byte *pWalkRegion = regionData + 16;
|
|
byte *srcP = dataP;
|
|
for (; (int16)READ_LE_UINT16(pWalkRegion) != -20000; pWalkRegion += 16) {
|
|
WalkRegion wr;
|
|
|
|
// Set the Walk region specific fields
|
|
wr._pt.x = (int16)READ_LE_UINT16(pWalkRegion);
|
|
wr._pt.y = (int16)READ_LE_UINT16(pWalkRegion + 2);
|
|
wr._idxListIndex = READ_LE_UINT32(pWalkRegion + 4);
|
|
wr._idxList2Index = READ_LE_UINT32(pWalkRegion + 8);
|
|
|
|
// Read in the region data
|
|
int size = READ_LE_UINT16(srcP);
|
|
srcP += 2;
|
|
wr.loadRegion(srcP, size);
|
|
|
|
srcP += size * 4;
|
|
_regionList.push_back(wr);
|
|
}
|
|
|
|
DEALLOCATE(dataP);
|
|
DEALLOCATE(regionData);
|
|
}
|
|
|
|
/**
|
|
* This version handles loading walk regions for Ringworld CD version and Demo #2. Given it's the newer
|
|
* version, it may also be used by future game titles
|
|
*/
|
|
void WalkRegions::loadRevised() {
|
|
byte *regionData = g_resourceManager->getResource(RES_WALKRGNS, _resNum, 2, true);
|
|
if (!regionData) {
|
|
// No data, so return
|
|
_resNum = -1;
|
|
return;
|
|
}
|
|
|
|
byte *data1P = regionData + READ_LE_UINT32(regionData);
|
|
byte *data2P = regionData + READ_LE_UINT32(regionData + 4);
|
|
byte *data3P = regionData + READ_LE_UINT32(regionData + 8);
|
|
byte *data4P = regionData + READ_LE_UINT32(regionData + 12);
|
|
byte *regionOffset = regionData + 16;
|
|
int dataSize;
|
|
|
|
// Load the field 18 list
|
|
dataSize = READ_LE_UINT32(regionData + 8) - READ_LE_UINT32(regionData + 4);
|
|
assert(dataSize % 10 == 0);
|
|
|
|
byte *p = data2P;
|
|
for (int idx = 0; idx < (dataSize / 10); ++idx, p += 10) {
|
|
WRField18 rec;
|
|
rec.load(p);
|
|
_field18.push_back(rec);
|
|
}
|
|
|
|
// Load the idx list
|
|
dataSize = READ_LE_UINT32(regionData + 12) - READ_LE_UINT32(regionData + 8);
|
|
assert(dataSize % 2 == 0);
|
|
|
|
p = data3P;
|
|
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
|
|
_idxList.push_back(READ_LE_UINT16(p));
|
|
|
|
// Load the secondary idx list
|
|
dataSize = READ_LE_UINT32(regionData + 16) - READ_LE_UINT32(regionData + 12);
|
|
assert(dataSize % 2 == 0);
|
|
|
|
p = data4P;
|
|
for (int idx = 0; idx < (dataSize / 2); ++idx, p += 2)
|
|
_idxList2.push_back(READ_LE_UINT16(p));
|
|
|
|
// Handle the loading of the actual regions themselves
|
|
byte *pWalkRegion = data1P + 16;
|
|
for (; (int16)READ_LE_UINT16(pWalkRegion) != -20000; pWalkRegion += 16, regionOffset += 4) {
|
|
WalkRegion wr;
|
|
byte *srcP = regionData + READ_LE_UINT32(regionOffset);
|
|
|
|
// Set the Walk region specific fields
|
|
wr._pt.x = (int16)READ_LE_UINT16(pWalkRegion);
|
|
wr._pt.y = (int16)READ_LE_UINT16(pWalkRegion + 2);
|
|
wr._idxListIndex = READ_LE_UINT32(pWalkRegion + 4);
|
|
wr._idxList2Index = READ_LE_UINT32(pWalkRegion + 8);
|
|
|
|
// Read in the region data
|
|
wr._regionId = 0;
|
|
wr.load(srcP);
|
|
|
|
_regionList.push_back(wr);
|
|
}
|
|
|
|
DEALLOCATE(regionData);
|
|
}
|
|
|
|
/**
|
|
* Returns the index of the walk region that contains the given point
|
|
* @param pt Point to locate
|
|
* @param indexList List of region indexes that should be ignored
|
|
*/
|
|
int WalkRegions::indexOf(const Common::Point &pt, const Common::List<int> *indexList) {
|
|
for (uint idx = 0; idx < _regionList.size(); ++idx) {
|
|
if ((!indexList || !contains(*indexList, int(idx + 1))) && _regionList[idx].contains(pt))
|
|
return idx + 1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void WalkRegions::synchronize(Serializer &s) {
|
|
// Synchronize the list of disabled regions as a list of values terminated with a '-1'
|
|
int regionId = 0;
|
|
if (s.isLoading()) {
|
|
_disabledRegions.clear();
|
|
|
|
s.syncAsSint16LE(regionId);
|
|
while (regionId != -1) {
|
|
_disabledRegions.push_back(regionId);
|
|
s.syncAsSint16LE(regionId);
|
|
}
|
|
} else {
|
|
Common::List<int>::iterator i;
|
|
for (i = _disabledRegions.begin(); i != _disabledRegions.end(); ++i) {
|
|
regionId = *i;
|
|
s.syncAsSint16LE(regionId);
|
|
}
|
|
|
|
regionId = -1;
|
|
s.syncAsSint16LE(regionId);
|
|
}
|
|
}
|
|
|
|
void WalkRegions::disableRegion(int regionId) {
|
|
if (!contains(_disabledRegions, regionId))
|
|
_disabledRegions.push_back(regionId);
|
|
}
|
|
|
|
void WalkRegions::enableRegion(int regionId) {
|
|
_disabledRegions.remove(regionId);
|
|
}
|
|
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void ScenePriorities::load(int resNum) {
|
|
_resNum = resNum;
|
|
clear();
|
|
|
|
bool altMode = (g_vm->getFeatures() & GF_ALT_REGIONS) != 0;
|
|
byte *regionData = g_resourceManager->getResource(RES_PRIORITY, resNum, altMode ? 1 : 9999, true);
|
|
if (!regionData)
|
|
return;
|
|
|
|
int regionCount = READ_LE_UINT16(regionData);
|
|
for (int regionCtr = 0; regionCtr < regionCount; ++regionCtr) {
|
|
if (altMode) {
|
|
// Region data is embedded within the resource
|
|
uint16 regionId = READ_LE_UINT16(regionData + regionCtr * 6 + 2);
|
|
uint32 dataOffset = READ_LE_UINT32(regionData + regionCtr * 6 + 4);
|
|
push_back(Region(regionId, regionData + dataOffset));
|
|
} else {
|
|
// The data contains the index of another resource containing the region data
|
|
int rlbNum = READ_LE_UINT16(regionData + regionCtr * 6 + 2);
|
|
|
|
push_back(Region(resNum, rlbNum, RES_PRIORITY));
|
|
}
|
|
}
|
|
|
|
DEALLOCATE(regionData);
|
|
}
|
|
|
|
Region *ScenePriorities::find(int priority) {
|
|
// If no priority regions are loaded, then return the placeholder region
|
|
if (empty()) {
|
|
if (g_vm->getGameID() == GType_Ringworld)
|
|
return &_defaultPriorityRegion;
|
|
return NULL;
|
|
}
|
|
|
|
if (priority > 255)
|
|
priority = 255;
|
|
|
|
// Loop through the regions to find the closest for the given priority level
|
|
int minRegionId = 9998;
|
|
Region *region = NULL;
|
|
for (ScenePriorities::iterator i = begin(); i != end(); ++i) {
|
|
Region *r = &(*i);
|
|
int regionId = r->_regionId;
|
|
|
|
if ((regionId > priority) && (regionId < minRegionId)) {
|
|
minRegionId = regionId;
|
|
region = r;
|
|
}
|
|
}
|
|
|
|
assert(region);
|
|
return region;
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
void FloatSet::add(double v1, double v2, double v3) {
|
|
_float1 += v1;
|
|
_float2 += v2;
|
|
_float3 += v3;
|
|
}
|
|
|
|
void FloatSet::proc1(double v) {
|
|
double diff = (cos(v) * _float1) - (sin(v) * _float2);
|
|
_float2 = (sin(v) * _float1) + (cos(v) * _float2);
|
|
_float1 = diff;
|
|
}
|
|
|
|
double FloatSet::sqrt(FloatSet &floatSet) {
|
|
double f1Diff = _float1 - floatSet._float1;
|
|
double f2Diff = _float2 - floatSet._float2;
|
|
double f3Diff = _float3 - floatSet._float3;
|
|
|
|
return ::sqrt(f1Diff * f1Diff + f2Diff * f2Diff + f3Diff * f3Diff);
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
GameHandler::GameHandler() : EventHandler() {
|
|
_nextWaitCtr = 1;
|
|
_waitCtr.setCtr(1);
|
|
}
|
|
|
|
GameHandler::~GameHandler() {
|
|
if (g_globals)
|
|
g_globals->_game->removeHandler(this);
|
|
}
|
|
|
|
void GameHandler::execute() {
|
|
if (_waitCtr.decCtr() == 0) {
|
|
_waitCtr.setCtr(_nextWaitCtr);
|
|
dispatch();
|
|
}
|
|
}
|
|
|
|
void GameHandler::synchronize(Serializer &s) {
|
|
if (s.getVersion() >= 2)
|
|
EventHandler::synchronize(s);
|
|
|
|
_lockCtr.synchronize(s);
|
|
_waitCtr.synchronize(s);
|
|
s.syncAsSint16LE(_nextWaitCtr);
|
|
|
|
if (s.getVersion() < 14) {
|
|
int useless = 0;
|
|
s.syncAsSint16LE(useless);
|
|
}
|
|
}
|
|
|
|
/*--------------------------------------------------------------------------*/
|
|
|
|
SceneHandler::SceneHandler() {
|
|
_saveGameSlot = -1;
|
|
_loadGameSlot = -1;
|
|
_prevFrameNumber = 0;
|
|
_delayTicks = 0;
|
|
}
|
|
|
|
void SceneHandler::registerHandler() {
|
|
postInit();
|
|
g_globals->_game->addHandler(this);
|
|
}
|
|
|
|
uint32 SceneHandler::getFrameDifference() {
|
|
return GLOBALS._events.getFrameNumber() - _prevFrameNumber;
|
|
}
|
|
|
|
void SceneHandler::postInit(SceneObjectList *OwnerList) {
|
|
_delayTicks = 2;
|
|
|
|
g_globals->_scenePalette.loadPalette(0);
|
|
g_globals->_scenePalette.refresh();
|
|
|
|
g_globals->_soundManager.postInit();
|
|
g_globals->_soundManager.buildDriverList(true);
|
|
g_globals->_soundManager.installConfigDrivers();
|
|
|
|
g_globals->_game->start();
|
|
}
|
|
|
|
void SceneHandler::process(Event &event) {
|
|
// Main keypress handler
|
|
if (!event.handled) {
|
|
g_globals->_game->processEvent(event);
|
|
|
|
if (event.eventType == EVENT_KEYPRESS)
|
|
g_globals->_events.setCursorFromFlag();
|
|
}
|
|
|
|
// Check for displaying right-click dialog
|
|
if ((event.eventType == EVENT_BUTTON_DOWN) && (event.btnState == BTNSHIFT_RIGHT) &&
|
|
g_globals->_player._uiEnabled &&
|
|
((g_vm->getGameID() != GType_Ringworld2) || (R2_GLOBALS._sceneManager._sceneNumber != 1330))) {
|
|
g_globals->_game->rightClick();
|
|
|
|
event.handled = true;
|
|
return;
|
|
}
|
|
|
|
// If there is an active scene, pass the event to it
|
|
if (g_globals->_sceneManager._scene)
|
|
g_globals->_sceneManager._scene->process(event);
|
|
|
|
if (!event.handled) {
|
|
// Separate check for F5 - Save key
|
|
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_F5)) {
|
|
// F5 - Save
|
|
g_globals->_game->saveGame();
|
|
event.handled = true;
|
|
g_globals->_events.setCursorFromFlag();
|
|
}
|
|
|
|
// Check for debugger
|
|
if ((event.eventType == EVENT_KEYPRESS) && (event.kbd.keycode == Common::KEYCODE_d) &&
|
|
(event.kbd.flags & Common::KBD_CTRL)) {
|
|
// Attach to the debugger
|
|
g_vm->_debugger->attach();
|
|
g_vm->_debugger->onFrame();
|
|
}
|
|
|
|
if ((event.eventType == EVENT_KEYPRESS) && g_globals->_player._enabled) {
|
|
// Keyboard shortcuts for different actions
|
|
switch (event.kbd.keycode) {
|
|
case Common::KEYCODE_w:
|
|
g_globals->_events.setCursor(GLOBALS._player._canWalk ? CURSOR_WALK : CURSOR_USE);
|
|
event.handled = true;
|
|
break;
|
|
case Common::KEYCODE_l:
|
|
g_globals->_events.setCursor(CURSOR_LOOK);
|
|
event.handled = true;
|
|
break;
|
|
case Common::KEYCODE_u:
|
|
g_globals->_events.setCursor(CURSOR_USE);
|
|
event.handled = true;
|
|
break;
|
|
case Common::KEYCODE_t:
|
|
g_globals->_events.setCursor(CURSOR_TALK);
|
|
event.handled = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Mouse press handling
|
|
bool enabled = (g_vm->getGameID() != GType_Ringworld) ? g_globals->_player._enabled :
|
|
g_globals->_player._uiEnabled;
|
|
if (enabled && (event.eventType == EVENT_BUTTON_DOWN) && !g_globals->_sceneItems.empty()) {
|
|
// Check if the mouse is on the player
|
|
if (g_globals->_player.contains(event.mousePos)) {
|
|
playerAction(event);
|
|
if (event.handled)
|
|
return;
|
|
}
|
|
|
|
// Scan the item list to find one the mouse is within
|
|
SynchronizedList<SceneItem *>::iterator i;
|
|
for (i = g_globals->_sceneItems.begin(); i != g_globals->_sceneItems.end(); ++i) {
|
|
SceneItem *item = *i;
|
|
if (item->contains(event.mousePos)) {
|
|
// Pass the action to the item
|
|
bool handled = item->startAction(g_globals->_events.getCursor(), event);
|
|
if (!handled)
|
|
// Item wasn't handled, keep scanning
|
|
continue;
|
|
|
|
if ((g_vm->getGameID() == GType_Ringworld) || (g_globals->_events.getCursor() == CURSOR_9999)) {
|
|
event.handled = g_globals->_events.getCursor() != CURSOR_WALK;
|
|
|
|
if (g_globals->_player._uiEnabled && g_globals->_player._canWalk &&
|
|
(g_globals->_events.getCursor() != CURSOR_LOOK)) {
|
|
g_globals->_events.setCursor(CURSOR_WALK);
|
|
} else if (g_globals->_player._canWalk && (g_globals->_events.getCursor() != CURSOR_LOOK)) {
|
|
g_globals->_events.setCursor(CURSOR_WALK);
|
|
} else if (g_globals->_player._uiEnabled && (g_globals->_events.getCursor() != CURSOR_LOOK)) {
|
|
g_globals->_events.setCursor(CURSOR_USE);
|
|
}
|
|
|
|
if (g_vm->getGameID() != GType_Ringworld)
|
|
event.handled = true;
|
|
} else if (g_vm->getGameID() != GType_Ringworld) {
|
|
event.handled = true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Handle any fallback text display
|
|
processEnd(event);
|
|
}
|
|
|
|
// Handle player processing
|
|
g_globals->_player.process(event);
|
|
}
|
|
}
|
|
|
|
void SceneHandler::dispatch() {
|
|
// Handle game saving and loading
|
|
if (_saveGameSlot != -1) {
|
|
int saveSlot = _saveGameSlot;
|
|
_saveGameSlot = -1;
|
|
Common::Error err = g_saver->save(saveSlot, _saveName);
|
|
// FIXME: Make use of the description string in err to enhance
|
|
// the error reported to the user.
|
|
if (err.getCode() != Common::kNoError)
|
|
GUIErrorMessage(SAVE_ERROR_MSG);
|
|
}
|
|
if (_loadGameSlot != -1) {
|
|
int priorSceneBeforeLoad = GLOBALS._sceneManager._previousScene;
|
|
int currentSceneBeforeLoad = GLOBALS._sceneManager._sceneNumber;
|
|
|
|
int loadSlot = _loadGameSlot;
|
|
_loadGameSlot = -1;
|
|
g_saver->restore(loadSlot);
|
|
g_globals->_events.setCursorFromFlag();
|
|
|
|
postLoad(priorSceneBeforeLoad, currentSceneBeforeLoad);
|
|
}
|
|
|
|
g_globals->_soundManager.dispatch();
|
|
g_globals->_scenePalette.signalListeners();
|
|
|
|
// Dispatch to any objects registered in the scene
|
|
g_globals->_sceneObjects->recurse(SceneHandler::dispatchObject);
|
|
|
|
// If a scene is active, then dispatch to it
|
|
if (g_globals->_sceneManager._scene)
|
|
g_globals->_sceneManager._scene->dispatch();
|
|
|
|
// Not actually used
|
|
//_eventListeners.forEach(SceneHandler::handleListener);
|
|
|
|
// Handle pending events
|
|
Event event;
|
|
if (g_globals->_events.getEvent(event)) {
|
|
// Process pending events
|
|
do {
|
|
process(event);
|
|
} while (g_globals->_events.getEvent(event));
|
|
} else if (g_vm->getGameID() != GType_Ringworld) {
|
|
// For Blue Force, 'none' events need to be generated in the absence of any
|
|
event.eventType = EVENT_NONE;
|
|
event.mousePos = g_globals->_events._mousePos;
|
|
process(event);
|
|
}
|
|
|
|
// Handle drawing the contents of the scene
|
|
if ((g_vm->getGameID() != GType_Ringworld2) || (R2_GLOBALS._animationCtr == 0)) {
|
|
if (g_globals->_sceneManager._scene)
|
|
g_globals->_sceneObjects->draw();
|
|
}
|
|
|
|
// Check to see if any scene change is required
|
|
g_globals->_sceneManager.checkScene();
|
|
|
|
// Signal the ScummVM debugger
|
|
g_vm->_debugger->onFrame();
|
|
|
|
// Delay between frames
|
|
g_globals->_events.delay(_delayTicks);
|
|
}
|
|
|
|
void SceneHandler::dispatchObject(EventHandler *obj) {
|
|
obj->dispatch();
|
|
}
|
|
|
|
void SceneHandler::saveListener(Serializer &ser) {
|
|
}
|
|
|
|
} // End of namespace TsAGE
|