mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 10:19:27 +00:00
35f1a55b70
crash on my computer any more. (It doesn't do much interesting either.) svn-id: r48892
329 lines
9.6 KiB
C++
329 lines
9.6 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "m4/m4_scene.h"
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#include "m4/dialogs.h"
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#include "m4/globals.h"
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#include "m4/events.h"
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#include "m4/graphics.h"
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#include "m4/rails.h"
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#include "m4/font.h"
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#include "m4/m4_views.h"
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#include "m4/mads_views.h"
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#include "m4/compression.h"
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namespace M4 {
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M4Scene::M4Scene(M4Engine *vm): _sceneResources(), Scene(vm, &_sceneResources) {
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_vm = vm;
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_sceneSprites = NULL;
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_inverseColourTable = NULL;
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_sceneResources.hotspots = new HotSpotList();
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_sceneResources.parallax = new HotSpotList();
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_sceneResources.props = new HotSpotList();
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_interfaceSurface = new M4InterfaceView(vm);
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}
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M4Scene::~M4Scene() {
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delete _sceneSprites;
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}
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void M4Scene::loadSceneSprites(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssb", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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_vm->res()->toss(filename);
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printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
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}
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void M4Scene::loadSceneResources(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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int i = 0, x = 0, y = 0;
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sprintf(filename, "%i.chk", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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if (sceneS != NULL) {
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sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
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sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
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_sceneResources.hotspotCount = sceneS->readUint32LE();
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_sceneResources.parallaxCount = sceneS->readUint32LE();
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_sceneResources.propsCount = sceneS->readUint32LE();
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_sceneResources.frontY = sceneS->readUint32LE();
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_sceneResources.backY = sceneS->readUint32LE();
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_sceneResources.frontScale = sceneS->readUint32LE();
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_sceneResources.backScale = sceneS->readUint32LE();
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for (i = 0; i < 16; i++)
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_sceneResources.depthTable[i] = sceneS->readUint16LE();
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_sceneResources.railNodeCount = sceneS->readUint32LE();
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// Clear rails from previous scene
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_vm->_rails->clearRails();
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for (i = 0; i < _sceneResources.railNodeCount; i++) {
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x = sceneS->readUint32LE();
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y = sceneS->readUint32LE();
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if (_vm->_rails->addRailNode(x, y, true) < 0) {
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warning("Too many rail nodes defined for scene");
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}
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}
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// Clear current hotspot lists
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_sceneResources.hotspots->clear();
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_sceneResources.parallax->clear();
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_sceneResources.props->clear();
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_sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount);
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_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
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_sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void M4Scene::loadSceneInverseColourTable(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *iplS;
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sprintf(filename, "%i.ipl", sceneNumber);
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iplS = _vm->res()->openFile(filename);
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delete[] _inverseColourTable;
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_inverseColourTable = new byte[iplS->size()];
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iplS->read(_inverseColourTable, iplS->size());
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_vm->res()->toss(filename);
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}
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void M4Scene::loadSceneSpriteCodes(int sceneNumber) {
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char filename[kM4MaxFilenameSize];
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sprintf(filename, "%i.ssc", sceneNumber);
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Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
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// TODO
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if (sceneS != NULL) {
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SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
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int colorCount = _sceneSpriteCodes->getColorCount();
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// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
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//_vm->_palette->setPalette(spritePalette, 0, colorCount);
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printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
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// Note that toss() deletes the MemoryReadStream
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_vm->res()->toss(filename);
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}
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}
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void M4Scene::loadScene(int sceneNumber) {
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Scene::loadScene(sceneNumber);
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_backgroundSurface->loadBackground(sceneNumber);
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_palData = NULL;
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if (_vm->getGameType() == GType_Burger &&
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sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
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setStatusText("");
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// Load scene def file (*.CHK)
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loadSceneResources(sceneNumber);
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// TODO: set walker scaling
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// TODO: destroy woodscript buffer
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// Load scene walk path file (*.COD/*.WW?)
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loadSceneCodes(sceneNumber);
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// Load inverse color table file (*.IPL)
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loadSceneInverseColourTable(sceneNumber);
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if (_vm->getGameType() != GType_Burger) {
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// Load scene sprites file (*.SSB)
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loadSceneSprites(sceneNumber);
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// Load scene sprite codes file (*.SSC)
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loadSceneSpriteCodes(sceneNumber);
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}
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if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
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_m4Vm->scene()->getInterface()->show();
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showSprites();
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}
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// Purge resources
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_vm->res()->purge();
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}
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void M4Scene::loadSceneCodes(int sceneNumber, int index) {
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char filename[kM4MaxFilenameSize];
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Common::SeekableReadStream *sceneS;
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sprintf(filename, "%i.cod", sceneNumber);
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sceneS = _vm->res()->openFile(filename);
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_walkSurface->loadCodesM4(sceneS);
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_vm->res()->toss(filename);
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}
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void M4Scene::show() {
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Scene::show();
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_vm->_viewManager->addView(_interfaceSurface);
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}
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void M4Scene::leaveScene() {
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_sceneResources.parallax->clear();
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delete _sceneResources.parallax;
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delete[] _inverseColourTable;
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Scene::leaveScene();
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}
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void M4Scene::checkHotspotAtMousePos(int x, int y) {
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if (_vm->getGameType() == GType_Riddle)
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return;
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// TODO: loads of things to do here, only the mouse cursor and the status
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// text is changed for now
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// Only scene hotspots are checked for now, not parallax/props, as the
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// latter ones are not used by Orion Burger
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HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
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if (currentHotSpot != NULL && currentHotSpot->getActive()) {
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
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_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
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}
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_m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
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} else {
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if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
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_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
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_vm->_mouse->getCursorNum() != CURSOR_USE &&
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_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
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_vm->_mouse->setCursorNum(0);
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} else {
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}
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}
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}
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void M4Scene::leftClick(int x, int y) {
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if (_vm->getGameType() == GType_Burger) {
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// Place a Wilbur sprite with the correct facing
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HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
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if (currentHotSpot != NULL && currentHotSpot->getActive()) {
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update();
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_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
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/*
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int posX = currentHotSpot->getFeetX();
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int posY = currentHotSpot->getFeetY() -
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scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
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//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
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*/
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// Player said.... (for scene scripts)
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printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
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// FIXME: This should be moved somewhere else, and is incomplete
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if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
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if (_vm->_mouse->getVerb() == NULL) {
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strcpy(_vm->_player->verb, currentHotSpot->getVerb());
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} else {
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strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
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}
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} else {
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strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
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}
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strcpy(_vm->_player->noun, currentHotSpot->getVocab());
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strcpy(_vm->_player->object, "");
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_vm->_player->commandReady = true;
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printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
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}
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}
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}
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void M4Scene::rightClick(int x, int y) {
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if (_vm->getGameType() == GType_Burger) {
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nextCommonCursor();
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_m4Vm->scene()->getInterface()->_inventory.clearSelected();
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}
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}
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void M4Scene::setAction(int action, int objectId) {
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}
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void M4Scene::setStatusText(const char *text) {
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getInterface()->setStatusText(text);
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}
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void M4Scene::update() {
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}
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void M4Scene::nextCommonCursor() {
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int cursorIndex = _vm->_mouse->getCursorNum();
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switch (cursorIndex) {
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case CURSOR_ARROW:
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cursorIndex = CURSOR_LOOK;
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break;
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case CURSOR_LOOK:
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cursorIndex = CURSOR_TAKE;
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break;
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case CURSOR_TAKE:
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cursorIndex = CURSOR_USE;
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break;
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case CURSOR_USE:
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cursorIndex = CURSOR_ARROW;
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break;
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default:
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cursorIndex = CURSOR_ARROW;
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}
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_vm->_mouse->setCursorNum(cursorIndex);
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}
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void M4Scene::showHotSpots() {
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Scene::showHotSpots();
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// parallax (yellow)
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for (int i = 0; i < _sceneResources.parallaxCount; i++) {
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HotSpot *currentHotSpot = _sceneResources.parallax->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
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}
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}
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} // End of namespace M4
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