scummvm/engines/m4/m4_scene.cpp
Torbjörn Andersson 35f1a55b70 Allow the Orion Burger title screen to be shown again. At least, it doesn't
crash on my computer any more. (It doesn't do much interesting either.)

svn-id: r48892
2010-05-02 17:43:24 +00:00

329 lines
9.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "m4/m4_scene.h"
#include "m4/dialogs.h"
#include "m4/globals.h"
#include "m4/events.h"
#include "m4/graphics.h"
#include "m4/rails.h"
#include "m4/font.h"
#include "m4/m4_views.h"
#include "m4/mads_views.h"
#include "m4/compression.h"
namespace M4 {
M4Scene::M4Scene(M4Engine *vm): _sceneResources(), Scene(vm, &_sceneResources) {
_vm = vm;
_sceneSprites = NULL;
_inverseColourTable = NULL;
_sceneResources.hotspots = new HotSpotList();
_sceneResources.parallax = new HotSpotList();
_sceneResources.props = new HotSpotList();
_interfaceSurface = new M4InterfaceView(vm);
}
M4Scene::~M4Scene() {
delete _sceneSprites;
}
void M4Scene::loadSceneSprites(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssb", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
_vm->res()->toss(filename);
printf("Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
}
void M4Scene::loadSceneResources(int sceneNumber) {
char filename[kM4MaxFilenameSize];
int i = 0, x = 0, y = 0;
sprintf(filename, "%i.chk", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
if (sceneS != NULL) {
sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
_sceneResources.hotspotCount = sceneS->readUint32LE();
_sceneResources.parallaxCount = sceneS->readUint32LE();
_sceneResources.propsCount = sceneS->readUint32LE();
_sceneResources.frontY = sceneS->readUint32LE();
_sceneResources.backY = sceneS->readUint32LE();
_sceneResources.frontScale = sceneS->readUint32LE();
_sceneResources.backScale = sceneS->readUint32LE();
for (i = 0; i < 16; i++)
_sceneResources.depthTable[i] = sceneS->readUint16LE();
_sceneResources.railNodeCount = sceneS->readUint32LE();
// Clear rails from previous scene
_vm->_rails->clearRails();
for (i = 0; i < _sceneResources.railNodeCount; i++) {
x = sceneS->readUint32LE();
y = sceneS->readUint32LE();
if (_vm->_rails->addRailNode(x, y, true) < 0) {
warning("Too many rail nodes defined for scene");
}
}
// Clear current hotspot lists
_sceneResources.hotspots->clear();
_sceneResources.parallax->clear();
_sceneResources.props->clear();
_sceneResources.hotspots->loadHotSpots(sceneS, _sceneResources.hotspotCount);
_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
_sceneResources.props->loadHotSpots(sceneS, _sceneResources.propsCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void M4Scene::loadSceneInverseColourTable(int sceneNumber) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *iplS;
sprintf(filename, "%i.ipl", sceneNumber);
iplS = _vm->res()->openFile(filename);
delete[] _inverseColourTable;
_inverseColourTable = new byte[iplS->size()];
iplS->read(_inverseColourTable, iplS->size());
_vm->res()->toss(filename);
}
void M4Scene::loadSceneSpriteCodes(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssc", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
// TODO
if (sceneS != NULL) {
SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
int colorCount = _sceneSpriteCodes->getColorCount();
// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
//_vm->_palette->setPalette(spritePalette, 0, colorCount);
printf("Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void M4Scene::loadScene(int sceneNumber) {
Scene::loadScene(sceneNumber);
_backgroundSurface->loadBackground(sceneNumber);
_palData = NULL;
if (_vm->getGameType() == GType_Burger &&
sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
setStatusText("");
// Load scene def file (*.CHK)
loadSceneResources(sceneNumber);
// TODO: set walker scaling
// TODO: destroy woodscript buffer
// Load scene walk path file (*.COD/*.WW?)
loadSceneCodes(sceneNumber);
// Load inverse color table file (*.IPL)
loadSceneInverseColourTable(sceneNumber);
if (_vm->getGameType() != GType_Burger) {
// Load scene sprites file (*.SSB)
loadSceneSprites(sceneNumber);
// Load scene sprite codes file (*.SSC)
loadSceneSpriteCodes(sceneNumber);
}
if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
_m4Vm->scene()->getInterface()->show();
showSprites();
}
// Purge resources
_vm->res()->purge();
}
void M4Scene::loadSceneCodes(int sceneNumber, int index) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *sceneS;
sprintf(filename, "%i.cod", sceneNumber);
sceneS = _vm->res()->openFile(filename);
_walkSurface->loadCodesM4(sceneS);
_vm->res()->toss(filename);
}
void M4Scene::show() {
Scene::show();
_vm->_viewManager->addView(_interfaceSurface);
}
void M4Scene::leaveScene() {
_sceneResources.parallax->clear();
delete _sceneResources.parallax;
delete[] _inverseColourTable;
Scene::leaveScene();
}
void M4Scene::checkHotspotAtMousePos(int x, int y) {
if (_vm->getGameType() == GType_Riddle)
return;
// TODO: loads of things to do here, only the mouse cursor and the status
// text is changed for now
// Only scene hotspots are checked for now, not parallax/props, as the
// latter ones are not used by Orion Burger
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
}
_m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
} else {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(0);
} else {
}
}
}
void M4Scene::leftClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
// Place a Wilbur sprite with the correct facing
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
update();
_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
/*
int posX = currentHotSpot->getFeetX();
int posY = currentHotSpot->getFeetY() -
scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
*/
// Player said.... (for scene scripts)
printf("Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
// FIXME: This should be moved somewhere else, and is incomplete
if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
if (_vm->_mouse->getVerb() == NULL) {
strcpy(_vm->_player->verb, currentHotSpot->getVerb());
} else {
strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
}
} else {
strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
}
strcpy(_vm->_player->noun, currentHotSpot->getVocab());
strcpy(_vm->_player->object, "");
_vm->_player->commandReady = true;
printf("## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
}
}
}
void M4Scene::rightClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
nextCommonCursor();
_m4Vm->scene()->getInterface()->_inventory.clearSelected();
}
}
void M4Scene::setAction(int action, int objectId) {
}
void M4Scene::setStatusText(const char *text) {
getInterface()->setStatusText(text);
}
void M4Scene::update() {
}
void M4Scene::nextCommonCursor() {
int cursorIndex = _vm->_mouse->getCursorNum();
switch (cursorIndex) {
case CURSOR_ARROW:
cursorIndex = CURSOR_LOOK;
break;
case CURSOR_LOOK:
cursorIndex = CURSOR_TAKE;
break;
case CURSOR_TAKE:
cursorIndex = CURSOR_USE;
break;
case CURSOR_USE:
cursorIndex = CURSOR_ARROW;
break;
default:
cursorIndex = CURSOR_ARROW;
}
_vm->_mouse->setCursorNum(cursorIndex);
}
void M4Scene::showHotSpots() {
Scene::showHotSpots();
// parallax (yellow)
for (int i = 0; i < _sceneResources.parallaxCount; i++) {
HotSpot *currentHotSpot = _sceneResources.parallax->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
}
}
} // End of namespace M4