scummvm/engines/bladerunner/scene.cpp
Thanasis Antoniou d4855a64b3 BLADERUNNER: Add methods to skip screen effects
Also enhanced functionality for debugger's cmdDraw, allowing to draw isolated objects
2019-05-21 22:13:45 +03:00

463 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "bladerunner/scene.h"
#include "bladerunner/actor.h"
#include "bladerunner/actor_dialogue_queue.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
#include "bladerunner/game_info.h"
#include "bladerunner/items.h"
#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/screen_effects.h"
#include "bladerunner/set.h"
#include "bladerunner/settings.h"
#include "bladerunner/slice_renderer.h"
#include "bladerunner/script/police_maze.h"
#include "bladerunner/script/scene_script.h"
#include "bladerunner/ui/spinner.h"
#include "bladerunner/vqa_player.h"
#include "bladerunner/zbuffer.h"
#include "common/str.h"
namespace BladeRunner {
Scene::Scene(BladeRunnerEngine *vm)
: _vm(vm),
_setId(-1),
_sceneId(-1),
_vqaPlayer(nullptr),
_defaultLoop(0),
_defaultLoopSet(false),
_specialLoopMode(kSceneLoopModeLoseControl),
_specialLoop(0),
_defaultLoopPreloadedSet(false),
// _introFinished(false),
_nextSetId(-1),
_nextSceneId(-1),
_frame(0),
_actorStartFacing(0),
_playerWalkedIn(false),
_set(new Set(vm)),
_regions(new Regions()),
_exits(new Regions()) {
}
Scene::~Scene() {
delete _set;
delete _regions;
delete _exits;
delete _vqaPlayer;
}
bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
_vm->_actorDialogueQueue->flush(1, false);
}
_vm->walkingReset();
_setId = setId;
_sceneId = sceneId;
const Common::String sceneName = _vm->_gameInfo->getSceneName(_sceneId);
if (isLoadingGame) {
_vm->_overlays->resume(true);
} else {
_regions->clear();
_exits->clear();
#if BLADERUNNER_ORIGINAL_BUGS
#else
_vm->_screenEffects->toggleEntry(-1, false); // clear the skip list
#endif
_vm->_screenEffects->_entries.clear();
_vm->_overlays->removeAll();
_defaultLoop = 0;
_defaultLoopSet = false;
_defaultLoopPreloadedSet = false;
_specialLoopMode = kSceneLoopModeNone;
_specialLoop = -1;
_frame = -1;
}
Common::String vqaName;
int currentResourceId = _vm->_chapters->currentResourceId();
if (currentResourceId == 1) {
vqaName = Common::String::format("%s.VQA", sceneName.c_str());
} else {
vqaName = Common::String::format("%s_%d.VQA", sceneName.c_str(), MIN(currentResourceId, 3));
}
if (_vqaPlayer != nullptr) {
delete _vqaPlayer;
}
_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack, vqaName);
if (!_vm->_sceneScript->open(sceneName)) {
return false;
}
if (!isLoadingGame) {
_vm->_sceneScript->initializeScene();
}
Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
if (!_set->open(setResourceName)) {
return false;
}
_vm->_sliceRenderer->setView(_vm->_view);
if (isLoadingGame) {
resume(true);
if (sceneId == kScenePS10 // police maze
|| sceneId == kScenePS11 // police maze
|| sceneId == kScenePS12 // police maze
|| sceneId == kScenePS13 // police maze
#if BLADERUNNER_ORIGINAL_BUGS
#else
|| sceneId == kSceneUG01 // Steam room
#endif // BLADERUNNER_ORIGINAL_BUGS
) {
_vm->_sceneScript->sceneLoaded();
}
return true;
}
if (!_vqaPlayer->open()) {
return false;
}
if (_specialLoopMode == kSceneLoopModeNone) {
startDefaultLoop();
}
advanceFrame();
_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
_vm->_playerActor->setSetId(setId);
_vm->_sceneScript->sceneLoaded();
_vm->_sceneObjects->clear();
// Init click map
int actorCount = _vm->_gameInfo->getActorCount();
for (int i = 0; i != actorCount; ++i) {
Actor *actor = _vm->_actors[i];
if (actor->getSetId() == setId) {
_vm->_sceneObjects->addActor(
i + kSceneObjectOffsetActors,
actor->getBoundingBox(),
actor->getScreenRectangle(),
true,
false,
actor->isTarget(),
actor->isRetired()
);
}
}
_set->addObjectsToScene(_vm->_sceneObjects);
_vm->_items->addToSet(setId);
_vm->_sceneObjects->updateObstacles();
if (_specialLoopMode != kSceneLoopModeLoseControl) {
_vm->_sceneScript->playerWalkedIn();
}
return true;
}
bool Scene::close(bool isLoadingGame) {
bool result = true;
if (getSetId() == -1) {
return true;
}
_vm->_policeMaze->clear(!isLoadingGame);
if (isLoadingGame) {
_vm->_sceneScript->playerWalkedOut();
}
// if (SceneScript_isLoaded() && !SceneScript_unload()) {
// result = false;
// }
if (_vqaPlayer != nullptr) {
//_vqaPlayer->stop();
delete _vqaPlayer;
_vqaPlayer = nullptr;
}
_sceneId = -1;
_setId = -1;
return result;
}
int Scene::advanceFrame(bool useTime) {
int frame = _vqaPlayer->update(false, true, useTime);
if (frame >= 0) {
blit(_vm->_surfaceBack, _vm->_surfaceFront);
_vqaPlayer->updateZBuffer(_vm->_zbuffer);
_vqaPlayer->updateView(_vm->_view);
_vqaPlayer->updateScreenEffects(_vm->_screenEffects);
_vqaPlayer->updateLights(_vm->_lights);
}
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
if (!_defaultLoopSet) {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
_defaultLoopSet = true;
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerLosesControl();
}
}
} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
if (frame == -3) { // EOF
_vm->_settings->setNewSetAndScene(_nextSetId, _nextSceneId);
_vm->playerGainsControl();
}
} else if (_specialLoopMode == kSceneLoopModeNone) {
if (!_defaultLoopPreloadedSet) {
_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, &Scene::loopEndedStatic, this);
_defaultLoopPreloadedSet = true;
}
}
if (frame >= 0) {
_frame = frame;
}
return frame;
}
void Scene::resume(bool isLoadingGame) {
if (!_vqaPlayer) {
return;
}
int targetFrame = _frame;
if (isLoadingGame) {
_vqaPlayer->open();
} else {
_vm->_zbuffer->disable();
}
if (_specialLoopMode == kSceneLoopModeNone) {
startDefaultLoop();
} else {
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_vm->_settings->setNewSetAndScene(_setId, _sceneId);
}
if (_defaultLoopPreloadedSet) {
_specialLoopMode = kSceneLoopModeNone;
startDefaultLoop();
advanceFrame(false);
loopStartSpecial(_specialLoopMode, _specialLoop, false);
} else {
_defaultLoopPreloadedSet = true;
loopStartSpecial(_specialLoopMode, _specialLoop, true);
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeChangeSet) {
_vm->playerGainsControl();
}
}
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_vm->_settings->clearNewSetAndScene();
}
}
int frame;
do {
frame = advanceFrame(false);
} while (frame >= 0 && frame != targetFrame);
if (!isLoadingGame) {
_vm->_zbuffer->enable();
}
}
void Scene::startDefaultLoop() {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeImmediate, nullptr, nullptr);
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
}
void Scene::setActorStart(Vector3 position, int facing) {
_actorStartPosition = position;
_actorStartFacing = facing;
}
void Scene::loopSetDefault(int loopId) {
_defaultLoop = loopId;
}
void Scene::loopStartSpecial(int specialLoopMode, int loopId, bool immediately) {
_specialLoopMode = specialLoopMode;
_specialLoop = loopId;
int repeats = -1;
if (_specialLoopMode == kSceneLoopModeChangeSet) {
repeats = 0;
}
int loopMode = kLoopSetModeEnqueue;
if (immediately) {
loopMode = kLoopSetModeImmediate;
}
_vqaPlayer->setLoop(_specialLoop, repeats, loopMode, &Scene::loopEndedStatic, this);
if (_specialLoopMode == kSceneLoopModeChangeSet) {
_nextSetId = _vm->_settings->getNewSet();
_nextSceneId = _vm->_settings->getNewScene();
}
if (immediately) {
_defaultLoopPreloadedSet = true;
loopEnded(0, _specialLoop);
}
}
int Scene::findObject(const Common::String &objectName) {
return _set->findObject(objectName);
}
bool Scene::objectSetHotMouse(int objectId) {
return _set->objectSetHotMouse(objectId);
}
bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
return _set->objectGetBoundingBox(objectId, boundingBox);
}
void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
_set->objectSetIsClickable(objectId, isClickable);
if (sceneLoaded) {
_vm->_sceneObjects->setIsClickable(objectId + kSceneObjectOffsetObjects, isClickable);
}
}
void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
_set->objectSetIsObstacle(objectId, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(objectId + kSceneObjectOffsetObjects, isObstacle);
if (updateWalkpath) {
_vm->_sceneObjects->updateObstacles();
}
}
}
void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
int i;
for (i = 0; i < (int)_set->getObjectCount(); i++) {
_set->objectSetIsObstacle(i, isObstacle);
if (sceneLoaded) {
_vm->_sceneObjects->setIsObstacle(i + kSceneObjectOffsetObjects, isObstacle);
}
}
}
void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
_set->objectSetIsTarget(objectId, isTarget);
if (sceneLoaded) {
_vm->_sceneObjects->setIsTarget(objectId + kSceneObjectOffsetObjects, isTarget);
}
}
const Common::String &Scene::objectGetName(int objectId) {
return _set->objectGetName(objectId);
}
void Scene::loopEnded(int frame, int loopId) {
if (_specialLoopMode == kSceneLoopModeLoseControl || _specialLoopMode == kSceneLoopModeOnce || _specialLoopMode == kSceneLoopModeSpinner) {
if (_defaultLoopPreloadedSet) {
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerLosesControl();
}
} else {
if (_specialLoopMode == kSceneLoopModeLoseControl) {
_vm->playerGainsControl();
_playerWalkedIn = true;
}
if (_specialLoopMode == kSceneLoopModeSpinner) {
_vm->_spinner->open();
}
_specialLoopMode = kSceneLoopModeNone;
_specialLoop = -1;
_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, nullptr, nullptr);
_defaultLoopPreloadedSet = true;
}
} else if (_specialLoopMode == kSceneLoopModeChangeSet) {
_defaultLoopSet = true;
_defaultLoopPreloadedSet = false;
_vm->playerLosesControl();
}
}
void Scene::loopEndedStatic(void *data, int frame, int loopId) {
((Scene *)data)->loopEnded(frame, loopId);
}
void Scene::save(SaveFileWriteStream &f) {
f.writeInt(_setId);
f.writeInt(_sceneId);
f.writeInt(_defaultLoop);
f.writeBool(_defaultLoopSet);
f.writeBool(_defaultLoopPreloadedSet);
f.writeInt(_specialLoopMode);
f.writeInt(_specialLoop);
f.writeInt(_nextSetId);
f.writeInt(_nextSceneId);
f.writeInt(_frame);
f.writeVector3(_actorStartPosition);
f.writeInt(_actorStartFacing);
f.writeBool(_playerWalkedIn);
}
void Scene::load(SaveFileReadStream &f) {
_setId = f.readInt();
_sceneId = f.readInt();
_defaultLoop = f.readInt();
_defaultLoopSet = f.readBool();
_defaultLoopPreloadedSet = f.readBool();
_specialLoopMode = f.readInt();
_specialLoop = f.readInt();
_nextSetId = f.readInt();
_nextSceneId = f.readInt();
_frame = f.readInt();
_actorStartPosition = f.readVector3();
_actorStartFacing = f.readInt();
_playerWalkedIn = f.readBool();
}
} // End of namespace BladeRunner