scummvm/engines/saga/scene.h
Filippos Karapetis 2a6a79b167 SAGA: Remove the buggy actor swapping fixup code for IHNM
This was a hack that was implemented while IHNM was being developed.
That code should no longer be needed. If this issue does occur again,
the actual cause should be investigated, instead of hiding it with
workarounds. The code was buggy anyway, as _currentProtag was not
initialized properly
2014-10-27 12:28:18 +02:00

419 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
// Scene management module private header file
#ifndef SAGA_SCENE_H
#define SAGA_SCENE_H
#include "saga/font.h"
#include "saga/actor.h"
#include "saga/interface.h"
#include "saga/puzzle.h"
#include "saga/events.h"
namespace Saga {
//#define SCENE_DEBUG // for scene debugging
#define SCENE_DOORS_MAX 16
#define NO_CHAPTER_CHANGE -2
// Scenes
#define ITE_SCENE_INV -1
#define ITE_SCENE_PUZZLE 26
#define ITE_SCENE_LODGE 21
#define ITE_SCENE_ENDCREDIT1 295
#define ITE_SCENE_OVERMAP 226
// Default scenes
#define ITE_DEFAULT_SCENE 32
#define IHNM_DEFAULT_SCENE 151
#define ITEDEMO_DEFAULT_SCENE 68
#define IHNMDEMO_DEFAULT_SCENE 144
class ObjectMap;
enum SceneFlags {
kSceneFlagISO = 1,
kSceneFlagShowCursor = 2
};
// FTA2 possible endings
enum FTA2Endings {
kFta2BadEndingLaw = 0,
kFta2BadEndingChaos = 1,
kFta2GoodEnding1 = 2,
kFta2GoodEnding2 = 3,
kFta2BadEndingDeath = 4
};
struct BGInfo {
Rect bounds;
byte *buffer;
};
typedef int (SceneProc) (int, void *);
enum SCENE_PROC_PARAMS {
SCENE_BEGIN = 0,
SCENE_END
};
// Resource type numbers
enum SAGAResourceTypes {
SAGA_UNKNOWN,
SAGA_ACTOR,
SAGA_OBJECT,
SAGA_BG_IMAGE,
SAGA_BG_MASK,
SAGA_STRINGS,
SAGA_OBJECT_MAP,
SAGA_ACTION_MAP,
SAGA_ISO_IMAGES,
SAGA_ISO_MAP,
SAGA_ISO_PLATFORMS,
SAGA_ISO_METATILES,
SAGA_ENTRY,
SAGA_ANIM,
SAGA_ISO_MULTI,
SAGA_PAL_ANIM,
SAGA_FACES,
SAGA_PALETTE
};
#define SAGA_RESLIST_ENTRY_LEN 4
struct SceneResourceData {
uint32 resourceId;
int resourceType;
bool invalid;
SceneResourceData() : resourceId(0), resourceType(0), invalid(false) {
}
};
typedef Common::Array<SceneResourceData> SceneResourceDataArray;
#define SAGA_SCENE_DESC_LEN 16
struct SceneDescription {
int16 flags;
int16 resourceListResourceId;
int16 endSlope;
int16 beginSlope;
uint16 scriptModuleNumber;
uint16 sceneScriptEntrypointNumber;
uint16 startScriptEntrypointNumber;
int16 musicResourceId;
void reset() {
flags = resourceListResourceId = endSlope = beginSlope = scriptModuleNumber = sceneScriptEntrypointNumber = startScriptEntrypointNumber = musicResourceId = 0;
}
};
struct SceneEntry {
Location location;
uint16 facing;
};
typedef Common::Array<SceneEntry> SceneEntryList;
struct SceneImage {
bool loaded;
int w;
int h;
int p;
ByteArray buffer;
PalEntry pal[256];
SceneImage() : loaded(false), w(0), h(0), p(0) {
memset(pal, 0, sizeof(pal));
}
};
enum SceneTransitionType {
kTransitionNoFade,
kTransitionFade
};
enum SceneLoadFlags {
kLoadByResourceId,
kLoadBySceneNumber
};
struct LoadSceneParams {
int32 sceneDescriptor;
SceneLoadFlags loadFlag;
SceneProc *sceneProc;
bool sceneSkipTarget;
SceneTransitionType transitionType;
int actorsEntrance;
int chapter;
};
typedef Common::List<LoadSceneParams> SceneQueueList;
///// IHNM-specific stuff
#define IHNM_PALFADE_TIME 1000
#define IHNM_INTRO_FRAMETIME 80
#define IHNM_DGLOGO_TIME 8000
#define IHNM_TITLE_TIME_GM 28750
#define IHNM_TITLE_TIME_FM 19500
#define CREDIT_DURATION1 4000
class Scene {
public:
Scene(SagaEngine *vm);
~Scene();
// Console functions
void cmdActionMapInfo();
void cmdObjectMapInfo();
void cmdSceneChange(int argc, const char **argv);
void startScene();
void creditsScene();
void nextScene();
void skipScene();
void endScene();
void restoreScene();
void queueScene(const LoadSceneParams &sceneQueue) {
_sceneQueue.push_back(sceneQueue);
}
void draw();
int getFlags() const { return _sceneDescription.flags; }
int getScriptModuleNumber() const { return _sceneDescription.scriptModuleNumber; }
bool isInIntro() { return !_inGame; }
const Rect& getSceneClip() const { return _sceneClip; }
void getBGMaskInfo(int &width, int &height, byte *&buffer);
int isBGMaskPresent() { return _bgMask.loaded; }
int getBGMaskType(const Point &testPoint) {
uint offset;
if (!_bgMask.loaded) {
return 0;
}
offset = testPoint.x + testPoint.y * _bgMask.w;
#ifdef SCENE_DEBUG
if (offset >= _bgMask.buf_len) {
error("Scene::getBGMaskType offset 0x%X exceed bufferLength 0x%X", offset, (int)_bgMask.buf_len);
}
#endif
return (_bgMask.buffer[offset] >> 4) & 0x0f;
}
bool validBGMaskPoint(const Point &testPoint) {
#ifdef SCENE_DEBUG
if (!_bgMask.loaded) {
error("Scene::validBGMaskPoint _bgMask not loaded");
}
#endif
return !((testPoint.x < 0) || (testPoint.x >= _bgMask.w) ||
(testPoint.y < 0) || (testPoint.y >= _bgMask.h));
}
bool canWalk(const Point &testPoint);
bool offscreenPath(Point &testPoint);
void setDoorState(int doorNumber, int doorState) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::setDoorState wrong doorNumber");
#endif
_sceneDoors[doorNumber] = doorState;
}
int getDoorState(int doorNumber) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::getDoorState wrong doorNumber");
#endif
return _sceneDoors[doorNumber];
}
void initDoorsState();
void getBGInfo(BGInfo &bgInfo);
void getBGPal(PalEntry *&pal) {
pal = (PalEntry *)_bg.pal;
}
void getSlopes(int &beginSlope, int &endSlope);
void clearSceneQueue() {
_sceneQueue.clear();
}
void changeScene(int16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter = NO_CHAPTER_CHANGE);
bool isSceneLoaded() const { return _sceneLoaded; }
uint16 getSceneResourceId(int sceneNumber) {
#ifdef SCENE_DEBUG
if ((sceneNumber < 0) || (sceneNumber >= _sceneCount)) {
error("getSceneResourceId: wrong sceneNumber %i", sceneNumber);
}
#endif
return _sceneLUT[sceneNumber];
}
int currentSceneNumber() const { return _sceneNumber; }
int currentChapterNumber() const { return _chapterNumber; }
void setChapterNumber(int ch) { _chapterNumber = ch; }
int getOutsetSceneNumber() const { return _outsetSceneNumber; }
int currentSceneResourceId() const { return _sceneResourceId; }
int getCurrentMusicTrack() const { return _currentMusicTrack; }
void setCurrentMusicTrack(int tr) { _currentMusicTrack = tr; }
int getCurrentMusicRepeat() const { return _currentMusicRepeat; }
void setCurrentMusicRepeat(int rp) { _currentMusicRepeat = rp; }
bool haveChapterPointsChanged() const { return _chapterPointsChanged; }
void setChapterPointsChanged(bool cp) { _chapterPointsChanged = cp; }
void cutawaySkip() {
_vm->_framesEsc = _vm->_scene->isInIntro() ? 2 : 1;
}
void drawTextList();
int getHeight(bool speech = false) const {
if (_vm->getGameId() == GID_IHNM && _vm->_scene->currentChapterNumber() == 8 && !speech)
return _vm->getDisplayInfo().height;
else
return _vm->getDisplayInfo().sceneHeight;
}
void clearPlacard();
void showPsychicProfile(const char *text);
void clearPsychicProfile();
void showIHNMDemoSpecialScreen();
bool isNonInteractiveIHNMDemoPart() {
return _vm->isIHNMDemo() && (_sceneNumber >= 144 && _sceneNumber <= 149);
}
bool isITEPuzzleScene() {
return _vm->getGameId() == GID_ITE && _vm->_puzzle->isActive();
}
private:
void loadScene(LoadSceneParams &loadSceneParams);
void loadSceneDescriptor(uint32 resourceId);
void loadSceneResourceList(uint32 resourceId, SceneResourceDataArray &resourceList);
void loadSceneEntryList(const ByteArray &resourceData);
void processSceneResources(SceneResourceDataArray &resourceList);
void getResourceTypes(SAGAResourceTypes *&types, int &typesCount);
SagaEngine *_vm;
ResourceContext *_sceneContext;
Common::Array<uint16> _sceneLUT;
SceneQueueList _sceneQueue;
bool _sceneLoaded;
int _sceneNumber;
int _chapterNumber;
int _outsetSceneNumber;
int _sceneResourceId;
int _currentMusicTrack;
int _currentMusicRepeat;
bool _chapterPointsChanged;
bool _inGame;
SceneDescription _sceneDescription;
SceneProc *_sceneProc;
SceneImage _bg;
SceneImage _bgMask;
Common::Rect _sceneClip;
int _sceneDoors[SCENE_DOORS_MAX];
public:
ObjectMap *_actionMap;
ObjectMap *_objectMap;
SceneEntryList _entryList;
StringsTable _sceneStrings;
TextList _textList;
private:
int ITEStartProc();
int IHNMStartProc();
int IHNMCreditsProc();
int DinoStartProc();
int FTA2StartProc();
int FTA2EndProc(FTA2Endings whichEnding);
void playMovie(const char *filename);
void IHNMLoadCutaways();
bool checkKey();
bool playTitle(int title, int time, int mode = kPanelVideo);
bool playLoopingTitle(int title, int seconds);
public:
static int SC_IHNMIntroMovieProc1(int param, void *refCon);
static int SC_IHNMIntroMovieProc2(int param, void *refCon);
static int SC_IHNMIntroMovieProc3(int param, void *refCon);
static int SC_IHNMCreditsMovieProc(int param, void *refCon);
private:
int IHNMIntroMovieProc1(int param);
int IHNMIntroMovieProc2(int param);
int IHNMIntroMovieProc3(int param);
int IHNMCreditsMovieProc(int param);
public:
static int SC_ITEIntroAnimProc(int param, void *refCon);
static int SC_ITEIntroCave1Proc(int param, void *refCon);
static int SC_ITEIntroCave2Proc(int param, void *refCon);
static int SC_ITEIntroCave3Proc(int param, void *refCon);
static int SC_ITEIntroCave4Proc(int param, void *refCon);
static int SC_ITEIntroValleyProc(int param, void *refCon);
static int SC_ITEIntroTreeHouseProc(int param, void *refCon);
static int SC_ITEIntroFairePathProc(int param, void *refCon);
static int SC_ITEIntroFaireTentProc(int param, void *refCon);
private:
EventColumns *queueIntroDialogue(EventColumns *eventColumns, int n_dialogues, const IntroDialogue dialogue[]);
EventColumns *queueCredits(int delta_time, int duration, int n_credits, const IntroCredit credits[]);
int ITEIntroAnimProc(int param);
int ITEIntroCaveCommonProc(int param, int caveScene);
int ITEIntroValleyProc(int param);
int ITEIntroTreeHouseProc(int param);
int ITEIntroFairePathProc(int param);
int ITEIntroFaireTentProc(int param);
};
} // End of namespace Saga
#endif