scummvm/engines/ngi/scene.cpp
2021-12-26 18:48:43 +01:00

821 lines
19 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ngi/ngi.h"
#include "ngi/objects.h"
#include "ngi/ngiarchive.h"
#include "ngi/statics.h"
#include "ngi/messages.h"
#include "ngi/gameloader.h"
#include "ngi/constants.h"
#include "common/algorithm.h"
#include "graphics/surface.h"
namespace NGI {
Scene *NGIEngine::accessScene(int sceneId) {
SceneTag *t = nullptr;
for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s) {
if (s->_sceneId == sceneId) {
t = &(*s);
break;
}
}
if (!t)
return nullptr;
if (!t->_scene) {
t->loadScene();
}
return t->_scene;
}
bool SceneTagList::load(MfcArchive &file) {
debugC(5, kDebugLoading, "SceneTagList::load()");
int numEntries = file.readUint16LE();
for (int i = 0; i < numEntries; i++) {
push_back(SceneTag());
back().load(file);
}
return true;
}
SceneTag::SceneTag() :
_scene(nullptr),
_sceneId(0) {}
SceneTag::~SceneTag() {
delete _scene;
}
bool SceneTag::load(MfcArchive &file) {
debugC(5, kDebugLoading, "SceneTag::load()");
_sceneId = file.readUint16LE();
_tag = file.readPascalString();
debugC(6, kDebugLoading, "sceneId: %d tag: %s", _sceneId, _tag.c_str());
return true;
}
void SceneTag::loadScene() {
Common::String archname = genFileName(0, _sceneId, "nl");
Common::Archive *arch = makeNGIArchive(archname);
Common::String fname = genFileName(0, _sceneId, "sc");
Common::ScopedPtr<Common::SeekableReadStream> file(arch->createReadStreamForMember(fname));
delete _scene;
_scene = new Scene();
MfcArchive archive(file.get());
_scene->load(archive);
if (_scene->_shadows)
_scene->_shadows->init();
g_nmi->_currArchive = nullptr;
}
Scene::Scene() : _sceneId(0), _field_BC(0) {}
Scene::~Scene() {
// _faObjlist is not used
for (uint i = 0; i < _messageQueueList.size(); i++)
delete _messageQueueList[i];
_messageQueueList.clear();
for (uint i = 0; i < _staticANIObjectList1.size(); i++)
delete _staticANIObjectList1[i];
_staticANIObjectList1.clear();
g_nmi->_globalPalette = &g_nmi->_defaultPalette;
// delete _field_BC;
}
bool Scene::load(MfcArchive &file) {
debugC(5, kDebugLoading, "Scene::load()");
Background::load(file);
_sceneId = file.readUint16LE();
_sceneName = file.readPascalString();
debug(0, "scene: <%s> %d", transCyrillic(_sceneName), _sceneId);
int count = file.readUint16LE();
debugC(7, kDebugLoading, "scene.ani: %d", count);
for (int i = 0; i < count; i++) {
int aniNum = file.readUint16LE();
Common::String aniname = genFileName(0, aniNum, "ani");
Common::SeekableReadStream *f = g_nmi->_currArchive->createReadStreamForMember(aniname);
StaticANIObject *ani = new StaticANIObject();
MfcArchive archive(f);
ani->load(archive);
ani->_sceneId = _sceneId;
_staticANIObjectList1.push_back(ani);
delete f;
}
count = file.readUint16LE();
debugC(7, kDebugLoading, "scene.mq: %d", count);
for (int i = 0; i < count; i++) {
int qNum = file.readUint16LE();
Common::String qname = genFileName(0, qNum, "qu");
Common::SeekableReadStream *f = g_nmi->_currArchive->createReadStreamForMember(qname);
MfcArchive archive(f);
archive.readUint16LE(); // Skip 2 bytes
MessageQueue *mq = new MessageQueue();
mq->load(archive);
_messageQueueList.push_back(mq);
delete f;
}
count = file.readUint16LE();
debugC(7, kDebugLoading, "scene.fa: %d", count);
for (int i = 0; i < count; i++) {
// There are no .FA files
assert(0);
}
_libHandle.reset(g_nmi->_currArchive);
if (_picObjList.size() > 0 && !_bgname.empty()) {
char fname[260];
Common::strlcpy(fname, _bgname.c_str(), 260);
Common::strlcpy(strrchr(fname, '.') + 1, "col", 260);
Common::ScopedPtr<MemoryObject> col(new MemoryObject());
col->loadFile(fname);
if (col->getDataSize()) {
assert(col->getDataSize() == 256 * sizeof(uint32));
const byte *data = col->getData();
for (int i = 0; i < 256; ++i) {
_palette.pal[i] = READ_LE_UINT32(data);
data += sizeof(uint32);
}
_palette.size = 256;
}
}
Common::String shdname = genFileName(0, _sceneId, "shd");
Shadows *shd = new Shadows();
if (shd->loadFile(shdname))
_shadows.reset(shd);
else
delete shd;
Common::String slsname = genFileName(0, _sceneId, "sls");
if (g_nmi->_soundEnabled) {
_soundList.reset(new SoundList());
if (g_nmi->_flgSoundList) {
Common::String nlname = genFileName(17, _sceneId, "nl");
_soundList->loadFile(slsname, nlname);
} else {
_soundList->loadFile(slsname, nullptr);
}
}
initStaticANIObjects();
if (file.size() - file.pos() > 0)
error("Scene::load (%d bytes left)", (int)(file.size() - file.pos()));
return true;
}
void Scene::initStaticANIObjects() {
for (uint i = 0; i < _staticANIObjectList1.size(); i++)
_staticANIObjectList1[i]->initMovements();
}
void Scene::init() {
_x = 0;
_y = 0;
g_nmi->_sceneRect.moveTo(0, 0);
for (uint i = 0; i < _picObjList.size(); i++)
_picObjList[i]->clearFlags();
for (uint i = 0; i < _staticANIObjectList1.size(); i++)
_staticANIObjectList1[i]->clearFlags();
if (_staticANIObjectList2.size() != _staticANIObjectList1.size()) {
_staticANIObjectList2.clear();
for (uint i = 0; i < _staticANIObjectList1.size(); i++)
_staticANIObjectList2.push_back(_staticANIObjectList1[i]);
}
}
StaticANIObject *Scene::getAniMan() {
StaticANIObject *aniMan = getStaticANIObject1ById(ANI_MAN, -1);
deleteStaticANIObject(aniMan);
return aniMan;
}
StaticANIObject *Scene::getStaticANIObject1ById(int obj, int a3) {
for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
if (_staticANIObjectList1[i]->_id == obj && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
return _staticANIObjectList1[i];
}
return nullptr;
}
StaticANIObject *Scene::getStaticANIObject1ByName(const Common::String &name, int a3) {
for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
if ((_staticANIObjectList1[i]->_objectName == name) && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
return _staticANIObjectList1[i];
}
return nullptr;
}
void Scene::deleteStaticANIObject(StaticANIObject *obj) {
for (uint i = 0; i < _staticANIObjectList1.size(); i++)
if (_staticANIObjectList1[i] == obj) {
_staticANIObjectList1.remove_at(i);
break;
}
for (uint i = 0; i < _staticANIObjectList2.size(); i++)
if (_staticANIObjectList2[i] == obj) {
_staticANIObjectList2.remove_at(i);
break;
}
}
void Scene::addStaticANIObject(StaticANIObject *obj, bool addList2) {
// WORKAROUND: This is used for making sure that the objects
// with same priority do not get swapped during drawing
obj->_cnum = _staticANIObjectList2.size() + 1;
if (obj->_odelay)
obj->renumPictures(&_staticANIObjectList1);
_staticANIObjectList1.push_back(obj);
if (addList2) {
if (!obj->_odelay)
obj->clearFlags();
_staticANIObjectList2.push_back(obj);
}
}
void Scene::setPictureObjectsFlag4() {
for (uint i = 0; i < _picObjList.size(); i++) {
_picObjList[i]->_flags |= 4;
}
}
void Scene::stopAllSounds() {
for (int i = 0; i < _soundList->getCount(); i++)
_soundList->getSoundByIndex(i).stop();
}
PictureObject *Scene::getPictureObjectById(int objId, int flags) {
for (uint i = 1; i < _picObjList.size(); i++) {
if (_picObjList[i]->_id == objId && _picObjList[i]->_odelay == flags)
return _picObjList[i];
}
return nullptr;
}
PictureObject *Scene::getPictureObjectByName(const Common::String &objName, int flags) {
for (uint i = 0; i < _picObjList.size(); i++) {
if ((_picObjList[i]->_objectName == objName) && (_picObjList[i]->_odelay == flags || flags == -1))
return _picObjList[i];
}
return nullptr;
}
void Scene::deletePictureObject(PictureObject *obj) {
for (uint i = 0; i < _picObjList.size(); i++) {
if (_picObjList[i] == obj) {
_picObjList.remove_at(i);
delete obj;
return;
}
}
}
MessageQueue *Scene::getMessageQueueById(int messageId) {
for (uint i = 0; i < _messageQueueList.size(); i++)
if (_messageQueueList[i]->_dataId == messageId)
return _messageQueueList[i];
return nullptr;
}
MessageQueue *Scene::getMessageQueueByName(const Common::String &name) {
for (uint i = 0; i < _messageQueueList.size(); i++)
if (_messageQueueList[i]->_queueName == name)
return _messageQueueList[i];
return nullptr;
}
void Scene::preloadMovements(GameVar *var) {
GameVar *preload = var->getSubVarByName("PRELOAD");
if (!preload)
return;
for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) {
StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1);
if (ani) {
GameVar *subVars = i->_subVars;
if (subVars) {
for (;subVars; subVars = subVars->_nextVarObj) {
Movement *mov = ani->getMovementByName(subVars->_varName);
if (mov)
mov->loadPixelData();
}
} else {
ani->loadMovementsPixelData();
}
}
}
}
void Scene::initObjectCursors(const char *varname) {
GameVar *cursorsVar = g_nmi->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS");
if (!cursorsVar || !cursorsVar->_subVars)
return;
int maxId = 0;
int minId = 0xffff;
for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
GameObject *obj = getPictureObjectByName(sub->_varName, -1);
if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != nullptr) {
if (obj->_id < minId)
minId = obj->_id;
if (obj->_id > maxId)
maxId = obj->_id;
}
}
g_nmi->_minCursorId = minId;
g_nmi->_maxCursorId = maxId;
g_nmi->_objectIdCursors.resize(maxId - minId + 1);
for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
GameObject *obj = getPictureObjectByName(sub->_varName, -1);
if (!obj)
obj = getStaticANIObject1ByName(sub->_varName, -1);
PictureObject *pic = getGameLoaderInventory()->getScene()->getPictureObjectByName(sub->_value.stringValue, -1);
if (obj && pic)
g_nmi->_objectIdCursors[obj->_id - minId] = pic->_id;
}
}
#if 0
bool Scene::compareObjPriority(const void *p1, const void *p2) {
if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority)
return true;
if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority)
if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum)
return true;
return false;
}
void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bool skipFirst) {
if (skipFirst) {
Common::Array<StaticANIObject *>::iterator s = list.begin();
++s;
Common::sort(s, list.end(), Scene::compareObjPriority);
} else {
Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
}
}
void Scene::objectList_sortByPriority(Common::Array<PictureObject *> &list, bool skipFirst) {
if (skipFirst) {
Common::Array<PictureObject *>::iterator s = list.begin();
++s;
Common::sort(s, list.end(), Scene::compareObjPriority);
} else {
Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
}
}
#else
template<typename T>
void Scene::objectList_sortByPriority(Common::Array<T *> &list, uint startIndex) {
if (list.size() > startIndex) {
int lastIndex = list.size() - 1;
bool changed;
do {
changed = false;
T *refElement = list[startIndex];
for (int i = startIndex; i < lastIndex; i++) {
T *curElement = list[i + 1];
if (curElement->_priority > refElement->_priority) {
// Push refElement down the list
list.remove_at(i);
list.insert_at(i + 1, refElement);
changed = true;
} else
refElement = curElement;
}
lastIndex--;
} while (changed);
}
}
#endif
void Scene::draw() {
debugC(6, kDebugDrawing, ">>>>> Scene::draw()");
updateScrolling();
// Clean previous stuff
g_nmi->_backgroundSurface.fillRect(Common::Rect(0, 0, 800, 600), 0);
drawContent(60000, 0, true);
objectList_sortByPriority(_staticANIObjectList2);
for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
_staticANIObjectList2[i]->draw2();
}
int priority = -1;
for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
drawContent(_staticANIObjectList2[i]->_priority, priority, false);
_staticANIObjectList2[i]->draw();
priority = _staticANIObjectList2[i]->_priority;
}
drawContent(-1, priority, false);
}
void Scene::updateScrolling() {
if (_messageQueueId && !_x && !_y) {
MessageQueue *mq = g_nmi->_globalMessageQueueList->getMessageQueueById(_messageQueueId);
if (mq)
mq->update();
_messageQueueId = 0;
}
// Might happen very early in the game
if (!_picObjList.size())
return;
if (_x || _y) {
int offsetX = 0;
int offsetY = 0;
if (_x < 0) {
if (!g_nmi->_sceneRect.left && !(_picObjList[0]->_flags & 2))
_x = 0;
if (_x <= -g_nmi->_scrollSpeed) {
offsetX = -g_nmi->_scrollSpeed;
_x += g_nmi->_scrollSpeed;
}
} else if (_x >= g_nmi->_scrollSpeed) {
offsetX = g_nmi->_scrollSpeed;
_x -= g_nmi->_scrollSpeed;
} else {
_x = 0;
}
if (_y > 0) {
offsetY = g_nmi->_scrollSpeed;
_y -= g_nmi->_scrollSpeed;
}
if (_y < 0) {
offsetY -= g_nmi->_scrollSpeed;
_y += g_nmi->_scrollSpeed;
}
g_nmi->_sceneRect.translate(offsetX, offsetY);
}
updateScrolling2();
}
void Scene::updateScrolling2() {
if (_picObjList.size()) {
int offsetY = 0;
int offsetX = 0;
const Dims dims = _picObjList[0]->getDimensions();
const int flags = _picObjList[0]->_flags;
if (g_nmi->_sceneRect.left < 0 && !(flags & 2))
offsetX = -g_nmi->_sceneRect.left;
if (g_nmi->_sceneRect.top < 0 && !(flags & 0x20))
offsetY = -g_nmi->_sceneRect.top;
if (g_nmi->_sceneRect.right > dims.x - 1 && g_nmi->_sceneRect.left > 0 && !(flags & 2))
offsetX = dims.x - g_nmi->_sceneRect.right - 1;
if (g_nmi->_sceneRect.bottom > dims.y - 1 && g_nmi->_sceneRect.top > 0 && !(flags & 0x20))
offsetY = dims.y - g_nmi->_sceneRect.bottom - 1;
g_nmi->_sceneRect.translate(offsetX, offsetY);
}
}
StaticANIObject *Scene::getStaticANIObjectAtPos(int x, int y) {
StaticANIObject *res = nullptr;
for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
StaticANIObject *p = _staticANIObjectList1[i];
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
p->isPixelHitAtPos(x, y) &&
(!res || res->_priority > p->_priority))
res = p;
}
return res;
}
PictureObject *Scene::getPictureObjectAtPos(int x, int y) {
PictureObject *res = nullptr;
for (uint i = 0; i < _picObjList.size(); i++) {
PictureObject *p = _picObjList[i];
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
p->isPixelHitAtPos(x, y) &&
(!res || res->_priority >= p->_priority))
res = p;
}
return res;
}
int Scene::getPictureObjectIdAtPos(int x, int y) {
PictureObject *resp = nullptr;
int res = 0;
for (uint i = 0; i < _picObjList.size(); i++) {
PictureObject *p = _picObjList[i];
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
p->isPixelHitAtPos(x, y) &&
(!res || resp->_priority >= p->_priority)) {
resp = p;
res = p->_id;
}
}
return res;
}
void Scene::update(int counterdiff) {
debugC(6, kDebugDrawing, "Scene::update(%d)", counterdiff);
for (uint i = 0; i < _staticANIObjectList2.size(); i++)
_staticANIObjectList2[i]->update(counterdiff);
}
void Scene::drawContent(int minPri, int maxPri, bool drawBg) {
if (!_picObjList.size() && !_bigPictureXDim)
return;
if (_palette.size) {
g_nmi->_globalPalette = &_palette;
}
debugC(1, kDebugDrawing, "Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
#if 0
if (_picObjList.size() > 2) { // We need to z-sort them
objectList_sortByPriority(_picObjList, true);
}
#else
objectList_sortByPriority(_picObjList, 1);
#endif
if (minPri == -1 && _picObjList.size())
minPri = _picObjList.back()->_priority - 1;
if (maxPri == -1)
maxPri = 60000;
debugC(1, kDebugDrawing, "-> Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
Dims dims;
debugC(1, kDebugDrawing, "_bigPict: %d objlist: %d", _bigPictureXDim, _picObjList.size());
if (drawBg && _bigPictureXDim && _picObjList.size()) {
dims = _bigPictureArray[0]->getDimensions();
int width = dims.x;
int height = dims.y;
debugC(8, kDebugDrawing, "w: %d h:%d", width, height);
dims = _picObjList[0]->getDimensions();
debugC(8, kDebugDrawing, "w2: %d h2:%d", dims.x, dims.y);
int bgStX = g_nmi->_sceneRect.left % dims.x;
if (bgStX < 0)
bgStX += dims.x;
int bgNumX = bgStX / width;
int bgOffsetX = bgStX % width;
int bgStY = g_nmi->_sceneRect.top % dims.y;
if (bgStY < 0)
bgStY += dims.y;
int bgNumY = bgStY / height;
int bgOffsetY = bgStY % height;
int bgPosX = g_nmi->_sceneRect.left - bgOffsetX;
if (bgPosX < g_nmi->_sceneRect.right - 1) {
for (;;) {
uint v25 = bgNumY;
for (int y = g_nmi->_sceneRect.top - bgOffsetY; y < g_nmi->_sceneRect.bottom - 1;) {
BigPicture *v27 = getBigPicture(bgNumX, v25);
v27->draw(bgPosX, y, 0, 0);
y += v27->getDimensions().y;
v25++;
if (v25 >= _bigPictureYDim) {
if (!(_picObjList[0]->_flags & 0x20))
break;
v25 = 0;
}
}
dims = getBigPicture(bgNumX, 0)->getDimensions();
int oldx = dims.x + bgPosX;
bgPosX += dims.x;
bgNumX++;
if (bgNumX >= (int)_bigPictureXDim) {
if (!(_picObjList[0]->_flags & 0x2))
break;
bgNumX = 0;
}
if (oldx >= g_nmi->_sceneRect.right - 1)
break;
}
}
}
for (uint i = 1; i < _picObjList.size(); i++) {
PictureObject *obj = _picObjList[i];
if (obj->_priority < minPri || obj->_priority >= maxPri)
continue;
int objX = obj->_ox;
int objY = obj->_oy;
debugC(8, kDebugDrawing, "obj: %d %d", objX, objY);
dims = obj->getDimensions();
int width = dims.x;
int height = dims.y;
if (obj->_flags & 8) {
while (objX > g_nmi->_sceneRect.right) {
objX -= width;
obj->setOXY(objX, objY);
}
for (int j = width + objX; width + objX < g_nmi->_sceneRect.left; j = width + objX) {
objX = j;
obj->setOXY(j, objY);
}
}
if (obj->_flags & 0x10) {
while (objY > g_nmi->_sceneRect.bottom) {
objY -= height;
obj->setOXY(objX, objY);
}
for (int j = objY + height; objY + height < g_nmi->_sceneRect.top; j = objY + height) {
objY = j;
obj->setOXY(objX, j);
}
}
if (obj->_flags & 4)
obj->draw();
if (obj->_flags & 2) {
if (objX > g_nmi->_sceneRect.left) {
obj->setOXY(objX - width, objY);
obj->draw();
obj->setOXY(objX, objY);
}
if (width + objX < g_nmi->_sceneRect.right) {
obj->setOXY(width + objX, objY);
obj->draw();
obj->setOXY(objX, objY);
}
}
if (obj->_flags & 0x20) {
if (objY > g_nmi->_sceneRect.top) {
obj->setOXY(objX, objY - height);
obj->draw();
obj->setOXY(objX, objY);
}
if (height + objY < g_nmi->_sceneRect.bottom) {
obj->setOXY(objX, height + objY);
obj->draw();
obj->setOXY(objX, objY);
}
}
}
}
} // End of namespace NGI