807 lines
26 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 "twine/scene/scene.h"
#include "common/file.h"
#include "common/memstream.h"
#include "common/stream.h"
#include "common/util.h"
#include "twine/audio/music.h"
#include "twine/audio/sound.h"
#include "twine/debugger/debug_grid.h"
#include "twine/debugger/debug_scene.h"
#include "twine/holomap.h"
#include "twine/renderer/redraw.h"
#include "twine/renderer/renderer.h"
#include "twine/renderer/screens.h"
#include "twine/resources/resources.h"
#include "twine/scene/actor.h"
#include "twine/scene/animations.h"
#include "twine/scene/extra.h"
#include "twine/scene/gamestate.h"
#include "twine/scene/grid.h"
#include "twine/scene/movements.h"
#include "twine/text.h"
#include "twine/twine.h"
namespace TwinE {
Scene::~Scene() {
free(_currentScene);
}
void Scene::setActorStaticFlags(ActorStruct *act, uint32 staticFlags) {
if (staticFlags & 0x1) {
act->_staticFlags.bComputeCollisionWithObj = 1;
}
if (staticFlags & 0x2) {
act->_staticFlags.bComputeCollisionWithBricks = 1;
}
if (staticFlags & 0x4) {
act->_staticFlags.bIsZonable = 1;
}
if (staticFlags & 0x8) {
act->_staticFlags.bUsesClipping = 1;
}
if (staticFlags & 0x10) {
act->_staticFlags.bCanBePushed = 1;
}
if (staticFlags & 0x20) {
act->_staticFlags.bComputeLowCollision = 1;
}
if (staticFlags & 0x40) {
act->_staticFlags.bCanDrown = 1;
}
if (staticFlags & 0x80) {
act->_staticFlags.bComputeCollisionWithFloor = 1;
}
if (staticFlags & 0x100) {
act->_staticFlags.bUnk0100 = 1;
}
if (staticFlags & 0x200) {
act->_staticFlags.bIsHidden = 1;
}
if (staticFlags & 0x400) {
act->_staticFlags.bIsSpriteActor = 1;
}
if (staticFlags & 0x800) {
act->_staticFlags.bCanFall = 1;
}
if (staticFlags & 0x1000) {
act->_staticFlags.bDoesntCastShadow = 1;
}
if (staticFlags & 0x2000) {
//act->staticFlags.bIsBackgrounded = 1;
}
if (staticFlags & 0x4000) {
act->_staticFlags.bIsCarrierActor = 1;
}
if (staticFlags & 0x8000) {
act->_staticFlags.bUseMiniZv = 1;
}
if (staticFlags & 0x10000) {
act->_staticFlags.bHasInvalidPosition = 1;
}
if (staticFlags & 0x20000) {
act->_staticFlags.bNoElectricShock = 1;
}
if (staticFlags & 0x40000) {
act->_staticFlags.bHasSpriteAnim3D = 1;
}
if (staticFlags & 0x80000) {
act->_staticFlags.bNoPreClipping = 1;
}
if (staticFlags & 0x100000) {
act->_staticFlags.bHasZBuffer = 1;
}
if (staticFlags & 0x200000) {
act->_staticFlags.bHasZBufferInWater = 1;
}
}
void Scene::setBonusParameterFlags(ActorStruct *act, uint16 bonusFlags) {
if (bonusFlags & 0x1) {
act->_bonusParameter.unk1 = 1;
}
if (bonusFlags & 0x2) {
act->_bonusParameter.unk2 = 1;
}
if (bonusFlags & 0x4) {
act->_bonusParameter.unk3 = 1;
}
if (bonusFlags & 0x8) {
act->_bonusParameter.unk4 = 1;
}
if (bonusFlags & 0x10) {
act->_bonusParameter.kashes = 1;
}
if (bonusFlags & 0x20) {
act->_bonusParameter.lifepoints = 1;
}
if (bonusFlags & 0x40) {
act->_bonusParameter.magicpoints = 1;
}
if (bonusFlags & 0x80) {
act->_bonusParameter.key = 1;
}
if (bonusFlags & 0x100) {
act->_bonusParameter.cloverleaf = 1;
}
}
bool Scene::loadSceneLBA2() {
Common::MemoryReadStream stream(_currentScene, _currentSceneSize);
_sceneTextBank = (TextBankId)stream.readByte();
_currentGameOverScene = stream.readByte();
stream.skip(4);
_alphaLight = ClampAngle((int16)stream.readUint16LE());
_betaLight = ClampAngle((int16)stream.readUint16LE());
debug(2, "Using %i and %i as light vectors", _alphaLight, _betaLight);
_isOutsideScene = stream.readByte();
for (int i = 0; i < 4; ++i) {
_sampleAmbiance[i] = stream.readUint16LE();
_sampleRepeat[i] = stream.readUint16LE();
_sampleRound[i] = stream.readUint16LE();
_sampleFrequency[i] = stream.readUint16LE();
_sampleVolume[i] = stream.readUint16LE();
}
_sampleMinDelay = stream.readUint16LE();
_sampleMinDelayRnd = stream.readUint16LE();
_sceneMusic = stream.readByte();
// load hero properties
_sceneHeroPos.x = stream.readSint16LE();
_sceneHeroPos.y = stream.readSint16LE();
_sceneHeroPos.z = stream.readSint16LE();
_sceneHero->_moveScriptSize = (int16)stream.readUint16LE();
_sceneHero->_moveScript = _currentScene + stream.pos();
stream.skip(_sceneHero->_moveScriptSize);
_sceneHero->_lifeScriptSize = (int16)stream.readUint16LE();
_sceneHero->_lifeScript = _currentScene + stream.pos();
stream.skip(_sceneHero->_lifeScriptSize);
_sceneNumActors = (int16)stream.readUint16LE();
int cnt = 1;
for (int32 a = 1; a < _sceneNumActors; a++, cnt++) {
_engine->_actor->resetActor(a);
ActorStruct *act = &_sceneActors[a];
setActorStaticFlags(act, stream.readUint32LE());
act->loadModel((int16)stream.readUint16LE(), false);
act->_body = (BodyType)stream.readSint16LE();
act->_anim = (AnimationTypes)stream.readByte();
act->_sprite = (int16)stream.readUint16LE();
act->_pos.x = (int16)stream.readUint16LE();
act->_pos.y = (int16)stream.readUint16LE();
act->_pos.z = (int16)stream.readUint16LE();
act->_collisionPos = act->pos();
act->_strengthOfHit = stream.readByte();
setBonusParameterFlags(act, stream.readUint16LE());
act->_angle = (int16)stream.readUint16LE();
act->_speed = (int16)stream.readUint16LE();
act->_controlMode = (ControlMode)stream.readByte();
act->_cropLeft = stream.readSint16LE();
act->_delayInMillis = act->_cropLeft; // TODO: this might not be needed
act->_cropTop = stream.readSint16LE();
act->_cropRight = stream.readSint16LE();
act->_cropBottom = stream.readSint16LE();
act->_followedActor = act->_cropBottom; // TODO: is this needed? and valid?
act->_bonusAmount = stream.readSint16LE();
act->_talkColor = stream.readByte();
if (act->_staticFlags.bHasSpriteAnim3D) {
/*act->spriteAnim3DNumber = */stream.readSint32LE();
/*act->spriteSizeHit = */stream.readSint16LE();
/*act->cropBottom = act->spriteSizeHit;*/
}
act->_armor = stream.readByte();
act->setLife(stream.readByte());
act->_moveScriptSize = (int16)stream.readUint16LE();
act->_moveScript = _currentScene + stream.pos();
stream.skip(act->_moveScriptSize);
act->_lifeScriptSize = (int16)stream.readUint16LE();
act->_lifeScript = _currentScene + stream.pos();
stream.skip(act->_lifeScriptSize);
if (_engine->_debugScene->_onlyLoadActor != -1 && _engine->_debugScene->_onlyLoadActor != cnt) {
_sceneNumActors--;
a--;
}
}
_sceneNumZones = (int16)stream.readUint16LE();
for (int32 i = 0; i < _sceneNumZones; i++) {
ZoneStruct *zone = &_sceneZones[i];
zone->mins.x = stream.readSint32LE();
zone->mins.y = stream.readSint32LE();
zone->mins.z = stream.readSint32LE();
zone->maxs.x = stream.readSint32LE();
zone->maxs.y = stream.readSint32LE();
zone->maxs.z = stream.readSint32LE();
zone->infoData.generic.info0 = stream.readSint32LE();
zone->infoData.generic.info1 = stream.readSint32LE();
zone->infoData.generic.info2 = stream.readSint32LE();
zone->infoData.generic.info3 = stream.readSint32LE();
zone->infoData.generic.info4 = stream.readSint32LE();
zone->infoData.generic.info5 = stream.readSint32LE();
zone->infoData.generic.info6 = stream.readSint32LE();
zone->infoData.generic.info7 = stream.readSint32LE();
zone->type = (ZoneType)stream.readUint16LE();
zone->snap = stream.readUint16LE();
}
_sceneNumTracks = (int16)stream.readUint16LE();
for (int32 i = 0; i < _sceneNumTracks; i++) {
IVec3 *point = &_sceneTracks[i];
point->x = stream.readSint32LE();
point->y = stream.readSint32LE();
point->z = stream.readSint32LE();
}
uint16 sceneNumPatches = stream.readUint16LE();
for (uint16 i = 0; i < sceneNumPatches; i++) {
/*size = */stream.readUint16LE();
/*offset = */stream.readUint16LE();
}
return true;
}
bool Scene::loadSceneLBA1() {
Common::MemoryReadStream stream(_currentScene, _currentSceneSize);
// load scene ambience properties
_sceneTextBank = (TextBankId)stream.readByte();
_currentGameOverScene = stream.readByte();
stream.skip(4);
// FIXME: Workaround to fix lighting issue - not using proper dark light
// Using 1215 and 1087 as light vectors - scene 8
_alphaLight = ClampAngle((int16)stream.readUint16LE());
_betaLight = ClampAngle((int16)stream.readUint16LE());
debug(2, "Using %i and %i as light vectors", _alphaLight, _betaLight);
for (int i = 0; i < 4; ++i) {
_sampleAmbiance[i] = stream.readUint16LE();
_sampleRepeat[i] = stream.readUint16LE();
_sampleRound[i] = stream.readUint16LE();
}
_sampleMinDelay = stream.readUint16LE();
_sampleMinDelayRnd = stream.readUint16LE();
_sceneMusic = stream.readByte();
// load hero properties
_sceneHeroPos.x = (int16)stream.readUint16LE();
_sceneHeroPos.y = (int16)stream.readUint16LE();
_sceneHeroPos.z = (int16)stream.readUint16LE();
_sceneHero->_moveScriptSize = (int16)stream.readUint16LE();
_sceneHero->_moveScript = _currentScene + stream.pos();
stream.skip(_sceneHero->_moveScriptSize);
_sceneHero->_lifeScriptSize = (int16)stream.readUint16LE();
_sceneHero->_lifeScript = _currentScene + stream.pos();
stream.skip(_sceneHero->_lifeScriptSize);
_sceneNumActors = (int16)stream.readUint16LE();
int cnt = 1;
for (int32 a = 1; a < _sceneNumActors; a++, cnt++) {
_engine->_actor->resetActor(a);
ActorStruct *act = &_sceneActors[a];
setActorStaticFlags(act, stream.readUint16LE());
act->loadModel(stream.readUint16LE(), true);
act->_body = (BodyType)stream.readByte();
act->_anim = (AnimationTypes)stream.readByte();
act->_sprite = (int16)stream.readUint16LE();
act->_pos.x = (int16)stream.readUint16LE();
act->_pos.y = (int16)stream.readUint16LE();
act->_pos.z = (int16)stream.readUint16LE();
act->_collisionPos = act->pos();
act->_strengthOfHit = stream.readByte();
setBonusParameterFlags(act, stream.readUint16LE());
act->_angle = (int16)stream.readUint16LE();
act->_speed = (int16)stream.readUint16LE();
act->_controlMode = (ControlMode)stream.readUint16LE();
act->_cropLeft = stream.readSint16LE();
act->_delayInMillis = act->_cropLeft; // TODO: this might not be needed
act->_cropTop = stream.readSint16LE();
act->_cropRight = stream.readSint16LE();
act->_cropBottom = stream.readSint16LE();
act->_followedActor = act->_cropBottom; // TODO: is this needed? and valid?
act->_bonusAmount = stream.readByte();
act->_talkColor = stream.readByte();
act->_armor = stream.readByte();
act->setLife(stream.readByte());
act->_moveScriptSize = (int16)stream.readUint16LE();
act->_moveScript = _currentScene + stream.pos();
stream.skip(act->_moveScriptSize);
act->_lifeScriptSize = (int16)stream.readUint16LE();
act->_lifeScript = _currentScene + stream.pos();
stream.skip(act->_lifeScriptSize);
if (_engine->_debugScene->_onlyLoadActor != -1 && _engine->_debugScene->_onlyLoadActor != cnt) {
_sceneNumActors--;
a--;
}
}
_sceneNumZones = (int16)stream.readUint16LE();
for (int32 i = 0; i < _sceneNumZones; i++) {
ZoneStruct *zone = &_sceneZones[i];
zone->mins.x = (int16)stream.readUint16LE();
zone->mins.y = (int16)stream.readUint16LE();
zone->mins.z = (int16)stream.readUint16LE();
zone->maxs.x = (int16)stream.readUint16LE();
zone->maxs.y = (int16)stream.readUint16LE();
zone->maxs.z = (int16)stream.readUint16LE();
zone->type = (ZoneType)stream.readUint16LE();
zone->infoData.generic.info0 = (int16)stream.readUint16LE();
zone->infoData.generic.info1 = (int16)stream.readUint16LE();
zone->infoData.generic.info2 = (int16)stream.readUint16LE();
zone->infoData.generic.info3 = (int16)stream.readUint16LE();
zone->snap = stream.readUint16LE();
}
_sceneNumTracks = stream.readUint16LE();
for (int32 i = 0; i < _sceneNumTracks; i++) {
IVec3 *point = &_sceneTracks[i];
point->x = (int16)stream.readUint16LE();
point->y = (int16)stream.readUint16LE();
point->z = (int16)stream.readUint16LE();
}
if (_enableEnhancements) {
switch (_currentSceneIdx) {
case LBA1SceneId::Hamalayi_Mountains_landing_place:
_sceneActors[21]._pos.x = _sceneActors[21]._collisionPos.x = 6656 + 256;
_sceneActors[21]._pos.z = _sceneActors[21]._collisionPos.z = 768;
break;
case LBA1SceneId::Principal_Island_outside_the_fortress:
_sceneActors[29]._pos.z = _sceneActors[29]._collisionPos.z = 1795;
#if 0
_sceneZones[15].mins.x = 1104;
_sceneZones[15].mins.z = 8448;
_sceneZones[15].maxs.x = 4336;
_sceneZones[15].maxs.z = 11488;
_sceneZones[16].mins.x = 21104;
_sceneZones[16].mins.z = 4608;
_sceneZones[16].maxs.x = 23824;
_sceneZones[16].maxs.z = 8080;
_sceneZones[22].mins.x = 6144;
_sceneZones[22].mins.z = 6144;
_sceneZones[22].maxs.x = 8865;
_sceneZones[22].maxs.z = 6881;
#endif
break;
case LBA1SceneId::Tippet_Island_Secret_passage_scene_1:
_sceneZones[6].maxs.z = 3616;
break;
case LBA1SceneId::Principal_Island_inside_the_fortress:
_sceneZones[11].type = (ZoneType)50;
break;
}
}
return true;
}
bool Scene::initScene(int32 index) {
// load scene from file
_currentSceneSize = HQR::getAllocEntry(&_currentScene, Resources::HQR_SCENE_FILE, index);
if (_currentSceneSize == 0) {
return false;
}
if (_engine->isLBA1()) {
return loadSceneLBA1();
} else if (_engine->isLBA2()) {
return loadSceneLBA2();
}
return false;
}
void Scene::resetScene() {
_engine->_extra->resetExtras();
for (int32 i = 0; i < ARRAYSIZE(_sceneFlags); i++) {
_sceneFlags[i] = 0;
}
for (int32 i = 0; i < OVERLAY_MAX_ENTRIES; i++) {
_engine->_redraw->overlayList[i].info0 = -1;
}
_engine->_screens->_useAlternatePalette = false;
}
void Scene::reloadCurrentScene() {
_needChangeScene = _currentSceneIdx;
}
void Scene::dumpSceneScript(const char *type, int actorIdx, const uint8* script, int size) const {
Common::String fname = Common::String::format("./dumps/%i-%i.%s", _currentSceneIdx, actorIdx, type);
Common::DumpFile out;
if (!out.open(fname.c_str(), true)) {
warning("Scene::dumpSceneScript(): Can not open dump file %s", fname.c_str());
} else {
out.write(script, size);
out.flush();
out.close();
}
}
void Scene::dumpSceneScripts() const {
for (int32 a = 0; a < _sceneNumActors; ++a) {
const ActorStruct &actor = _sceneActors[a];
dumpSceneScript("life", a, actor._lifeScript, actor._lifeScriptSize);
dumpSceneScript("move", a, actor._moveScript, actor._moveScriptSize);
}
}
void Scene::changeScene() {
if (_engine->isLBA1()) {
if (_enableEnhancements) {
if (_currentSceneIdx == LBA1SceneId::Citadel_Island_Harbor && _needChangeScene == LBA1SceneId::Principal_Island_Harbor) {
if (_sceneNumZones >= 15 && _sceneNumTracks >= 8) {
const ZoneStruct *zone = &_sceneZones[15];
const IVec3 &track = _sceneTracks[8];
IVec3 &pos = _zoneHeroPos;
pos.x = zone->infoData.ChangeScene.x - zone->mins.x + track.x;
pos.y = zone->infoData.ChangeScene.y - zone->mins.y + track.y;
pos.z = zone->infoData.ChangeScene.z - zone->mins.z + track.z;
_engine->_scene->_heroPositionType = ScenePositionType::kZone;
debug(3, "Using zone position %i:%i:%i", pos.x, pos.y, pos.z);
}
}
}
// change twinsen house destroyed hard-coded
if (_needChangeScene == LBA1SceneId::Citadel_Island_near_twinsens_house && _engine->_gameState->hasOpenedFunfrocksSafe()) {
_needChangeScene = LBA1SceneId::Citadel_Island_Twinsens_house_destroyed;
}
}
// local backup previous scene
_previousSceneIdx = _currentSceneIdx;
_currentSceneIdx = _needChangeScene;
if (_engine->isLBA1() && _currentSceneIdx >= LBA1SceneId::Citadel_Island_Prison && _currentSceneIdx < LBA1SceneId::SceneIdMax) {
snprintf(_engine->_gameState->_sceneName, sizeof(_engine->_gameState->_sceneName), "%i %s", _currentSceneIdx, _engine->_holomap->getLocationName(_currentSceneIdx));
} else {
snprintf(_engine->_gameState->_sceneName, sizeof(_engine->_gameState->_sceneName), "%i", _currentSceneIdx);
}
debug(2, "Entering scene %s (came from %i)", _engine->_gameState->_sceneName, _previousSceneIdx);
if (_engine->isLBA1()) {
if (_needChangeScene == LBA1SceneId::Polar_Island_end_scene) {
_engine->unlockAchievement("LBA_ACH_001");
// if you finish the game in less than 4 hours
if (_engine->getTotalPlayTime() <= 1000 * 60 * 60 * 4) {
_engine->unlockAchievement("LBA_ACH_005");
}
} else if (_needChangeScene == LBA1SceneId::Brundle_Island_Secret_room) {
_engine->unlockAchievement("LBA_ACH_006");
}
}
_engine->_sound->stopSamples();
resetScene();
_engine->_actor->loadHeroEntities();
_sceneHero->_controlMode = ControlMode::kManual;
_sceneHero->_zone = -1;
_sceneHero->_positionInLifeScript = 0;
_sceneHero->_positionInMoveScript = -1;
_sceneHero->_labelIdx = -1;
initScene(_needChangeScene);
if (ConfMan.getBool("dump_scripts")) {
dumpSceneScripts();
}
if (_holomapTrajectory != -1) {
_engine->_holomap->drawHolomapTrajectory(_holomapTrajectory);
_holomapTrajectory = -1;
}
if (_needChangeScene == LBA1SceneId::Citadel_Island_end_sequence_1 || _needChangeScene == LBA1SceneId::Citadel_Island_end_sequence_2) {
_sceneTextBank = TextBankId::Tippet_Island;
}
_engine->_text->initSceneTextBank();
_engine->_grid->initGrid(_needChangeScene);
if (_heroPositionType == ScenePositionType::kZone) {
_newHeroPos = _zoneHeroPos;
} else if (_heroPositionType == ScenePositionType::kScene || _heroPositionType == ScenePositionType::kNoPosition) {
_newHeroPos = _sceneHeroPos;
}
_sceneHero->_pos = _newHeroPos;
_startYFalling = _newHeroPos.y;
_engine->_renderer->setLightVector(_alphaLight, _betaLight, ANGLE_0);
if (_previousSceneIdx != SCENE_CEILING_GRID_FADE_1 && _previousSceneIdx != _needChangeScene) {
_engine->_actor->_previousHeroBehaviour = _engine->_actor->_heroBehaviour;
_engine->_actor->_previousHeroAngle = _sceneHero->_angle;
_engine->autoSave();
}
_engine->_actor->restartHeroScene();
for (int32 a = 1; a < _sceneNumActors; a++) {
_engine->_actor->initActor(a);
}
_engine->_gameState->_inventoryNumKeys = 0;
_engine->_disableScreenRecenter = false;
_heroPositionType = ScenePositionType::kNoPosition;
_sampleAmbienceTime = 0;
ActorStruct *followedActor = getActor(_currentlyFollowedActor);
_engine->_grid->centerOnActor(followedActor);
_engine->_gameState->_magicBallIdx = -1;
_engine->_movements->_lastJoyFlag = true;
_engine->_grid->_useCellingGrid = -1;
_engine->_grid->_cellingGridIdx = -1;
_engine->_screens->_fadePalette = false;
_needChangeScene = SCENE_CEILING_GRID_FADE_1;
_enableGridTileRendering = true;
_engine->_renderer->setLightVector(_alphaLight, _betaLight, ANGLE_0);
if (_sceneMusic != -1) {
debug(2, "Scene %i music track id: %i", _currentSceneIdx, _sceneMusic);
_engine->_music->playTrackMusic(_sceneMusic);
}
_engine->_gameState->handleLateGameItems();
}
ActorStruct *Scene::getActor(int32 actorIdx) {
if (actorIdx < 0 || actorIdx >= NUM_MAX_ACTORS) {
error("Invalid actor id given: %i", actorIdx);
}
return &_sceneActors[actorIdx];
}
void Scene::initSceneVars() {
_sampleAmbiance[0] = -1;
_sampleAmbiance[1] = -1;
_sampleAmbiance[2] = -1;
_sampleAmbiance[3] = -1;
_sampleRepeat[0] = 0;
_sampleRepeat[1] = 0;
_sampleRepeat[2] = 0;
_sampleRepeat[3] = 0;
_sampleRound[0] = 0;
_sampleRound[1] = 0;
_sampleRound[2] = 0;
_sampleRound[3] = 0;
_sceneNumActors = 0;
_sceneNumZones = 0;
_sceneNumTracks = 0;
}
void Scene::playSceneMusic() {
if (_currentSceneIdx == LBA1SceneId::Tippet_Island_Twinsun_Cafe && _engine->_gameState->hasArrivedHamalayi()) {
_engine->_music->playTrackMusic(8);
} else {
_engine->_music->playMidiMusic(_sceneMusic);
}
}
void Scene::processEnvironmentSound() {
if (_engine->_lbaTime < _sampleAmbienceTime) {
return;
}
int16 currentAmb = _engine->getRandomNumber(4); // random ambiance
for (int32 s = 0; s < 4; s++) {
if (!(_samplePlayed & (1 << currentAmb))) { // if not already played
_samplePlayed |= (1 << currentAmb); // make sample played
if (_samplePlayed == 15) { // reset if all samples played
_samplePlayed = 0;
}
const int16 sampleIdx = _sampleAmbiance[currentAmb];
if (sampleIdx != -1) {
/*int16 decal = _sampleRound[currentAmb];*/
int16 repeat = _sampleRepeat[currentAmb];
_engine->_sound->playSample(sampleIdx, repeat, 110, -1, 110);
break;
}
}
currentAmb++; // try next ambiance
currentAmb &= 3; // loop in all 4 ambiances
}
// compute next ambiance timer
_sampleAmbienceTime = _engine->_lbaTime + TO_SECONDS(_engine->getRandomNumber(_sampleMinDelayRnd) + _sampleMinDelay);
}
void Scene::processZoneExtraBonus(ZoneStruct *zone) {
if (zone->infoData.Bonus.used) {
return;
}
const int bonusSprite = _engine->_extra->getBonusSprite(zone->infoData.Bonus.typesFlag);
if (bonusSprite == -1) {
return;
}
const int32 amount = zone->infoData.Bonus.amount;
const int32 angle = _engine->_movements->getAngleAndSetTargetActorDistance(ABS(zone->maxs.x + zone->mins.x) / 2, ABS(zone->maxs.z + zone->mins.z) / 2, _sceneHero->_pos.x, _sceneHero->_pos.z);
const int32 index = _engine->_extra->addExtraBonus(ABS(zone->maxs.x + zone->mins.x) / 2, zone->maxs.y, ABS(zone->maxs.z + zone->mins.z) / 2, ANGLE_63, angle, bonusSprite, amount);
if (index != -1) {
_engine->_extra->_extraList[index].type |= ExtraType::TIME_IN;
zone->infoData.Bonus.used = 1; // set as used
}
}
void Scene::processActorZones(int32 actorIdx) {
ActorStruct *actor = &_sceneActors[actorIdx];
int32 currentX = actor->_pos.x;
int32 currentY = actor->_pos.y;
int32 currentZ = actor->_pos.z;
actor->_zone = -1;
bool tmpCellingGrid = false;
if (IS_HERO(actorIdx)) {
_currentActorInZone = false;
}
for (int32 z = 0; z < _sceneNumZones; z++) {
ZoneStruct *zone = &_sceneZones[z];
// check if actor is in zone
if ((currentX >= zone->mins.x && currentX <= zone->maxs.x) &&
(currentY >= zone->mins.y && currentY <= zone->maxs.y) &&
(currentZ >= zone->mins.z && currentZ <= zone->maxs.z)) {
switch (zone->type) {
case ZoneType::kCube:
if (IS_HERO(actorIdx) && actor->_life > 0) {
_needChangeScene = zone->infoData.ChangeScene.newSceneIdx;
_zoneHeroPos.x = actor->_pos.x - zone->mins.x + zone->infoData.ChangeScene.x;
_zoneHeroPos.y = actor->_pos.y - zone->mins.y + zone->infoData.ChangeScene.y;
_zoneHeroPos.z = actor->_pos.z - zone->mins.z + zone->infoData.ChangeScene.z;
_heroPositionType = ScenePositionType::kZone;
}
break;
case ZoneType::kCamera:
if (_currentlyFollowedActor == actorIdx && !_engine->_debugGrid->_useFreeCamera) {
_engine->_disableScreenRecenter = true;
if (_engine->_grid->_newCamera.x != zone->infoData.CameraView.x || _engine->_grid->_newCamera.y != zone->infoData.CameraView.y || _engine->_grid->_newCamera.z != zone->infoData.CameraView.z) {
_engine->_grid->_newCamera.x = zone->infoData.CameraView.x;
_engine->_grid->_newCamera.y = zone->infoData.CameraView.y;
_engine->_grid->_newCamera.z = zone->infoData.CameraView.z;
_engine->_redraw->_reqBgRedraw = true;
}
}
break;
case ZoneType::kSceneric:
actor->_zone = zone->infoData.Sceneric.zoneIdx;
break;
case ZoneType::kGrid:
if (_currentlyFollowedActor == actorIdx) {
tmpCellingGrid = true;
if (_engine->_grid->_useCellingGrid != zone->infoData.CeillingGrid.newGrid) {
if (zone->infoData.CeillingGrid.newGrid != -1) {
_engine->_grid->createGridMap();
}
_engine->_grid->_useCellingGrid = zone->infoData.CeillingGrid.newGrid;
_engine->_grid->_cellingGridIdx = z;
ScopedEngineFreeze freeze(_engine);
_engine->_grid->initCellingGrid(_engine->_grid->_useCellingGrid);
}
}
break;
case ZoneType::kObject:
if (IS_HERO(actorIdx) && _engine->_movements->shouldTriggerZoneAction()) {
_engine->_animations->initAnim(AnimationTypes::kAction, AnimType::kAnimationThen, AnimationTypes::kStanding, OWN_ACTOR_SCENE_INDEX);
processZoneExtraBonus(zone);
}
break;
case ZoneType::kText:
if (IS_HERO(actorIdx) && _engine->_movements->shouldTriggerZoneAction()) {
ScopedEngineFreeze scopedFreeze(_engine);
_engine->exitSceneryView();
_engine->_text->setFontCrossColor(zone->infoData.DisplayText.textColor);
_talkingActor = actorIdx;
_engine->_text->drawTextProgressive(zone->infoData.DisplayText.textIdx);
_engine->_redraw->redrawEngineActions(true);
}
break;
case ZoneType::kLadder:
if (IS_HERO(actorIdx) && _engine->_actor->_heroBehaviour != HeroBehaviourType::kProtoPack && (actor->_anim == AnimationTypes::kForward || actor->_anim == AnimationTypes::kTopLadder || actor->_anim == AnimationTypes::kClimbLadder)) {
IVec3 destPos = _engine->_movements->rotateActor(actor->_boudingBox.mins.x, actor->_boudingBox.mins.z, actor->_angle + ANGLE_360 + ANGLE_135);
destPos.x += _engine->_movements->_processActor.x;
destPos.z += _engine->_movements->_processActor.z;
if (destPos.x >= 0 && destPos.z >= 0 && destPos.x <= SCENE_SIZE_MAX && destPos.z <= SCENE_SIZE_MAX) {
if (_engine->_grid->getBrickShape(destPos.x, actor->_pos.y + BRICK_HEIGHT, destPos.z) != ShapeType::kNone) {
_currentActorInZone = true;
if (actor->_pos.y >= ABS(zone->mins.y + zone->maxs.y) / 2) {
_engine->_animations->initAnim(AnimationTypes::kTopLadder, AnimType::kAnimationAllThen, AnimationTypes::kStanding, actorIdx); // reached end of ladder
} else {
_engine->_animations->initAnim(AnimationTypes::kClimbLadder, AnimType::kAnimationTypeLoop, AnimationTypes::kAnimInvalid, actorIdx); // go up in ladder
}
}
}
}
break;
}
}
}
if (!tmpCellingGrid && actorIdx == _currentlyFollowedActor && _engine->_grid->_useCellingGrid != -1) {
_engine->_grid->_useCellingGrid = -1;
_engine->_grid->_cellingGridIdx = -1;
_engine->_grid->createGridMap();
_engine->_redraw->_reqBgRedraw = true;
}
}
void Scene::stopRunningGame() {
free(_currentScene);
_currentScene = nullptr;
}
} // namespace TwinE