scummvm/engines/tsage/scenes.cpp
Johannes Schickel 7c5cf1b400 GUI: Add helper to SaveLoadChooser, which uses the currently active target.
This reduces the code duplication in all client code, which formerly duplicated
the querying of the plugin, game id etc. and now simply calls the newly added
method runModalWithCurrentTarget() on a SaveLoadChooser object.
2012-06-10 04:53:17 +02:00

601 lines
17 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 "common/config-manager.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "tsage/scenes.h"
#include "tsage/globals.h"
#include "tsage/ringworld/ringworld_logic.h"
#include "tsage/tsage.h"
#include "tsage/saveload.h"
#include "tsage/staticres.h"
namespace TsAGE {
SceneManager::SceneManager() {
_scene = NULL;
_hasPalette = false;
_sceneNumber = -1;
_nextSceneNumber = -1;
_previousScene = 0;
_fadeMode = FADEMODE_GRADUAL;
_scrollerRect = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
g_saver->addListener(this);
_objectCount = 0;
_loadMode = 0;
}
SceneManager::~SceneManager() {
delete _scene;
}
void SceneManager::setNewScene(int sceneNumber) {
debug(1, "SetNewScene(%d)", sceneNumber);
_nextSceneNumber = sceneNumber;
}
void SceneManager::checkScene() {
if (_nextSceneNumber != -1) {
sceneChange();
_nextSceneNumber = -1;
}
g_globals->dispatchSounds();
}
void SceneManager::sceneChange() {
int activeScreenNumber = 0;
// Handle removing the scene
if (_scene) {
activeScreenNumber = _scene->_activeScreenNumber;
_scene->remove();
}
// Clear the scene objects
SynchronizedList<SceneObject *>::iterator io = g_globals->_sceneObjects->begin();
while (io != g_globals->_sceneObjects->end()) {
SceneObject *sceneObj = *io;
++io;
sceneObj->removeObject();
}
// Clear the hotspot list
SynchronizedList<SceneItem *>::iterator ii = g_globals->_sceneItems.begin();
while (ii != g_globals->_sceneItems.end()) {
SceneItem *sceneItem = *ii;
++ii;
sceneItem->remove();
}
// TODO: Clear _list_45BAA list
// If there is an active scene, deactivate it
if (_scene) {
_previousScene = _sceneNumber;
delete _scene;
_scene = NULL;
_sceneNumber = -1;
}
// Set the next scene to be active
_sceneNumber = _nextSceneNumber;
// Free any regions
disposeRegions();
// Ensure that the same number of objects are registered now as when the scene started
if (_objectCount > 0) {
assert(_objectCount == g_saver->getObjectCount());
}
_objectCount = g_saver->getObjectCount();
g_globals->_sceneHandler->_delayTicks = 2;
// Instantiate and set the new scene
_scene = getNewScene();
if (!g_saver->getMacroRestoreFlag())
_scene->postInit();
else
_scene->loadScene(activeScreenNumber);
}
Scene *SceneManager::getNewScene() {
return g_globals->_game->createScene(_nextSceneNumber);
}
void SceneManager::fadeInIfNecessary() {
if (_hasPalette) {
uint32 adjustData = 0;
for (int percent = 0; percent < 100; percent += 5) {
if (g_globals->_sceneManager._fadeMode == FADEMODE_IMMEDIATE)
percent = 100;
g_globals->_scenePalette.fade((const byte *)&adjustData, false, percent);
GLOBALS._screenSurface.updateScreen();
g_system->delayMillis(10);
}
g_globals->_scenePalette.refresh();
_hasPalette = false;
}
}
void SceneManager::changeScene(int newSceneNumber) {
debug(1, "changeScene(%d)", newSceneNumber);
// Fade out the scene
ScenePalette scenePalette;
uint32 adjustData = 0;
g_globals->_scenePalette.clearListeners();
scenePalette.getPalette();
for (int percent = 100; percent >= 0; percent -= 5) {
scenePalette.fade((byte *)&adjustData, false, percent);
g_system->delayMillis(10);
}
// Stop any objects that were animating
SynchronizedList<SceneObject *>::iterator i;
for (i = g_globals->_sceneObjects->begin(); i != g_globals->_sceneObjects->end(); ++i) {
SceneObject *sceneObj = *i;
Common::Point pt(0, 0);
sceneObj->addMover(NULL, &pt);
sceneObj->setObjectWrapper(NULL);
sceneObj->animate(ANIM_MODE_NONE, 0);
sceneObj->_flags &= ~OBJFLAG_PANES;
}
// Blank out the screen
g_globals->_screenSurface.fillRect(g_globals->_screenSurface.getBounds(), 0);
// If there are any fading sounds, wait until fading is complete
while (g_globals->_soundManager.isFading()) {
g_system->delayMillis(10);
}
// Set the new scene to be loaded
setNewScene(newSceneNumber);
}
void SceneManager::setup() {
g_saver->addLoadNotifier(SceneManager::loadNotifier);
setBackSurface();
}
void SceneManager::setBackSurface() {
int size = g_globals->_sceneManager._scene->_backgroundBounds.width() *
g_globals->_sceneManager._scene->_backgroundBounds.height();
if (size > 96000) {
if (g_globals->_sceneManager._scene->_backgroundBounds.width() <= SCREEN_WIDTH) {
// Standard size creation
g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH, SCREEN_HEIGHT * 3 / 2);
g_globals->_sceneManager._scrollerRect = Rect(0, 30, SCREEN_WIDTH, SCREEN_HEIGHT - 30);
} else {
// Wide screen needs extra space to allow for scrolling
g_globals->_sceneManager._scene->_backSurface.create(SCREEN_WIDTH * 3 / 2, SCREEN_HEIGHT);
g_globals->_sceneManager._scrollerRect = Rect(80, 0, SCREEN_WIDTH - 80, SCREEN_HEIGHT);
}
} else {
g_globals->_sceneManager._scene->_backSurface.create(
g_globals->_sceneManager._scene->_backgroundBounds.width(),
g_globals->_sceneManager._scene->_backgroundBounds.height()
);
g_globals->_sceneManager._scrollerRect = Rect(80, 20, SCREEN_WIDTH - 80, SCREEN_HEIGHT - 20);
}
}
void SceneManager::saveListener(int saveMode) {
}
void SceneManager::loadNotifier(bool postFlag) {
if (postFlag) {
if (g_globals->_sceneManager._scene->_activeScreenNumber != -1)
g_globals->_sceneManager._scene->loadSceneData(g_globals->_sceneManager._scene->_activeScreenNumber);
g_globals->_sceneManager._hasPalette = true;
}
}
void SceneManager::setBgOffset(const Common::Point &pt, int loadCount) {
_sceneBgOffset = pt;
_sceneLoadCount = loadCount;
}
void SceneManager::listenerSynchronize(Serializer &s) {
s.validate("SceneManager");
if (s.isLoading() && !g_globals->_sceneManager._scene)
// Loading a savegame straight from the launcher, so instantiate a blank placeholder scene
// in order for the savegame loading to work correctly
g_globals->_sceneManager._scene = new Scene();
// Depreciated: the background scene objects used to be located here
uint32 unused = 0;
s.syncAsUint32LE(unused);
s.syncAsSint32LE(_sceneNumber);
s.syncAsUint16LE(g_globals->_sceneManager._scene->_activeScreenNumber);
if (s.isLoading()) {
changeScene(_sceneNumber);
if (_nextSceneNumber != -1) {
sceneChange();
_nextSceneNumber = -1;
}
}
g_globals->_sceneManager._scrollerRect.synchronize(s);
SYNC_POINTER(g_globals->_scrollFollower);
s.syncAsSint16LE(_loadMode);
}
/*--------------------------------------------------------------------------*/
Scene::Scene() : _sceneBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
_backgroundBounds(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT) {
_sceneMode = 0;
_activeScreenNumber = 0;
_oldSceneBounds = Rect(4000, 4000, 4100, 4100);
Common::fill(&_zoomPercents[0], &_zoomPercents[256], 0);
}
Scene::~Scene() {
}
void Scene::synchronize(Serializer &s) {
if (s.getVersion() >= 2)
StripCallback::synchronize(s);
s.syncAsSint32LE(_field12);
s.syncAsSint32LE(_screenNumber);
s.syncAsSint32LE(_activeScreenNumber);
s.syncAsSint32LE(_sceneMode);
_backgroundBounds.synchronize(s);
_sceneBounds.synchronize(s);
_oldSceneBounds.synchronize(s);
s.syncAsSint16LE(_fieldA);
s.syncAsSint16LE(_fieldE);
for (int i = 0; i < 256; ++i)
s.syncAsUint16LE(_enabledSections[i]);
for (int i = 0; i < 256; ++i)
s.syncAsSint16LE(_zoomPercents[i]);
if (s.getVersion() >= 7)
_bgSceneObjects.synchronize(s);
}
void Scene::postInit(SceneObjectList *OwnerList) {
_action = NULL;
_field12 = 0;
_sceneMode = 0;
}
void Scene::process(Event &event) {
if (_action)
_action->process(event);
}
void Scene::dispatch() {
if (_action)
_action->dispatch();
}
void Scene::loadScene(int sceneNum) {
debug(1, "loadScene(%d)", sceneNum);
_screenNumber = sceneNum;
if (g_globals->_scenePalette.loadPalette(sceneNum))
g_globals->_sceneManager._hasPalette = true;
loadSceneData(sceneNum);
}
void Scene::loadSceneData(int sceneNum) {
_activeScreenNumber = sceneNum;
if (g_vm->getGameID() == GType_Ringworld2) {
// Most scenes in Ringworld 2 don't have a scene size resource, but rather just have
// a standard 320x200 size. Only read the scene size data for the specific few scenes
switch (sceneNum) {
case 700:
case 1020:
case 1100:
case 1700:
case 2600:
case 2950:
case 3100:
case 3101:
case 3275:
case 3600: {
// Get the basic scene size from the resource
byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
DEALLOCATE(data);
break;
}
default:
// For all other scenes, use a standard screen size
_backgroundBounds = Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
break;
}
} else {
// Get the basic scene size
byte *data = g_resourceManager->getResource(RES_BITMAP, sceneNum, 9999);
_backgroundBounds = Rect(0, 0, READ_LE_UINT16(data), READ_LE_UINT16(data + 2));
DEALLOCATE(data);
}
g_globals->_sceneManager._scene->_sceneBounds.contain(_backgroundBounds);
// Set up a surface for storing the scene background
SceneManager::setBackSurface();
// Load the data lists for the scene
g_globals->_walkRegions.load(sceneNum);
// Load the item regions of the scene
g_globals->_sceneRegions.load(sceneNum);
// Load the priority regions
_priorities.load(sceneNum);
// Initialize the section enabled list
Common::fill(&_enabledSections[0], &_enabledSections[16 * 16], 0xffff);
g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
g_globals->_paneRefreshFlag[0] = 1;
g_globals->_paneRefreshFlag[1] = 1;
g_globals->_sceneManager._loadMode = 1;
g_globals->_sceneManager._sceneLoadCount = 0;
g_globals->_sceneManager._sceneBgOffset = Common::Point(0, 0);
// Load the background for the scene
loadBackground(0, 0);
}
void Scene::loadBackground(int xAmount, int yAmount) {
// Adjust the scene bounds by the passed scroll amounts
_sceneBounds.translate(xAmount, yAmount);
_sceneBounds.contain(_backgroundBounds);
_sceneBounds.left &= ~3;
_sceneBounds.right &= ~3;
g_globals->_sceneOffset.x &= ~3;
if ((_sceneBounds.top != _oldSceneBounds.top) || (_sceneBounds.left != _oldSceneBounds.left)) {
if (g_globals->_sceneManager._loadMode == 0) {
g_globals->_paneRefreshFlag[0] = 2;
g_globals->_paneRefreshFlag[1] = 2;
g_globals->_sceneManager._loadMode = 2;
}
_oldSceneBounds = _sceneBounds;
}
g_globals->_sceneOffset.x = (_sceneBounds.left / 160) * 160;
g_globals->_sceneOffset.y = (_sceneBounds.top / 100) * 100;
if ((_backgroundBounds.width() / 160) == 3)
g_globals->_sceneOffset.x = 0;
if ((_backgroundBounds.height() / 100) == 3)
g_globals->_sceneOffset.y = 0;
if ((g_globals->_sceneOffset.x != g_globals->_prevSceneOffset.x) ||
(g_globals->_sceneOffset.y != g_globals->_prevSceneOffset.y)) {
// Change has happend, so refresh background
g_globals->_prevSceneOffset = g_globals->_sceneOffset;
refreshBackground(xAmount, yAmount);
}
}
void Scene::refreshBackground(int xAmount, int yAmount) {
if (g_globals->_sceneManager._scene->_activeScreenNumber == -1)
return;
// Set the quadrant ranges
int xHalfCount = MIN(_backSurface.getBounds().width() / 160, _backgroundBounds.width() / 160);
int yHalfCount = MIN(_backSurface.getBounds().height() / 100, _backgroundBounds.height() / 100);
int xHalfOffset = (_backgroundBounds.width() / 160) == 3 ? 0 : _sceneBounds.left / 160;
int yHalfOffset = (_backgroundBounds.height() / 100) == 3 ? 0 : _sceneBounds.top / 100;
// Set the limits and increment amounts
int xInc = (xAmount < 0) ? -1 : 1;
int xSectionStart = (xAmount < 0) ? 15 : 0;
int xSectionEnd = (xAmount < 0) ? -1 : 16;
int yInc = (yAmount < 0) ? -1 : 1;
int ySectionStart = (yAmount < 0) ? 15 : 0;
int ySectionEnd = (yAmount < 0) ? -1 : 16;
bool changedFlag = false;
for (int yp = ySectionStart; yp != ySectionEnd; yp += yInc) {
for (int xp = xSectionStart; xp != xSectionEnd; xp += xInc) {
if ((yp < yHalfOffset) || (yp >= (yHalfOffset + yHalfCount)) ||
(xp < xHalfOffset) || (xp >= (xHalfOffset + xHalfCount))) {
// Flag section as enabled
_enabledSections[xp * 16 + yp] = 0xffff;
} else {
// Check if the section is already loaded
if ((_enabledSections[xp * 16 + yp] == 0xffff) || ((xAmount == 0) && (yAmount == 0))) {
// Chunk isn't loaded, so load it in
Graphics::Surface s = _backSurface.lockSurface();
GfxSurface::loadScreenSection(s, xp - xHalfOffset, yp - yHalfOffset, xp, yp);
_backSurface.unlockSurface();
changedFlag = true;
} else {
int yv = (_enabledSections[xp * 16 + yp] == ((xp - xHalfOffset) << 4)) ? 0 : 1;
if (yv | (yp - yHalfOffset)) {
// Copy an existing 160x100 screen section previously loaded
int xSectionDest = xp - xHalfOffset;
int ySectionDest = yp - yHalfOffset;
int xSectionSrc = _enabledSections[xp * 16 + yp] >> 4;
int ySectionSrc = _enabledSections[xp * 16 + yp] & 0xf;
Rect srcBounds(xSectionSrc * 160, ySectionSrc * 100,
(xSectionSrc + 1) * 160, (ySectionSrc + 1) * 100);
Rect destBounds(xSectionDest * 160, ySectionDest * 100,
(xSectionDest + 1) * 160, (ySectionDest + 1) * 100);
if (g_vm->getGameID() != GType_Ringworld) {
// For Blue Force and Return to Ringworld, if the scene has an interface area,
// exclude it from the copy
srcBounds.bottom = MIN<int16>(srcBounds.bottom, BF_GLOBALS._interfaceY);
destBounds.bottom = MIN<int16>(destBounds.bottom, BF_GLOBALS._interfaceY);
}
_backSurface.copyFrom(_backSurface, srcBounds, destBounds);
}
}
_enabledSections[xp * 16 + yp] =
((xp - xHalfOffset) << 4) | (yp - yHalfOffset);
}
}
}
if (changedFlag) {
drawBackgroundObjects();
}
}
void Scene::drawBackgroundObjects() {
Common::Array<SceneObject *> objList;
// Initial loop to set the priority for entries in the list
for (SynchronizedList<SceneObject *>::iterator i = _bgSceneObjects.begin(); i != _bgSceneObjects.end(); ++i) {
SceneObject *obj = *i;
objList.push_back(obj);
// Handle updating object priority
if (!(obj->_flags & OBJFLAG_FIXED_PRIORITY)) {
obj->_priority = MIN((int)obj->_position.y - 1,
(int)g_globals->_sceneManager._scene->_backgroundBounds.bottom);
}
}
// Sort the list by priority
_bgSceneObjects.sortList(objList);
// Drawing loop
for (uint objIndex = 0; objIndex < objList.size(); ++objIndex) {
SceneObject *obj = objList[objIndex];
obj->reposition();
obj->draw();
}
}
void Scene::setZoomPercents(int yStart, int minPercent, int yEnd, int maxPercent) {
int currDiff = 0;
int v = 0;
while (v < yStart)
_zoomPercents[v++] = minPercent;
int diff1 = ABS(maxPercent - minPercent);
int diff2 = ABS(yEnd - yStart);
int remainingDiff = MAX(diff1, diff2);
while (remainingDiff-- != 0) {
_zoomPercents[v] = minPercent;
if (diff2 <= diff1) {
++minPercent;
currDiff += diff2;
if (currDiff >= diff1) {
currDiff -= diff1;
++v;
}
} else {
++v;
currDiff += diff1;
if (currDiff >= diff2) {
currDiff -= diff2;
++minPercent;
}
}
}
while (yEnd < 256)
_zoomPercents[yEnd++] = minPercent;
}
/*--------------------------------------------------------------------------*/
void Game::restartGame() {
if (MessageDialog::show(RESTART_MSG, CANCEL_BTN_STRING, RESTART_BTN_STRING) == 1)
g_globals->_game->restart();
}
void Game::saveGame() {
if (!g_vm->canSaveGameStateCurrently())
MessageDialog::show(SAVING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the save dialog
handleSaveLoad(true, g_globals->_sceneHandler->_saveGameSlot, g_globals->_sceneHandler->_saveName);
}
}
void Game::restoreGame() {
if (!g_vm->canLoadGameStateCurrently())
MessageDialog::show(RESTORING_NOT_ALLOWED_MSG, OK_BTN_STRING);
else {
// Show the load dialog
handleSaveLoad(false, g_globals->_sceneHandler->_loadGameSlot, g_globals->_sceneHandler->_saveName);
}
}
void Game::quitGame() {
if (MessageDialog::show(QUIT_CONFIRM_MSG, CANCEL_BTN_STRING, QUIT_BTN_STRING) == 1)
g_vm->quitGame();
}
void Game::handleSaveLoad(bool saveFlag, int &saveSlot, Common::String &saveName) {
GUI::SaveLoadChooser *dialog;
if (saveFlag)
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), saveFlag);
else
dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), saveFlag);
saveSlot = dialog->runModalWithCurrentTarget();
saveName = dialog->getResultString();
delete dialog;
}
void Game::execute() {
// Main game loop
bool activeFlag = false;
do {
// Process all currently atcive game handlers
activeFlag = false;
for (SynchronizedList<GameHandler *>::iterator i = _handlers.begin(); i != _handlers.end(); ++i) {
GameHandler *gh = *i;
if (gh->_lockCtr.getCtr() == 0) {
gh->execute();
activeFlag = true;
}
}
} while (activeFlag && !g_vm->shouldQuit());
}
} // End of namespace TsAGE