scummvm/engines/dragons/scene.cpp
2020-03-23 22:57:41 +11:00

534 lines
15 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 "dragons/scene.h"
#include "dragons/dragons.h"
#include "dragons/actor.h"
#include "dragons/background.h"
#include "dragons/cursor.h"
#include "dragons/credits.h"
#include "dragons/dragonini.h"
#include "dragons/dragonimg.h"
#include "dragons/font.h"
#include "dragons/inventory.h"
#include "dragons/screen.h"
#include "dragons/actorresource.h"
#include "dragons/scriptopcodes.h"
namespace Dragons {
Scene::Scene(DragonsEngine *vm, Screen *screen, ScriptOpcodes *scriptOpcodes, ActorManager *actorManager, DragonRMS *dragonRMS, DragonINIResource *dragonINIResource, BackgroundResourceLoader *backgroundResourceLoader)
: _vm(vm), _screen(screen), _scriptOpcodes(scriptOpcodes), _stage(0), _actorManager(actorManager), _dragonRMS(dragonRMS), _dragonINIResource(dragonINIResource), _backgroundLoader(backgroundResourceLoader) {
_mapTransitionEffectSceneID = 2;
_data_800633ee = 0;
}
void Scene::loadScene(uint32 sceneId, uint32 cameraPointId) {
if (!_vm->isFlagSet(ENGINE_FLAG_40)) {
_vm->fadeToBlack();
}
bool unkFlag2Set = _vm->isUnkFlagSet(ENGINE_UNK1_FLAG_2);
bool flag8set = _vm->isFlagSet(ENGINE_FLAG_8);
_vm->clearFlags(ENGINE_FLAG_8);
_vm->setUnkFlags(ENGINE_UNK1_FLAG_2);
for (int i = 0; i < 8; i++) {
_vm->_paletteCyclingTbl[i].updateInterval = 0;
}
// TODO
_vm->reset_screen_maybe();
loadSceneData(sceneId, cameraPointId);
if (flag8set) {
_vm->setFlags(ENGINE_FLAG_8);
}
if (!_vm->isFlagSet(ENGINE_FLAG_8000000) && sceneId != 4) {
_vm->_cursor->updateSequenceID((int16)_vm->_cursor->_sequenceID);
}
_vm->waitForFrames(2);
_vm->fadeFromBlack();
if (!unkFlag2Set) {
_vm->clearUnkFlags(ENGINE_UNK1_FLAG_2);
}
_data_800633ee = 0;
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getAfterSceneLoadedScript(sceneId);
ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
_scriptOpcodes->runScript(scriptOpCall);
}
DragonINI *ini = _dragonINIResource->getRecord(0xc4);
ini->objectState = 0;
}
void Scene::loadSceneData(uint32 sceneId, uint32 cameraPointId) {
bool isUnkFlag2Set = _vm->isUnkFlagSet(ENGINE_UNK1_FLAG_2);
_vm->setUnkFlags(ENGINE_UNK1_FLAG_2 | Dragons::ENGINE_UNK1_FLAG_8);
for (int i = 0; i < _dragonINIResource->totalRecords(); i++) {
DragonINI *ini = _dragonINIResource->getRecord(i);
ini->counter = -1;
ini->flags &= ~INI_FLAG_10;
}
uint16 sceneIdStripped = (uint16)sceneId & ~0x8000;
if (sceneIdStripped == 0x18 || sceneIdStripped == 0x26 || sceneIdStripped == 0x7 ||
sceneIdStripped == 0x17 || sceneIdStripped == 0x5 || sceneIdStripped == 0x19 ||
sceneIdStripped == 0x34 || sceneIdStripped == 0x1d || sceneIdStripped == 0x6) {
// buf2048bytes = buf2048bytes + 0x1800;
// error("0x8002f404"); //TODO do we need this logic?
}
_screen->setScreenShakeOffset(0, 0);
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getBeforeSceneDataLoadedScript(sceneId);
ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
uint16 oldSceneId = _currentSceneId;
_currentSceneId = -1;
_scriptOpcodes->runScript(scriptOpCall);
_currentSceneId = oldSceneId;
}
_actorManager->clearActorFlags(2);
//TODO sub_8003fadc(); might be fade related
_vm->_cursor->setActorFlag400();
_vm->_inventory->setActorFlag400();
_vm->clearFlags(ENGINE_FLAG_200);
resetActorFrameFlags();
// Loading animation logic would go here. 0x8002f538
_vm->clearFlags(ENGINE_FLAG_20);
_vm->setUnkFlags(ENGINE_UNK1_FLAG_10);
_vm->fadeFromBlack();
// TODO 0x8002f7c4
_vm->_cursor->updatePosition(160, 100);
_vm->clearFlags(ENGINE_FLAG_100000);
_vm->clearFlags(ENGINE_FLAG_200000);
DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
if (flicker == nullptr || flicker->sceneId == 0) {
_vm->getINI(1)->sceneId = 0;
} else {
_currentSceneId = (uint16)(sceneId & 0x7fff);
flicker->sceneId = _currentSceneId;
_vm->getINI(1)->sceneId = _currentSceneId;
}
_vm->loadCurrentSceneMsf();
_stage = _backgroundLoader->load(sceneId);
if (!_vm->isFlagSet(ENGINE_FLAG_800)) {
byte *cursorPalette = _vm->_cursor->getPalette();
byte *stagePalette = _stage->getPalette();
for (int i = 0xc0; i < 0x100; i++) {
stagePalette[i * 2] = cursorPalette[(i-0xc0) * 2];
stagePalette[i * 2 + 1] = cursorPalette[(i-0xc0) * 2 + 1];
}
}
for (int i = 1; i < 0x100; i ++) {
byte *stagePalette = _stage->getPalette();
uint16 c = READ_LE_INT16(stagePalette + i * 2);
if ((c & 0x7fff) == 0) {
stagePalette[i * 2 + 1] |= 0x80;
}
}
_screen->loadPalette(0, _stage->getPalette());
for (int i = 1; i < 0x100; i ++) {
byte *stagePalette = _stage->getPalette();
uint16 c = READ_LE_INT16(stagePalette + i * 2);
if ((c & 0x7fff) == 0) {
stagePalette[i * 2] = 1;
stagePalette[i * 2 + 1] = 0;
}
}
_camera = _stage->getPoint2(cameraPointId);
if (flicker && !(sceneId & 0x8000)) {
flicker->x = _camera.x;
flicker->y = _camera.y;
_vm->getINI(1)->x = _camera.x;
_vm->getINI(1)->y = _camera.y;
}
debug("Flicker: (%X, %X)", _camera.x, _camera.y);
if (_camera.x > 160) {
_camera.x -= 160;
} else {
_camera.x = 0;
}
if (_camera.y > 100) {
_camera.y -= 100;
} else {
_camera.y = 0;
}
if (_camera.x + 320 >= _stage->getWidth()) {
_camera.x = _stage->getWidth() - 320;
}
if (_camera.y + 200 >= _stage->getHeight()) {
_camera.y = _stage->getHeight() - 200;
}
debug("Camera: (%d, %d)", _camera.x, _camera.y);
// 0x8002ff80
_vm->fadeToBlack();
_vm->clearUnkFlags(ENGINE_UNK1_FLAG_10);
_vm->setFlags(ENGINE_FLAG_20);
// TODO reset vsync_updater_function
_vm->setFlags(ENGINE_FLAG_200);
_actorManager->clearActorFlags(2);
_vm->_isLoadingDialogAudio = false;
// TODO 0x8002fff0
for (int i = 0; i < _dragonINIResource->totalRecords(); i++) {
DragonINI *ini = _dragonINIResource->getRecord(i);
if (ini->sceneId == sceneIdStripped) {
if (ini->flags & 1) {
Actor *actor = _actorManager->loadActor(ini->actorResourceId, ini->sequenceId, ini->x, ini->y, 0);
if (actor) {
ini->actor = actor;
if (ini->flags & 0x1000) {
actor->_frame_flags |= 0x10;
} else {
if (ini->flags & 0x2000) {
actor->_frame_flags |= 0x20;
} else {
actor->_frame_flags &= ~0x10;
}
}
actor->_direction = ini->direction2;
if (ini->flags & 2) {
actor->_flags |= ACTOR_FLAG_80;
} else {
actor->_flags &= 0xfeff;
}
if (ini->flags & 0x20) {
actor->_flags |= ACTOR_FLAG_100;
} else {
actor->_flags &= 0xfeff;
}
if (ini->flags & 4) {
actor->_flags |= ACTOR_FLAG_8000;
} else {
actor->_flags &= 0x7fff;
}
if (ini->flags & 0x100) {
actor->_flags |= ACTOR_FLAG_4000;
} else {
actor->_flags &= 0xbfff;
}
//
// Graphics::Surface *s = actor->getCurrentFrame();
// int x = ini->x - actor->_frame_vram_x;
// int y = ini->y - actor->_frame_vram_y;
// if (x >= 0 && y >= 0 && x + s->w < 320 && y + s->h < 200) {
// debug("Actor %d, %d %d (%d, %d)", actor->_actorID, ini->actorResourceId, ini->flags, ini->x, ini->y);
// _stage->getFgLayer()->copyRectToSurface(*s, x, y, Common::Rect(s->w, s->h));
// }
}
// _stage->getFgLayer()->drawLine(ini->x, ini->y, ini->x + 8, ini->y + 8, 0x7c00);
//break;
} else {
if (ini->iptIndex_maybe != -1) {
loadImageOverlay(ini->iptIndex_maybe);
}
}
}
}
// 0x80030458
DragonINI *ini = _vm->getINI(1);
if (ini->actor && _vm->_dragonINIResource->getFlickerRecord() && _vm->_dragonINIResource->getFlickerRecord()->sceneId == _currentSceneId) {
ini->actor->setFlag(ACTOR_FLAG_100);
ini->actor->_priorityLayer = 0;
}
if (flicker && flicker->sceneId != 0) {
flicker->direction2 = _vm->_flickerInitialSceneDirection;
if (flicker->actor) {
flicker->actor->_direction = _vm->_flickerInitialSceneDirection;
flicker->actor->setFlag(ACTOR_FLAG_4);
}
}
// 0x800305bc
_vm->_inventory->loadScene(_currentSceneId);
// 0x8003070c
// TODO sub_80013b3c(); // palette related.
if (_vm->_inventory->isOpen()) {
_vm->_inventory->close();
}
if (!_vm->isFlagSet(ENGINE_FLAG_10000)) {
_vm->setFlags(ENGINE_FLAG_10);
}
_vm->setFlags(ENGINE_FLAG_1);
_vm->setFlags(ENGINE_FLAG_200);
_vm->setFlags(ENGINE_FLAG_4000000);
if (flicker && flicker->sceneId == _currentSceneId) {
flicker->actor->updateSequence((uint16)flicker->actor->_direction);
}
_vm->clearUnkFlags(ENGINE_UNK1_FLAG_2);
_vm->clearUnkFlags(ENGINE_UNK1_FLAG_8);
if (isUnkFlag2Set) {
_vm->setUnkFlags(ENGINE_UNK1_FLAG_2);
}
if (!(sceneId & 0x8000)) {
byte *obd = _dragonRMS->getAfterSceneDataLoadedScript(sceneId);
ScriptOpCall scriptOpCall(obd + 4, READ_LE_UINT32(obd));
_scriptOpcodes->runScript(scriptOpCall);
}
}
void Scene::draw() {
Common::Rect rect(_camera.x, _camera.y, _camera.x + 320, _camera.y + 200);
_vm->_screen->clearScreen();
for (uint16 priority = 1; priority < 16; priority++) {
if (_vm->isInMenu() || (priority == 7 && _vm->isFlagSet(ENGINE_FLAG_200))) {
_vm->_fontManager->updatePalette();
_vm->_fontManager->draw();
}
if (_vm->isFlagSet(ENGINE_FLAG_200)) {
if (priority == 5) {
if (_vm->isFlagSet(ENGINE_FLAG_80)) {
_vm->_inventory->draw();
}
}
if (priority == _stage->getFgLayerPriority()) {
drawBgLayer(2, rect, _stage->getFgLayer());
}
if (priority == _stage->getMgLayerPriority()) {
drawBgLayer(1, rect, _stage->getMgLayer());
}
if (priority == _stage->getBgLayerPriority()) {
drawBgLayer(0, rect, _stage->getBgLayer());
}
}
_screen->drawFlatQuads(priority);
for (int16 i = 0; i < DRAGONS_ENGINE_NUM_ACTORS; i++) {
Actor *actor = _actorManager->getActorByDisplayOrder(i);
if (actor->_x_pos == -100 && actor->_y_pos == 100) {
actor->_priorityLayer = 0;
continue;
}
if (actor->_flags & ACTOR_FLAG_40 &&
!(actor->_flags & ACTOR_FLAG_400) &&
actor->_surface &&
actor->_frame->width != 0 &&
actor->_frame->height != 0) {
Graphics::Surface *s = actor->_surface;
if (actor->_priorityLayer == priority) { //} && x + s->w < 320 && y + s->h < 200) {
if (!actor->isFlagSet(ACTOR_FLAG_80)) {
actor->_scale = _stage->getScaleLayer()->getScale(actor->_y_pos);
}
int x = actor->_x_pos - (actor->_frame->xOffset * actor->_scale / DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE) - (actor->isFlagSet(ACTOR_FLAG_200) ? 0 : _camera.x);
int y = actor->_y_pos - (actor->_frame->yOffset * actor->_scale / DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE) - (actor->isFlagSet(ACTOR_FLAG_200) ? 0 : _camera.y);
debug(5, "Actor %d %s (%d, %d) w:%d h:%d Priority: %d Scale: %d", actor->_actorID, actor->_actorResource->getFilename(), x,
y,
s->w, s->h, actor->_priorityLayer, actor->_scale);
_screen->copyRectToSurface8bpp(*s, actor->getPalette(), x, y, Common::Rect(s->w, s->h), (bool)(actor->_frame->flags & FRAME_FLAG_FLIP_X), actor->isFlagSet(ACTOR_FLAG_8000) ? NONE : NORMAL, actor->_scale);
if (_vm->isDebugMode()) {
_screen->drawRect(0x7fff, Common::Rect(x, y, x + s->w, y + s->h), actor->_actorID);
drawActorNumber(x + s->w, y + 8, actor->_actorID);
}
}
}
}
}
if (_vm->_credits->isRunning()) {
_vm->_credits->draw();
}
if (_vm->isDebugMode()) {
_vm->_fontManager->clearText();
}
}
int16 Scene::getPriorityAtPosition(Common::Point pos) {
return _stage->getPriorityAtPoint(pos);
}
bool Scene::contains(DragonINI *ini) {
assert(ini);
return ini->sceneId == _currentSceneId;
}
byte *Scene::getPalette() {
assert(_stage);
return _stage->getPalette();
}
uint16 Scene::getSceneId() {
return (uint16)_currentSceneId;
}
Common::Point Scene::getPoint(uint32 pointIndex) {
return _stage->getPoint2(pointIndex);
}
uint16 Scene::getStageWidth() {
return _stage->getWidth();
}
uint16 Scene::getStageHeight() {
return _stage->getHeight();
}
void Scene::loadImageOverlay(uint16 iptId) {
Img *img =_vm->_dragonImg->getImg(iptId);
if (img->h != 0) {
if (img->field_e <= 2) {
_stage->overlayImage(img->layerNum - 1, img->data, img->x, img->y, img->w, img->h);
}
if (img->field_e == 2 || img->field_e == 0) {
_stage->overlayPriorityTileMap(img->data + img->w * img->h * 2, img->x, img->y, img->w, img->h);
}
}
}
void Scene::removeImageOverlay(uint16 iptId) {
Img *img =_vm->_dragonImg->getImg(iptId);
_stage->restoreTiles(img->layerNum - 1, img->x, img->y, img->w, img->h);
_stage->restorePriorityTileMap(img->x, img->y, img->w, img->h);
}
void Scene::setSceneId(int16 newSceneId) {
_currentSceneId = newSceneId;
}
void Scene::resetActorFrameFlags() {
for (int i = 0; i < 0x17; i++) {
Actor *actor = _vm->_actorManager->getActor(i);
actor->_frame_flags &= ~ACTOR_FRAME_FLAG_10;
actor->_frame_flags &= ~ACTOR_FRAME_FLAG_20;
}
}
void Scene::setBgLayerPriority(uint8 newPriority) {
_stage->setBgLayerPriority(newPriority);
}
void Scene::setMgLayerPriority(uint8 newPriority) {
_stage->setMgLayerPriority(newPriority);
}
void Scene::setFgLayerPriority(uint8 newPriority) {
_stage->setFgLayerPriority(newPriority);
}
void Scene::setStagePalette(byte *newPalette) {
_stage->setPalette(newPalette);
}
void Scene::drawActorNumber(int16 x, int16 y, uint16 actorId) {
uint16 text[30];
char text8[15];
sprintf(text8, "%d", actorId);
for (uint i = 0; i < strlen(text8); i++) {
text[i] = text8[i];
}
_vm->_fontManager->addText(x, y, text, strlen(text8), 1);
}
void Scene::setLayerOffset(uint8 layerNumber, Common::Point offset) {
_stage->setLayerOffset(layerNumber, offset);
}
Common::Point Scene::getLayerOffset(uint8 layerNumber) {
return _stage->getLayerOffset(layerNumber);
}
void Scene::drawBgLayer(uint8 layerNumber, Common::Rect rect, Graphics::Surface *surface) {
Common::Point offset = _stage->getLayerOffset(layerNumber);
// Common::Rect clippedRect = _screen->clipRectToRect(offset.x, offset.y, rect, Common::Rect(_stage->getBgLayer()->w, _stage->getBgLayer()->h));
rect.left += rect.left + offset.x < 0 ? -(rect.left + offset.x) : offset.x;
if (rect.right + offset.x > surface->w) {
rect.right = surface->w - 1;
} else {
rect.right += offset.x;
}
// clippedRect.right += offset.x < 0 ? -offset.x : 0;
rect.top += rect.top + offset.y < 0 ? -(rect.top + offset.y) : offset.y;
if (rect.bottom + offset.y > surface->h) {
rect.bottom = surface->h - 1;
} else {
rect.bottom += offset.y;
}
// clippedRect.bottom += offset.y < 0 ? -offset.y : 0;
_screen->copyRectToSurface8bppWrappedX(*surface, _screen->getPalette(0), rect, _stage->getLayerAlphaMode(layerNumber));
}
ScaleLayer *Scene::getScaleLayer() {
return _stage->getScaleLayer();
}
void Scene::setLayerAlphaMode(uint8 layerNumber, AlphaBlendMode mode) {
_stage->setLayerAlphaMode(layerNumber, mode);
}
} // End of namespace Dragons