mirror of
https://github.com/libretro/scummvm.git
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316 lines
9.8 KiB
C++
316 lines
9.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "illusions/actor.h"
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#include "illusions/illusions.h"
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#include "illusions/resources/actorresource.h"
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#include "illusions/dictionary.h"
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namespace Illusions {
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// ActorResourceLoader
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void ActorResourceLoader::load(Resource *resource) {
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resource->_instance = _vm->_actorInstances->createActorInstance(resource);
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}
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bool ActorResourceLoader::isFlag(int flag) {
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return
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flag == kRlfLoadFile;
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}
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// Frame
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void Frame::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_flags = stream.readUint16LE();
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stream.skip(2); // Skip padding
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uint32 pointsConfigOffs = stream.readUint32LE();
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_surfInfo.load(stream);
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uint32 compressedPixelsOffs = stream.readUint32LE();
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_compressedPixels = dataStart + compressedPixelsOffs;
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_pointsConfig = dataStart + pointsConfigOffs;
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debug(5, "Frame::load() compressedPixelsOffs: %08X",
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compressedPixelsOffs);
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}
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// Sequence
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void Sequence::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_sequenceId = stream.readUint32LE();
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_unk4 = stream.readUint32LE();
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uint32 sequenceCodeOffs = stream.readUint32LE();
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_sequenceCode = dataStart + sequenceCodeOffs;
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debug(5, "Sequence::load() _sequenceId: %08X; _unk4: %d; sequenceCodeOffs: %08X",
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_sequenceId, _unk4, sequenceCodeOffs);
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}
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// ActorType
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void ActorType::load(byte *dataStart, Common::SeekableReadStream &stream) {
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_actorTypeId = stream.readUint32LE();
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_surfInfo.load(stream);
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uint32 pointsConfigOffs = stream.readUint32LE();
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uint namedPointsCount = stream.readUint16LE();
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stream.skip(2); // Skip padding
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uint32 namedPointsOffs = stream.readUint32LE();
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_color.r = stream.readByte();
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_color.g = stream.readByte();
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_color.b = stream.readByte();
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stream.readByte(); // Skip padding
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_scale = stream.readByte();
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_priority = stream.readByte();
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_value1E = stream.readUint16LE();
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_pathWalkPointsIndex = stream.readUint16LE();
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_scaleLayerIndex = stream.readUint16LE();
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_pathWalkRectIndex = stream.readUint16LE();
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_priorityLayerIndex = stream.readUint16LE();
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_regionLayerIndex = stream.readUint16LE();
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_flags = stream.readUint16LE();
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_pointsConfig = dataStart + pointsConfigOffs;
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stream.seek(namedPointsOffs);
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_namedPoints.load(namedPointsCount, stream);
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debug(5, "ActorType::load() _actorTypeId: %08X; _color(%d,%d,%d); _scale: %d; _priority: %d; _value1E: %d",
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_actorTypeId, _color.r, _color.g, _color.b, _scale, _priority, _value1E);
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debug(5, "ActorType::load() _pathWalkPointsIndex: %d; _scaleLayerIndex: %d; _pathWalkRectIndex: %d",
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_pathWalkPointsIndex, _scaleLayerIndex, _pathWalkRectIndex);
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debug(5, "ActorType::load() _priorityLayerIndex: %d; _regionLayerIndex: %d; _flags: %04X",
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_priorityLayerIndex, _regionLayerIndex,_flags);
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}
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// ActorResource
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ActorResource::ActorResource() {
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}
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ActorResource::~ActorResource() {
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}
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void ActorResource::load(Resource *resource) {
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byte *data = resource->_data;
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uint32 dataSize = resource->_dataSize;
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Common::MemoryReadStream stream(data, dataSize, DisposeAfterUse::NO);
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_totalSize = stream.readUint32LE();
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// Load actor types
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stream.seek(0x06);
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uint actorTypesCount = stream.readUint16LE();
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stream.seek(0x10);
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uint32 actorTypesOffs = stream.readUint32LE();
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_actorTypes.reserve(actorTypesCount);
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for (uint i = 0; i < actorTypesCount; ++i) {
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ActorType actorType;
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stream.seek(actorTypesOffs + i * 0x2C);
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actorType.load(data, stream);
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_actorTypes.push_back(actorType);
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}
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// Load sequences
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stream.seek(0x08);
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uint sequencesCount = stream.readUint16LE();
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stream.seek(0x14);
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uint32 sequencesOffs = stream.readUint32LE();
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stream.seek(sequencesOffs);
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_sequences.reserve(sequencesCount);
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for (uint i = 0; i < sequencesCount; ++i) {
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Sequence sequence;
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sequence.load(data, stream);
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_sequences.push_back(sequence);
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}
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// Load frames
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stream.seek(0x0A);
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uint framesCount = stream.readUint16LE();
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stream.seek(0x18);
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uint32 framesOffs = stream.readUint32LE();
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stream.seek(framesOffs);
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_frames.reserve(framesCount);
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for (uint i = 0; i < framesCount; ++i) {
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Frame frame;
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frame.load(data, stream);
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_frames.push_back(frame);
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}
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// Load named points
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if (resource->_gameId == kGameIdBBDOU) {
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// The count isn't stored explicitly so calculate it
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uint namedPointsCount = (actorTypesOffs - 0x20) / 8;
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stream.seek(0x20);
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_namedPoints.load(namedPointsCount, stream);
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}
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debug(1, "ActorResource(%08X) framesCount: %d", resource->_resId, framesCount);
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}
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bool ActorResource::containsSequence(Sequence *sequence) {
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for (uint i = 0; i < _sequences.size(); ++i) {
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if (sequence == &_sequences[i])
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return true;
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}
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return false;
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}
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bool ActorResource::findNamedPoint(uint32 namedPointId, Common::Point &pt) {
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return _namedPoints.findNamedPoint(namedPointId, pt);
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}
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// ActorInstance
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ActorInstance::ActorInstance(IllusionsEngine *vm)
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: _vm(vm) {
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}
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void ActorInstance::load(Resource *resource) {
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_actorResource = new ActorResource();
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_actorResource->load(resource);
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_sceneId = resource->_sceneId;
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_pauseCtr = 0;
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initActorTypes(resource->_gameId);
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}
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void ActorInstance::unload() {
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if (_pauseCtr <= 0)
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unregisterResources();
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_vm->_actorInstances->removeActorInstance(this);
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delete _actorResource;
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}
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void ActorInstance::pause() {
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++_pauseCtr;
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if (_pauseCtr == 1)
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unregisterResources();
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}
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void ActorInstance::unpause() {
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--_pauseCtr;
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if (_pauseCtr == 0)
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registerResources();
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}
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void ActorInstance::initActorTypes(int gameId) {
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for (uint i = 0; i < _actorResource->_actorTypes.size(); ++i) {
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ActorType *actorType = &_actorResource->_actorTypes[i];
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ActorType *actorType2 = _vm->_dict->findActorType(actorType->_actorTypeId);
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if (actorType2) {
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actorType->_surfInfo._dimensions._width = MAX(actorType->_surfInfo._dimensions._width,
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actorType2->_surfInfo._dimensions._width);
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actorType->_surfInfo._dimensions._height = MAX(actorType->_surfInfo._dimensions._height,
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actorType2->_surfInfo._dimensions._height);
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if (actorType->_color.r == 255 && actorType->_color.g == 255 && actorType->_color.b == 255)
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actorType->_color = actorType2->_color;
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if (actorType->_value1E == 0)
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actorType->_value1E = actorType2->_value1E;
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}
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_vm->_dict->addActorType(actorType->_actorTypeId, actorType);
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}
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for (uint i = 0; i < _actorResource->_sequences.size(); ++i) {
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Sequence *sequence = &_actorResource->_sequences[i];
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_vm->_dict->addSequence(sequence->_sequenceId, sequence);
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if (gameId == kGameIdDuckman && sequence->_sequenceId == 0x60101) {
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// TODO check that this is the correct location for this logic.
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_vm->_controls->placeActor(0x50023, Common::Point(0,0), sequence->_sequenceId, 0x400d7, 0);
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}
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}
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}
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void ActorInstance::registerResources() {
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for (uint i = 0; i < _actorResource->_actorTypes.size(); ++i) {
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ActorType *actorType = &_actorResource->_actorTypes[i];
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_vm->_dict->addActorType(actorType->_actorTypeId, actorType);
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}
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for (uint i = 0; i < _actorResource->_sequences.size(); ++i) {
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Sequence *sequence = &_actorResource->_sequences[i];
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_vm->_dict->addSequence(sequence->_sequenceId, sequence);
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}
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}
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void ActorInstance::unregisterResources() {
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for (uint i = 0; i < _actorResource->_actorTypes.size(); ++i) {
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_vm->_dict->removeActorType(_actorResource->_actorTypes[i]._actorTypeId);
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}
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for (uint i = 0; i < _actorResource->_sequences.size(); ++i) {
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_vm->_dict->removeSequence(_actorResource->_sequences[i]._sequenceId);
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}
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}
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// ActorInstanceList
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ActorInstanceList::ActorInstanceList(IllusionsEngine *vm)
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: _vm(vm) {
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}
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ActorInstanceList::~ActorInstanceList() {
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}
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ActorInstance *ActorInstanceList::createActorInstance(Resource *resource) {
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ActorInstance *actorInstance = new ActorInstance(_vm);
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actorInstance->load(resource);
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_items.push_back(actorInstance);
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return actorInstance;
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}
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void ActorInstanceList::removeActorInstance(ActorInstance *actorInstance) {
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_items.remove(actorInstance);
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}
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void ActorInstanceList::pauseBySceneId(uint32 sceneId) {
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for (ItemsIterator it = _items.begin(); it != _items.end(); ++it) {
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if ((*it)->_sceneId == sceneId)
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(*it)->pause();
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}
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}
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void ActorInstanceList::unpauseBySceneId(uint32 sceneId) {
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for (ItemsIterator it = _items.begin(); it != _items.end(); ++it) {
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if ((*it)->_sceneId == sceneId)
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(*it)->unpause();
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}
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}
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FramesList *ActorInstanceList::findSequenceFrames(Sequence *sequence) {
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for (ItemsIterator it = _items.begin(); it != _items.end(); ++it) {
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ActorInstance *actorInstance = *it;
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if (actorInstance->_pauseCtr <= 0 && actorInstance->_actorResource->containsSequence(sequence))
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return &actorInstance->_actorResource->_frames;
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}
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return 0;
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}
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ActorInstance *ActorInstanceList::findActorByResource(ActorResource *actorResource) {
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for (ItemsIterator it = _items.begin(); it != _items.end(); ++it) {
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if ((*it)->_actorResource == actorResource)
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return (*it);
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}
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return 0;
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}
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bool ActorInstanceList::findNamedPoint(uint32 namedPointId, Common::Point &pt) {
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for (ItemsIterator it = _items.begin(); it != _items.end(); ++it) {
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ActorInstance *actorInstance = *it;
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if (actorInstance->_pauseCtr == 0 && actorInstance->_actorResource->findNamedPoint(namedPointId, pt))
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return true;
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}
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return false;
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}
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} // End of namespace Illusions
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