scummvm/engines/wintermute/Ad/AdScene.cpp
2012-06-25 16:44:44 +02:00

2769 lines
83 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/Ad/AdScene.h"
#include "engines/wintermute/Ad/AdActor.h"
#include "engines/wintermute/Ad/AdEntity.h"
#include "engines/wintermute/Ad/AdGame.h"
#include "engines/wintermute/Ad/AdLayer.h"
#include "engines/wintermute/Ad/AdNodeState.h"
#include "engines/wintermute/Ad/AdObject.h"
#include "engines/wintermute/Ad/AdPath.h"
#include "engines/wintermute/Ad/AdPathPoint.h"
#include "engines/wintermute/Ad/AdRotLevel.h"
#include "engines/wintermute/Ad/AdScaleLevel.h"
#include "engines/wintermute/Ad/AdSceneNode.h"
#include "engines/wintermute/Ad/AdSceneState.h"
#include "engines/wintermute/Ad/AdSentence.h"
#include "engines/wintermute/Ad/AdWaypointGroup.h"
#include "engines/wintermute/Base/BDynBuffer.h"
#include "engines/wintermute/Base/BFileManager.h"
#include "engines/wintermute/Base/BFont.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BObject.h"
#include "engines/wintermute/Base/BParser.h"
#include "engines/wintermute/Base/BPoint.h"
#include "engines/wintermute/Base/BRegion.h"
#include "engines/wintermute/Base/BScriptable.h"
#include "engines/wintermute/Base/BSprite.h"
#include "engines/wintermute/Base/BViewport.h"
#include "engines/wintermute/PlatformSDL.h"
#include "engines/wintermute/Base/scriptables/ScStack.h"
#include "engines/wintermute/Base/scriptables/ScValue.h"
#include "engines/wintermute/Base/scriptables/ScScript.h"
#include "engines/wintermute/UI/UIWindow.h"
#include "engines/wintermute/utils/utils.h"
#include <limits.h>
namespace WinterMute {
IMPLEMENT_PERSISTENT(CAdScene, false)
//////////////////////////////////////////////////////////////////////////
CAdScene::CAdScene(CBGame *inGame): CBObject(inGame) {
_pFTarget = new CBPoint;
SetDefaults();
}
//////////////////////////////////////////////////////////////////////////
CAdScene::~CAdScene() {
Cleanup();
Game->UnregisterObject(_fader);
delete _pFTarget;
_pFTarget = NULL;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::SetDefaults() {
_initialized = false;
_pFReady = true;
_pFTargetPath = NULL;
_pFRequester = NULL;
_mainLayer = NULL;
_pFPointsNum = 0;
_persistentState = false;
_persistentStateSprites = true;
_autoScroll = true;
_offsetLeft = _offsetTop = 0;
_targetOffsetLeft = _targetOffsetTop = 0;
_lastTimeH = _lastTimeV = 0;
_scrollTimeH = _scrollTimeV = 10;
_scrollPixelsH = _scrollPixelsV = 1;
_pFMaxTime = 15;
_paralaxScrolling = true;
// editor settings
_editorMarginH = _editorMarginV = 100;
_editorColFrame = 0xE0888888;
_editorColEntity = 0xFF008000;
_editorColRegion = 0xFF0000FF;
_editorColBlocked = 0xFF800080;
_editorColWaypoints = 0xFF0000FF;
_editorColEntitySel = 0xFFFF0000;
_editorColRegionSel = 0xFFFF0000;
_editorColBlockedSel = 0xFFFF0000;
_editorColWaypointsSel = 0xFFFF0000;
_editorColScale = 0xFF00FF00;
_editorColDecor = 0xFF00FFFF;
_editorColDecorSel = 0xFFFF0000;
_editorShowRegions = true;
_editorShowBlocked = true;
_editorShowDecor = true;
_editorShowEntities = true;
_editorShowScale = true;
_shieldWindow = NULL;
_fader = new CBFader(Game);
Game->RegisterObject(_fader);
_viewport = NULL;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::Cleanup() {
CBObject::Cleanup();
_mainLayer = NULL; // reference only
int i;
delete _shieldWindow;
_shieldWindow = NULL;
Game->UnregisterObject(_fader);
_fader = NULL;
for (i = 0; i < _layers.GetSize(); i++)
Game->UnregisterObject(_layers[i]);
_layers.RemoveAll();
for (i = 0; i < _waypointGroups.GetSize(); i++)
Game->UnregisterObject(_waypointGroups[i]);
_waypointGroups.RemoveAll();
for (i = 0; i < _scaleLevels.GetSize(); i++)
Game->UnregisterObject(_scaleLevels[i]);
_scaleLevels.RemoveAll();
for (i = 0; i < _rotLevels.GetSize(); i++)
Game->UnregisterObject(_rotLevels[i]);
_rotLevels.RemoveAll();
for (i = 0; i < _pFPath.GetSize(); i++)
delete _pFPath[i];
_pFPath.RemoveAll();
_pFPointsNum = 0;
for (i = 0; i < _objects.GetSize(); i++)
Game->UnregisterObject(_objects[i]);
_objects.RemoveAll();
delete _viewport;
_viewport = NULL;
SetDefaults();
}
//////////////////////////////////////////////////////////////////////////
bool CAdScene::GetPath(CBPoint source, CBPoint target, CAdPath *path, CBObject *requester) {
if (!_pFReady) return false;
else {
_pFReady = false;
*_pFTarget = target;
_pFTargetPath = path;
_pFRequester = requester;
_pFTargetPath->Reset();
_pFTargetPath->SetReady(false);
// prepare working path
int i;
PFPointsStart();
// first point
//_pFPath.Add(new CAdPathPoint(source.x, source.y, 0));
// if we're one pixel stuck, get unstuck
int StartX = source.x;
int StartY = source.y;
int BestDistance = 1000;
if (IsBlockedAt(StartX, StartY, true, requester)) {
int Tolerance = 2;
for (int xxx = StartX - Tolerance; xxx <= StartX + Tolerance; xxx++) {
for (int yyy = StartY - Tolerance; yyy <= StartY + Tolerance; yyy++) {
if (IsWalkableAt(xxx, yyy, true, requester)) {
int Distance = abs(xxx - source.x) + abs(yyy - source.y);
if (Distance < BestDistance) {
StartX = xxx;
StartY = yyy;
BestDistance = Distance;
}
}
}
}
}
PFPointsAdd(StartX, StartY, 0);
//CorrectTargetPoint(&target.x, &target.y);
// last point
//_pFPath.Add(new CAdPathPoint(target.x, target.y, INT_MAX));
PFPointsAdd(target.x, target.y, INT_MAX);
// active waypoints
for (i = 0; i < _waypointGroups.GetSize(); i++) {
if (_waypointGroups[i]->_active) {
PFAddWaypointGroup(_waypointGroups[i], requester);
}
}
// free waypoints
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i] != requester && _objects[i]->_currentWptGroup) {
PFAddWaypointGroup(_objects[i]->_currentWptGroup, requester);
}
}
CAdGame *AdGame = (CAdGame *)Game;
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (AdGame->_objects[i]->_active && AdGame->_objects[i] != requester && AdGame->_objects[i]->_currentWptGroup) {
PFAddWaypointGroup(AdGame->_objects[i]->_currentWptGroup, requester);
}
}
return true;
}
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::PFAddWaypointGroup(CAdWaypointGroup *Wpt, CBObject *Requester) {
if (!Wpt->_active) return;
for (int i = 0; i < Wpt->_points.GetSize(); i++) {
if (IsBlockedAt(Wpt->_points[i]->x, Wpt->_points[i]->y, true, Requester)) continue;
//_pFPath.Add(new CAdPathPoint(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX));
PFPointsAdd(Wpt->_points[i]->x, Wpt->_points[i]->y, INT_MAX);
}
}
//////////////////////////////////////////////////////////////////////////
float CAdScene::GetZoomAt(int X, int Y) {
float ret = 100;
bool found = false;
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_blocked && Node->_region->PointInRegion(X, Y)) {
if (Node->_region->_zoom != 0) {
ret = Node->_region->_zoom;
found = true;
break;
}
}
}
}
if (!found) ret = GetScaleAt(Y);
return ret;
}
//////////////////////////////////////////////////////////////////////////
uint32 CAdScene::GetAlphaAt(int X, int Y, bool ColorCheck) {
if (!Game->_dEBUG_DebugMode) ColorCheck = false;
uint32 ret;
if (ColorCheck) ret = 0xFFFF0000;
else ret = 0xFFFFFFFF;
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
if (Node->_type == OBJECT_REGION && Node->_region->_active && (ColorCheck || !Node->_region->_blocked) && Node->_region->PointInRegion(X, Y)) {
if (!Node->_region->_blocked) ret = Node->_region->_alpha;
break;
}
}
}
return ret;
}
//////////////////////////////////////////////////////////////////////////
bool CAdScene::IsBlockedAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
bool ret = true;
if (CheckFreeObjects) {
int i;
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
}
}
CAdGame *AdGame = (CAdGame *)Game;
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return true;
}
}
}
if (_mainLayer) {
for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
/*
if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->_blocked && Node->_region->PointInRegion(X, Y))
{
ret = true;
break;
}
*/
if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
if (Node->_region->_blocked) {
ret = true;
break;
} else ret = false;
}
}
}
return ret;
}
//////////////////////////////////////////////////////////////////////////
bool CAdScene::IsWalkableAt(int X, int Y, bool CheckFreeObjects, CBObject *Requester) {
bool ret = false;
if (CheckFreeObjects) {
int i;
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i] != Requester && _objects[i]->_currentBlockRegion) {
if (_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
}
}
CAdGame *AdGame = (CAdGame *)Game;
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (AdGame->_objects[i]->_active && AdGame->_objects[i] != Requester && AdGame->_objects[i]->_currentBlockRegion) {
if (AdGame->_objects[i]->_currentBlockRegion->PointInRegion(X, Y)) return false;
}
}
}
if (_mainLayer) {
for (int i = 0; i < _mainLayer->_nodes.GetSize(); i++) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
if (Node->_type == OBJECT_REGION && Node->_region->_active && !Node->_region->_decoration && Node->_region->PointInRegion(X, Y)) {
if (Node->_region->_blocked) {
ret = false;
break;
} else ret = true;
}
}
}
return ret;
}
//////////////////////////////////////////////////////////////////////////
int CAdScene::GetPointsDist(CBPoint p1, CBPoint p2, CBObject *requester) {
double xStep, yStep, X, Y;
int xLength, yLength, xCount, yCount;
int X1, Y1, X2, Y2;
X1 = p1.x;
Y1 = p1.y;
X2 = p2.x;
Y2 = p2.y;
xLength = abs(X2 - X1);
yLength = abs(Y2 - Y1);
if (xLength > yLength) {
if (X1 > X2) {
CBUtils::Swap(&X1, &X2);
CBUtils::Swap(&Y1, &Y2);
}
yStep = (double)(Y2 - Y1) / (double)(X2 - X1);
Y = Y1;
for (xCount = X1; xCount < X2; xCount++) {
if (IsBlockedAt(xCount, (int)Y, true, requester)) return -1;
Y += yStep;
}
} else {
if (Y1 > Y2) {
CBUtils::Swap(&X1, &X2);
CBUtils::Swap(&Y1, &Y2);
}
xStep = (double)(X2 - X1) / (double)(Y2 - Y1);
X = X1;
for (yCount = Y1; yCount < Y2; yCount++) {
if (IsBlockedAt((int)X, yCount, true, requester)) return -1;
X += xStep;
}
}
return MAX(xLength, yLength);
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::PathFinderStep() {
int i;
// get lowest unmarked
int lowest_dist = INT_MAX;
CAdPathPoint *lowest_pt = NULL;
for (i = 0; i < _pFPointsNum; i++)
if (!_pFPath[i]->_marked && _pFPath[i]->_distance < lowest_dist) {
lowest_dist = _pFPath[i]->_distance;
lowest_pt = _pFPath[i];
}
if (lowest_pt == NULL) { // no path -> terminate PathFinder
_pFReady = true;
_pFTargetPath->SetReady(true);
return;
}
lowest_pt->_marked = true;
// target point marked, generate path and terminate
if (lowest_pt->x == _pFTarget->x && lowest_pt->y == _pFTarget->y) {
while (lowest_pt != NULL) {
_pFTargetPath->_points.InsertAt(0, new CBPoint(lowest_pt->x, lowest_pt->y));
lowest_pt = lowest_pt->_origin;
}
_pFReady = true;
_pFTargetPath->SetReady(true);
return;
}
// otherwise keep on searching
for (i = 0; i < _pFPointsNum; i++)
if (!_pFPath[i]->_marked) {
int j = GetPointsDist(*lowest_pt, *_pFPath[i], _pFRequester);
if (j != -1 && lowest_pt->_distance + j < _pFPath[i]->_distance) {
_pFPath[i]->_distance = lowest_pt->_distance + j;
_pFPath[i]->_origin = lowest_pt;
}
}
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::InitLoop() {
#ifdef _DEBUGxxxx
int nu_steps = 0;
uint32 start = Game->_currentTime;
while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) {
PathFinderStep();
nu_steps++;
}
if (nu_steps > 0) Game->LOG(0, "STAT: PathFinder iterations in one loop: %d (%s) _pFMaxTime=%d", nu_steps, _pFReady ? "finished" : "not yet done", _pFMaxTime);
#else
uint32 start = Game->_currentTime;
while (!_pFReady && CBPlatform::GetTime() - start <= _pFMaxTime) PathFinderStep();
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::LoadFile(const char *Filename) {
byte *Buffer = Game->_fileManager->ReadWholeFile(Filename);
if (Buffer == NULL) {
Game->LOG(0, "CAdScene::LoadFile failed for file '%s'", Filename);
return E_FAIL;
}
HRESULT ret;
delete[] _filename;
_filename = new char [strlen(Filename) + 1];
strcpy(_filename, Filename);
if (FAILED(ret = LoadBuffer(Buffer, true))) Game->LOG(0, "Error parsing SCENE file '%s'", Filename);
_filename = new char [strlen(Filename) + 1];
strcpy(_filename, Filename);
delete [] Buffer;
return ret;
}
TOKEN_DEF_START
TOKEN_DEF(SCENE)
TOKEN_DEF(TEMPLATE)
TOKEN_DEF(NAME)
TOKEN_DEF(LAYER)
TOKEN_DEF(WAYPOINTS)
TOKEN_DEF(EVENTS)
TOKEN_DEF(CURSOR)
TOKEN_DEF(CAMERA)
TOKEN_DEF(ENTITY)
TOKEN_DEF(SCALE_LEVEL)
TOKEN_DEF(ROTATION_LEVEL)
TOKEN_DEF(EDITOR_MARGIN_H)
TOKEN_DEF(EDITOR_MARGIN_V)
TOKEN_DEF(EDITOR_COLOR_FRAME)
TOKEN_DEF(EDITOR_COLOR_ENTITY_SEL)
TOKEN_DEF(EDITOR_COLOR_REGION_SEL)
TOKEN_DEF(EDITOR_COLOR_DECORATION_SEL)
TOKEN_DEF(EDITOR_COLOR_BLOCKED_SEL)
TOKEN_DEF(EDITOR_COLOR_WAYPOINTS_SEL)
TOKEN_DEF(EDITOR_COLOR_REGION)
TOKEN_DEF(EDITOR_COLOR_DECORATION)
TOKEN_DEF(EDITOR_COLOR_BLOCKED)
TOKEN_DEF(EDITOR_COLOR_ENTITY)
TOKEN_DEF(EDITOR_COLOR_WAYPOINTS)
TOKEN_DEF(EDITOR_COLOR_SCALE)
TOKEN_DEF(EDITOR_SHOW_REGIONS)
TOKEN_DEF(EDITOR_SHOW_BLOCKED)
TOKEN_DEF(EDITOR_SHOW_DECORATION)
TOKEN_DEF(EDITOR_SHOW_ENTITIES)
TOKEN_DEF(EDITOR_SHOW_SCALE)
TOKEN_DEF(SCRIPT)
TOKEN_DEF(CAPTION)
TOKEN_DEF(PROPERTY)
TOKEN_DEF(VIEWPORT)
TOKEN_DEF(PERSISTENT_STATE_SPRITES)
TOKEN_DEF(PERSISTENT_STATE)
TOKEN_DEF(EDITOR_PROPERTY)
TOKEN_DEF_END
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::LoadBuffer(byte *Buffer, bool Complete) {
TOKEN_TABLE_START(commands)
TOKEN_TABLE(SCENE)
TOKEN_TABLE(TEMPLATE)
TOKEN_TABLE(NAME)
TOKEN_TABLE(LAYER)
TOKEN_TABLE(WAYPOINTS)
TOKEN_TABLE(EVENTS)
TOKEN_TABLE(CURSOR)
TOKEN_TABLE(CAMERA)
TOKEN_TABLE(ENTITY)
TOKEN_TABLE(SCALE_LEVEL)
TOKEN_TABLE(ROTATION_LEVEL)
TOKEN_TABLE(EDITOR_MARGIN_H)
TOKEN_TABLE(EDITOR_MARGIN_V)
TOKEN_TABLE(EDITOR_COLOR_FRAME)
TOKEN_TABLE(EDITOR_COLOR_ENTITY_SEL)
TOKEN_TABLE(EDITOR_COLOR_REGION_SEL)
TOKEN_TABLE(EDITOR_COLOR_DECORATION_SEL)
TOKEN_TABLE(EDITOR_COLOR_BLOCKED_SEL)
TOKEN_TABLE(EDITOR_COLOR_WAYPOINTS_SEL)
TOKEN_TABLE(EDITOR_COLOR_REGION)
TOKEN_TABLE(EDITOR_COLOR_DECORATION)
TOKEN_TABLE(EDITOR_COLOR_BLOCKED)
TOKEN_TABLE(EDITOR_COLOR_ENTITY)
TOKEN_TABLE(EDITOR_COLOR_WAYPOINTS)
TOKEN_TABLE(EDITOR_COLOR_SCALE)
TOKEN_TABLE(EDITOR_SHOW_REGIONS)
TOKEN_TABLE(EDITOR_SHOW_DECORATION)
TOKEN_TABLE(EDITOR_SHOW_BLOCKED)
TOKEN_TABLE(EDITOR_SHOW_ENTITIES)
TOKEN_TABLE(EDITOR_SHOW_SCALE)
TOKEN_TABLE(SCRIPT)
TOKEN_TABLE(CAPTION)
TOKEN_TABLE(PROPERTY)
TOKEN_TABLE(VIEWPORT)
TOKEN_TABLE(PERSISTENT_STATE_SPRITES)
TOKEN_TABLE(PERSISTENT_STATE)
TOKEN_TABLE(EDITOR_PROPERTY)
TOKEN_TABLE_END
Cleanup();
byte *params;
int cmd;
CBParser parser(Game);
if (Complete) {
if (parser.GetCommand((char **)&Buffer, commands, (char **)&params) != TOKEN_SCENE) {
Game->LOG(0, "'SCENE' keyword expected.");
return E_FAIL;
}
Buffer = params;
}
int ar, ag, ab, aa;
char camera[MAX_PATH] = "";
/* float WaypointHeight = -1.0f; */
while ((cmd = parser.GetCommand((char **)&Buffer, commands, (char **)&params)) > 0) {
switch (cmd) {
case TOKEN_TEMPLATE:
if (FAILED(LoadFile((char *)params))) cmd = PARSERR_GENERIC;
break;
case TOKEN_NAME:
SetName((char *)params);
break;
case TOKEN_CAPTION:
SetCaption((char *)params);
break;
case TOKEN_LAYER: {
CAdLayer *layer = new CAdLayer(Game);
if (!layer || FAILED(layer->LoadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
delete layer;
layer = NULL;
} else {
Game->RegisterObject(layer);
_layers.Add(layer);
if (layer->_main) {
_mainLayer = layer;
_width = layer->_width;
_height = layer->_height;
}
}
}
break;
case TOKEN_WAYPOINTS: {
CAdWaypointGroup *wpt = new CAdWaypointGroup(Game);
if (!wpt || FAILED(wpt->LoadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
delete wpt;
wpt = NULL;
} else {
Game->RegisterObject(wpt);
_waypointGroups.Add(wpt);
}
}
break;
case TOKEN_SCALE_LEVEL: {
CAdScaleLevel *sl = new CAdScaleLevel(Game);
if (!sl || FAILED(sl->LoadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
delete sl;
sl = NULL;
} else {
Game->RegisterObject(sl);
_scaleLevels.Add(sl);
}
}
break;
case TOKEN_ROTATION_LEVEL: {
CAdRotLevel *rl = new CAdRotLevel(Game);
if (!rl || FAILED(rl->LoadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
delete rl;
rl = NULL;
} else {
Game->RegisterObject(rl);
_rotLevels.Add(rl);
}
}
break;
case TOKEN_ENTITY: {
CAdEntity *entity = new CAdEntity(Game);
if (!entity || FAILED(entity->LoadBuffer(params, false))) {
cmd = PARSERR_GENERIC;
delete entity;
entity = NULL;
} else {
AddObject(entity);
}
}
break;
case TOKEN_CURSOR:
delete _cursor;
_cursor = new CBSprite(Game);
if (!_cursor || FAILED(_cursor->LoadFile((char *)params))) {
delete _cursor;
_cursor = NULL;
cmd = PARSERR_GENERIC;
}
break;
case TOKEN_CAMERA:
strcpy(camera, (char *)params);
break;
case TOKEN_EDITOR_MARGIN_H:
parser.ScanStr((char *)params, "%d", &_editorMarginH);
break;
case TOKEN_EDITOR_MARGIN_V:
parser.ScanStr((char *)params, "%d", &_editorMarginV);
break;
case TOKEN_EDITOR_COLOR_FRAME:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColFrame = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_ENTITY:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColEntity = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_ENTITY_SEL:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColEntitySel = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_REGION_SEL:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColRegionSel = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_DECORATION_SEL:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColDecorSel = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_BLOCKED_SEL:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColBlockedSel = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_WAYPOINTS_SEL:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColWaypointsSel = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_REGION:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColRegion = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_DECORATION:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColDecor = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_BLOCKED:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColBlocked = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_WAYPOINTS:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColWaypoints = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_COLOR_SCALE:
parser.ScanStr((char *)params, "%d,%d,%d,%d", &ar, &ag, &ab, &aa);
_editorColScale = DRGBA(ar, ag, ab, aa);
break;
case TOKEN_EDITOR_SHOW_REGIONS:
parser.ScanStr((char *)params, "%b", &_editorShowRegions);
break;
case TOKEN_EDITOR_SHOW_BLOCKED:
parser.ScanStr((char *)params, "%b", &_editorShowBlocked);
break;
case TOKEN_EDITOR_SHOW_DECORATION:
parser.ScanStr((char *)params, "%b", &_editorShowDecor);
break;
case TOKEN_EDITOR_SHOW_ENTITIES:
parser.ScanStr((char *)params, "%b", &_editorShowEntities);
break;
case TOKEN_EDITOR_SHOW_SCALE:
parser.ScanStr((char *)params, "%b", &_editorShowScale);
break;
case TOKEN_SCRIPT:
AddScript((char *)params);
break;
case TOKEN_PROPERTY:
ParseProperty(params, false);
break;
case TOKEN_VIEWPORT: {
RECT rc;
parser.ScanStr((char *)params, "%d,%d,%d,%d", &rc.left, &rc.top, &rc.right, &rc.bottom);
if (!_viewport) _viewport = new CBViewport(Game);
if (_viewport) _viewport->SetRect(rc.left, rc.top, rc.right, rc.bottom, true);
}
case TOKEN_PERSISTENT_STATE:
parser.ScanStr((char *)params, "%b", &_persistentState);
break;
case TOKEN_PERSISTENT_STATE_SPRITES:
parser.ScanStr((char *)params, "%b", &_persistentStateSprites);
break;
case TOKEN_EDITOR_PROPERTY:
ParseEditorProperty(params, false);
break;
}
}
if (cmd == PARSERR_TOKENNOTFOUND) {
Game->LOG(0, "Syntax error in SCENE definition");
return E_FAIL;
}
if (_mainLayer == NULL) Game->LOG(0, "Warning: scene '%s' has no main layer.", _filename);
SortScaleLevels();
SortRotLevels();
_initialized = true;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::TraverseNodes(bool Update) {
if (!_initialized) return S_OK;
int j, k;
CAdGame *AdGame = (CAdGame *)Game;
//////////////////////////////////////////////////////////////////////////
// prepare viewport
bool PopViewport = false;
if (_viewport && !Game->_editorMode) {
Game->PushViewport(_viewport);
PopViewport = true;
} else if (AdGame->_sceneViewport && !Game->_editorMode) {
Game->PushViewport(AdGame->_sceneViewport);
PopViewport = true;
}
//////////////////////////////////////////////////////////////////////////
// *** adjust scroll offset
if (Update) {
/*
if (_autoScroll && Game->_mainObject != NULL)
{
ScrollToObject(Game->_mainObject);
}
*/
if (_autoScroll) {
// adjust horizontal scroll
if (Game->_timer - _lastTimeH >= _scrollTimeH) {
_lastTimeH = Game->_timer;
if (_offsetLeft < _targetOffsetLeft) {
_offsetLeft += _scrollPixelsH;
_offsetLeft = MIN(_offsetLeft, _targetOffsetLeft);
} else if (_offsetLeft > _targetOffsetLeft) {
_offsetLeft -= _scrollPixelsH;
_offsetLeft = MAX(_offsetLeft, _targetOffsetLeft);
}
}
// adjust vertical scroll
if (Game->_timer - _lastTimeV >= _scrollTimeV) {
_lastTimeV = Game->_timer;
if (_offsetTop < _targetOffsetTop) {
_offsetTop += _scrollPixelsV;
_offsetTop = MIN(_offsetTop, _targetOffsetTop);
} else if (_offsetTop > _targetOffsetTop) {
_offsetTop -= _scrollPixelsV;
_offsetTop = MAX(_offsetTop, _targetOffsetTop);
}
}
if (_offsetTop == _targetOffsetTop && _offsetLeft == _targetOffsetLeft) _ready = true;
} else _ready = true; // not scrolling, i.e. always ready
}
//////////////////////////////////////////////////////////////////////////
int ViewportWidth, ViewportHeight;
GetViewportSize(&ViewportWidth, &ViewportHeight);
int ViewportX, ViewportY;
GetViewportOffset(&ViewportX, &ViewportY);
int ScrollableX = _width - ViewportWidth;
int ScrollableY = _height - ViewportHeight;
double WidthRatio = ScrollableX <= 0 ? 0 : ((double)(_offsetLeft) / (double)ScrollableX);
double HeightRatio = ScrollableY <= 0 ? 0 : ((double)(_offsetTop) / (double)ScrollableY);
int OrigX, OrigY;
Game->GetOffset(&OrigX, &OrigY);
//////////////////////////////////////////////////////////////////////////
// *** display/update everything
Game->_renderer->Setup2D();
// for each layer
/* int MainOffsetX = 0; */
/* int MainOffsetY = 0; */
for (j = 0; j < _layers.GetSize(); j++) {
if (!_layers[j]->_active) continue;
// make layer exclusive
if (!Update) {
if (_layers[j]->_closeUp && !Game->_editorMode) {
if (!_shieldWindow) _shieldWindow = new CUIWindow(Game);
if (_shieldWindow) {
_shieldWindow->_posX = _shieldWindow->_posY = 0;
_shieldWindow->_width = Game->_renderer->_width;
_shieldWindow->_height = Game->_renderer->_height;
_shieldWindow->Display();
}
}
}
if (_paralaxScrolling) {
int OffsetX = (int)(WidthRatio * (_layers[j]->_width - ViewportWidth) - ViewportX);
int OffsetY = (int)(HeightRatio * (_layers[j]->_height - ViewportHeight) - ViewportY);
Game->SetOffset(OffsetX, OffsetY);
Game->_offsetPercentX = (float)OffsetX / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
Game->_offsetPercentY = (float)OffsetY / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
//Game->QuickMessageForm("%d %f", OffsetX+ViewportX, Game->_offsetPercentX);
} else {
Game->SetOffset(_offsetLeft - ViewportX, _offsetTop - ViewportY);
Game->_offsetPercentX = (float)(_offsetLeft - ViewportX) / ((float)_layers[j]->_width - ViewportWidth) * 100.0f;
Game->_offsetPercentY = (float)(_offsetTop - ViewportY) / ((float)_layers[j]->_height - ViewportHeight) * 100.0f;
}
// for each node
for (k = 0; k < _layers[j]->_nodes.GetSize(); k++) {
CAdSceneNode *Node = _layers[j]->_nodes[k];
switch (Node->_type) {
case OBJECT_ENTITY:
if (Node->_entity->_active && (Game->_editorMode || !Node->_entity->_editorOnly)) {
Game->_renderer->Setup2D();
if (Update) Node->_entity->Update();
else Node->_entity->Display();
}
break;
case OBJECT_REGION: {
if (Node->_region->_blocked) break;
if (Node->_region->_decoration) break;
if (!Update) DisplayRegionContent(Node->_region);
}
break;
default:
error("AdScene::TraverseNodes - Unhandled enum");
break;
} // switch
} // each node
// display/update all objects which are off-regions
if (_layers[j]->_main) {
if (Update) {
UpdateFreeObjects();
} else {
DisplayRegionContent(NULL);
}
}
} // each layer
// restore state
Game->SetOffset(OrigX, OrigY);
Game->_renderer->Setup2D();
// display/update fader
if (_fader) {
if (Update) _fader->Update();
else _fader->Display();
}
if (PopViewport) Game->PopViewport();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::Display() {
return TraverseNodes(false);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::UpdateFreeObjects() {
CAdGame *AdGame = (CAdGame *)Game;
int i;
bool Is3DSet;
// *** update all active objects
Is3DSet = false;
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (!AdGame->_objects[i]->_active) continue;
AdGame->_objects[i]->Update();
AdGame->_objects[i]->_drawn = false;
}
for (i = 0; i < _objects.GetSize(); i++) {
if (!_objects[i]->_active) continue;
_objects[i]->Update();
_objects[i]->_drawn = false;
}
if (_autoScroll && Game->_mainObject != NULL) {
ScrollToObject(Game->_mainObject);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::DisplayRegionContent(CAdRegion *Region, bool Display3DOnly) {
CAdGame *AdGame = (CAdGame *)Game;
CBArray<CAdObject *, CAdObject *> Objects;
CAdObject *Obj;
int i;
// global objects
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
Obj = AdGame->_objects[i];
if (Obj->_active && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
Objects.Add(Obj);
}
}
// scene objects
for (i = 0; i < _objects.GetSize(); i++) {
Obj = _objects[i];
if (Obj->_active && !Obj->_editorOnly && !Obj->_drawn && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
Objects.Add(Obj);
}
}
// sort by _posY
qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
// display them
for (i = 0; i < Objects.GetSize(); i++) {
Obj = Objects[i];
if (Display3DOnly && !Obj->_is3D) continue;
Game->_renderer->Setup2D();
if (Game->_editorMode || !Obj->_editorOnly) Obj->Display();
Obj->_drawn = true;
}
// display design only objects
if (!Display3DOnly) {
if (Game->_editorMode && Region == NULL) {
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i]->_editorOnly) {
_objects[i]->Display();
_objects[i]->_drawn = true;
}
}
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
int CAdScene::CompareObjs(const void *Obj1, const void *Obj2) {
CAdObject *Object1 = *(CAdObject **)Obj1;
CAdObject *Object2 = *(CAdObject **)Obj2;
if (Object1->_posY < Object2->_posY) return -1;
else if (Object1->_posY > Object2->_posY) return 1;
else return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::DisplayRegionContentOld(CAdRegion *Region) {
CAdGame *AdGame = (CAdGame *)Game;
CAdObject *obj;
int i;
// display all objects in region sorted by _posY
do {
obj = NULL;
int minY = INT_MAX;
// global objects
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
if (AdGame->_objects[i]->_active && !AdGame->_objects[i]->_drawn && AdGame->_objects[i]->_posY < minY && (AdGame->_objects[i]->_stickRegion == Region || Region == NULL || (AdGame->_objects[i]->_stickRegion == NULL && Region->PointInRegion(AdGame->_objects[i]->_posX, AdGame->_objects[i]->_posY)))) {
obj = AdGame->_objects[i];
minY = AdGame->_objects[i]->_posY;
}
}
// scene objects
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && !_objects[i]->_editorOnly && !_objects[i]->_drawn && _objects[i]->_posY < minY && (_objects[i]->_stickRegion == Region || Region == NULL || (_objects[i]->_stickRegion == NULL && Region->PointInRegion(_objects[i]->_posX, _objects[i]->_posY)))) {
obj = _objects[i];
minY = _objects[i]->_posY;
}
}
if (obj != NULL) {
Game->_renderer->Setup2D();
if (Game->_editorMode || !obj->_editorOnly) obj->Display();
obj->_drawn = true;
}
} while (obj != NULL);
// design only objects
if (Game->_editorMode && Region == NULL) {
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_active && _objects[i]->_editorOnly) {
_objects[i]->Display();
_objects[i]->_drawn = true;
}
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::Update() {
return TraverseNodes(true);
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::ScrollTo(int OffsetX, int OffsetY) {
int ViewportWidth, ViewportHeight;
GetViewportSize(&ViewportWidth, &ViewportHeight);
int OrigOffsetLeft = _targetOffsetLeft;
int OrigOffsetTop = _targetOffsetTop;
_targetOffsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
_targetOffsetLeft = MIN(_targetOffsetLeft, _width - ViewportWidth);
_targetOffsetTop = MAX(0, OffsetY - ViewportHeight / 2);
_targetOffsetTop = MIN(_targetOffsetTop, _height - ViewportHeight);
if (Game->_mainObject && Game->_mainObject->_is3D) {
if (abs(OrigOffsetLeft - _targetOffsetLeft) < 5) _targetOffsetLeft = OrigOffsetLeft;
if (abs(OrigOffsetTop - _targetOffsetTop) < 5) _targetOffsetTop = OrigOffsetTop;
//_targetOffsetTop = 0;
}
_ready = false;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::ScrollToObject(CBObject *Object) {
if (Object) ScrollTo(Object->_posX, Object->_posY - Object->GetHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::SkipToObject(CBObject *Object) {
if (Object) SkipTo(Object->_posX, Object->_posY - Object->GetHeight() / 2);
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::SkipTo(int OffsetX, int OffsetY) {
int ViewportWidth, ViewportHeight;
GetViewportSize(&ViewportWidth, &ViewportHeight);
_offsetLeft = MAX(0, OffsetX - ViewportWidth / 2);
_offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
_offsetTop = MAX(0, OffsetY - ViewportHeight / 2);
_offsetTop = MIN(_offsetTop, _height - ViewportHeight);
_targetOffsetLeft = _offsetLeft;
_targetOffsetTop = _offsetTop;
}
//////////////////////////////////////////////////////////////////////////
// high level scripting interface
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::scCallMethod(CScScript *Script, CScStack *Stack, CScStack *ThisStack, const char *Name) {
//////////////////////////////////////////////////////////////////////////
// LoadActor
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "LoadActor") == 0) {
Stack->CorrectParams(1);
CAdActor *act = new CAdActor(Game);
if (act && SUCCEEDED(act->LoadFile(Stack->Pop()->GetString()))) {
AddObject(act);
Stack->PushNative(act, true);
} else {
delete act;
act = NULL;
Stack->PushNULL();
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// LoadEntity
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "LoadEntity") == 0) {
Stack->CorrectParams(1);
CAdEntity *ent = new CAdEntity(Game);
if (ent && SUCCEEDED(ent->LoadFile(Stack->Pop()->GetString()))) {
AddObject(ent);
Stack->PushNative(ent, true);
} else {
delete ent;
ent = NULL;
Stack->PushNULL();
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// CreateEntity
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "CreateEntity") == 0) {
Stack->CorrectParams(1);
CScValue *Val = Stack->Pop();
CAdEntity *Ent = new CAdEntity(Game);
AddObject(Ent);
if (!Val->IsNULL()) Ent->SetName(Val->GetString());
Stack->PushNative(Ent, true);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// UnloadObject / UnloadActor / UnloadEntity / UnloadActor3D / DeleteEntity
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "UnloadObject") == 0 || strcmp(Name, "UnloadActor") == 0 || strcmp(Name, "UnloadEntity") == 0 || strcmp(Name, "UnloadActor3D") == 0 || strcmp(Name, "DeleteEntity") == 0) {
Stack->CorrectParams(1);
CScValue *val = Stack->Pop();
CAdObject *obj = (CAdObject *)val->GetNative();
RemoveObject(obj);
if (val->GetType() == VAL_VARIABLE_REF) val->SetNULL();
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// SkipTo
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "SkipTo") == 0) {
Stack->CorrectParams(2);
CScValue *val1 = Stack->Pop();
CScValue *val2 = Stack->Pop();
if (val1->IsNative()) {
SkipToObject((CBObject *)val1->GetNative());
} else {
SkipTo(val1->GetInt(), val2->GetInt());
}
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// ScrollTo / ScrollToAsync
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollTo") == 0 || strcmp(Name, "ScrollToAsync") == 0) {
Stack->CorrectParams(2);
CScValue *val1 = Stack->Pop();
CScValue *val2 = Stack->Pop();
if (val1->IsNative()) {
ScrollToObject((CBObject *)val1->GetNative());
} else {
ScrollTo(val1->GetInt(), val2->GetInt());
}
if (strcmp(Name, "ScrollTo") == 0) Script->WaitForExclusive(this);
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetLayer
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetLayer") == 0) {
Stack->CorrectParams(1);
CScValue *val = Stack->Pop();
if (val->IsInt()) {
int layer = val->GetInt();
if (layer < 0 || layer >= _layers.GetSize()) Stack->PushNULL();
else Stack->PushNative(_layers[layer], true);
} else {
const char *LayerName = val->GetString();
bool LayerFound = false;
for (int i = 0; i < _layers.GetSize(); i++) {
if (scumm_stricmp(LayerName, _layers[i]->_name) == 0) {
Stack->PushNative(_layers[i], true);
LayerFound = true;
break;
}
}
if (!LayerFound) Stack->PushNULL();
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetWaypointGroup
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetWaypointGroup") == 0) {
Stack->CorrectParams(1);
int group = Stack->Pop()->GetInt();
if (group < 0 || group >= _waypointGroups.GetSize()) Stack->PushNULL();
else Stack->PushNative(_waypointGroups[group], true);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetNode
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetNode") == 0) {
Stack->CorrectParams(1);
const char *nodeName = Stack->Pop()->GetString();
CBObject *node = GetNodeByName(nodeName);
if (node) Stack->PushNative((CBScriptable *)node, true);
else Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetFreeNode
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetFreeNode") == 0) {
Stack->CorrectParams(1);
CScValue *Val = Stack->Pop();
CAdObject *Ret = NULL;
if (Val->IsInt()) {
int Index = Val->GetInt();
if (Index >= 0 && Index < _objects.GetSize()) Ret = _objects[Index];
} else {
const char *nodeName = Val->GetString();
for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i] && _objects[i]->_name && scumm_stricmp(_objects[i]->_name, nodeName) == 0) {
Ret = _objects[i];
break;
}
}
}
if (Ret) Stack->PushNative(Ret, true);
else Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetRegionAt
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetRegionAt") == 0) {
Stack->CorrectParams(3);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
CScValue *Val = Stack->Pop();
bool IncludeDecors = false;
if (!Val->IsNULL()) IncludeDecors = Val->GetBool();
if (_mainLayer) {
for (int i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
if (Node->_region->_decoration && !IncludeDecors) continue;
Stack->PushNative(Node->_region, true);
return S_OK;
}
}
}
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// IsBlockedAt
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IsBlockedAt") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
Stack->PushBool(IsBlockedAt(X, Y));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// IsWalkableAt
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IsWalkableAt") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
Stack->PushBool(IsWalkableAt(X, Y));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetScaleAt
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetScaleAt") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
Stack->PushFloat(GetZoomAt(X, Y));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetRotationAt
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetRotationAt") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
Stack->PushFloat(GetRotationAt(X, Y));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// IsScrolling
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IsScrolling") == 0) {
Stack->CorrectParams(0);
bool Ret = false;
if (_autoScroll) {
if (_targetOffsetLeft != _offsetLeft || _targetOffsetTop != _offsetTop) Ret = true;
}
Stack->PushBool(Ret);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// FadeOut / FadeOutAsync
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "FadeOut") == 0 || strcmp(Name, "FadeOutAsync") == 0) {
Stack->CorrectParams(5);
uint32 Duration = Stack->Pop()->GetInt(500);
byte Red = Stack->Pop()->GetInt(0);
byte Green = Stack->Pop()->GetInt(0);
byte Blue = Stack->Pop()->GetInt(0);
byte Alpha = Stack->Pop()->GetInt(0xFF);
_fader->FadeOut(DRGBA(Red, Green, Blue, Alpha), Duration);
if (strcmp(Name, "FadeOutAsync") != 0) Script->WaitFor(_fader);
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// FadeIn / FadeInAsync
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "FadeIn") == 0 || strcmp(Name, "FadeInAsync") == 0) {
Stack->CorrectParams(5);
uint32 Duration = Stack->Pop()->GetInt(500);
byte Red = Stack->Pop()->GetInt(0);
byte Green = Stack->Pop()->GetInt(0);
byte Blue = Stack->Pop()->GetInt(0);
byte Alpha = Stack->Pop()->GetInt(0xFF);
_fader->FadeIn(DRGBA(Red, Green, Blue, Alpha), Duration);
if (strcmp(Name, "FadeInAsync") != 0) Script->WaitFor(_fader);
Stack->PushNULL();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// GetFadeColor
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "GetFadeColor") == 0) {
Stack->CorrectParams(0);
Stack->PushInt(_fader->GetCurrentColor());
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// IsPointInViewport
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "IsPointInViewport") == 0) {
Stack->CorrectParams(2);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
Stack->PushBool(PointInViewport(X, Y));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// SetViewport
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "SetViewport") == 0) {
Stack->CorrectParams(4);
int X = Stack->Pop()->GetInt();
int Y = Stack->Pop()->GetInt();
int Width = Stack->Pop()->GetInt();
int Height = Stack->Pop()->GetInt();
if (Width <= 0) Width = Game->_renderer->_width;
if (Height <= 0) Height = Game->_renderer->_height;
if (!_viewport) _viewport = new CBViewport(Game);
if (_viewport) _viewport->SetRect(X, Y, X + Width, Y + Height);
Stack->PushBool(true);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// AddLayer
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "AddLayer") == 0) {
Stack->CorrectParams(1);
CScValue *Val = Stack->Pop();
CAdLayer *Layer = new CAdLayer(Game);
if (!Val->IsNULL()) Layer->SetName(Val->GetString());
if (_mainLayer) {
Layer->_width = _mainLayer->_width;
Layer->_height = _mainLayer->_height;
}
_layers.Add(Layer);
Game->RegisterObject(Layer);
Stack->PushNative(Layer, true);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// InsertLayer
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "InsertLayer") == 0) {
Stack->CorrectParams(2);
int Index = Stack->Pop()->GetInt();
CScValue *Val = Stack->Pop();
CAdLayer *Layer = new CAdLayer(Game);
if (!Val->IsNULL()) Layer->SetName(Val->GetString());
if (_mainLayer) {
Layer->_width = _mainLayer->_width;
Layer->_height = _mainLayer->_height;
}
if (Index < 0) Index = 0;
if (Index <= _layers.GetSize() - 1) _layers.InsertAt(Index, Layer);
else _layers.Add(Layer);
Game->RegisterObject(Layer);
Stack->PushNative(Layer, true);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// DeleteLayer
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "DeleteLayer") == 0) {
Stack->CorrectParams(1);
CScValue *Val = Stack->Pop();
CAdLayer *ToDelete = NULL;
if (Val->IsNative()) {
CBScriptable *Temp = Val->GetNative();
for (int i = 0; i < _layers.GetSize(); i++) {
if (_layers[i] == Temp) {
ToDelete = _layers[i];
break;
}
}
} else {
int Index = Val->GetInt();
if (Index >= 0 && Index < _layers.GetSize()) {
ToDelete = _layers[Index];
}
}
if (ToDelete == NULL) {
Stack->PushBool(false);
return S_OK;
}
if (ToDelete->_main) {
Script->RuntimeError("Scene.DeleteLayer - cannot delete main scene layer");
Stack->PushBool(false);
return S_OK;
}
for (int i = 0; i < _layers.GetSize(); i++) {
if (_layers[i] == ToDelete) {
_layers.RemoveAt(i);
Game->UnregisterObject(ToDelete);
break;
}
}
Stack->PushBool(true);
return S_OK;
}
else return CBObject::scCallMethod(Script, Stack, ThisStack, Name);
}
//////////////////////////////////////////////////////////////////////////
CScValue *CAdScene::scGetProperty(const char *Name) {
_scValue->SetNULL();
//////////////////////////////////////////////////////////////////////////
// Type
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "Type") == 0) {
_scValue->SetString("scene");
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// NumLayers (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "NumLayers") == 0) {
_scValue->SetInt(_layers.GetSize());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// NumWaypointGroups (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "NumWaypointGroups") == 0) {
_scValue->SetInt(_waypointGroups.GetSize());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// MainLayer (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MainLayer") == 0) {
if (_mainLayer) _scValue->SetNative(_mainLayer, true);
else _scValue->SetNULL();
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// NumFreeNodes (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "NumFreeNodes") == 0) {
_scValue->SetInt(_objects.GetSize());
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// MouseX (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MouseX") == 0) {
int ViewportX;
GetViewportOffset(&ViewportX);
_scValue->SetInt(Game->_mousePos.x + _offsetLeft - ViewportX);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// MouseY (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "MouseY") == 0) {
int ViewportY;
GetViewportOffset(NULL, &ViewportY);
_scValue->SetInt(Game->_mousePos.y + _offsetTop - ViewportY);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// AutoScroll
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "AutoScroll") == 0) {
_scValue->SetBool(_autoScroll);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// PersistentState
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "PersistentState") == 0) {
_scValue->SetBool(_persistentState);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// PersistentStateSprites
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "PersistentStateSprites") == 0) {
_scValue->SetBool(_persistentStateSprites);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// ScrollPixelsX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollPixelsX") == 0) {
_scValue->SetInt(_scrollPixelsH);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// ScrollPixelsY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollPixelsY") == 0) {
_scValue->SetInt(_scrollPixelsV);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// ScrollSpeedX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollSpeedX") == 0) {
_scValue->SetInt(_scrollTimeH);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// ScrollSpeedY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollSpeedY") == 0) {
_scValue->SetInt(_scrollTimeV);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// OffsetX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "OffsetX") == 0) {
_scValue->SetInt(_offsetLeft);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// OffsetY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "OffsetY") == 0) {
_scValue->SetInt(_offsetTop);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// Width (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "Width") == 0) {
if (_mainLayer) _scValue->SetInt(_mainLayer->_width);
else _scValue->SetInt(0);
return _scValue;
}
//////////////////////////////////////////////////////////////////////////
// Height (RO)
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "Height") == 0) {
if (_mainLayer) _scValue->SetInt(_mainLayer->_height);
else _scValue->SetInt(0);
return _scValue;
}
else return CBObject::scGetProperty(Name);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::scSetProperty(const char *Name, CScValue *Value) {
//////////////////////////////////////////////////////////////////////////
// Name
//////////////////////////////////////////////////////////////////////////
if (strcmp(Name, "Name") == 0) {
SetName(Value->GetString());
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// AutoScroll
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "AutoScroll") == 0) {
_autoScroll = Value->GetBool();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// PersistentState
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "PersistentState") == 0) {
_persistentState = Value->GetBool();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// PersistentStateSprites
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "PersistentStateSprites") == 0) {
_persistentStateSprites = Value->GetBool();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// ScrollPixelsX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollPixelsX") == 0) {
_scrollPixelsH = Value->GetInt();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// ScrollPixelsY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollPixelsY") == 0) {
_scrollPixelsV = Value->GetInt();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// ScrollSpeedX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollSpeedX") == 0) {
_scrollTimeH = Value->GetInt();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// ScrollSpeedY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "ScrollSpeedY") == 0) {
_scrollTimeV = Value->GetInt();
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// OffsetX
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "OffsetX") == 0) {
_offsetLeft = Value->GetInt();
int ViewportWidth, ViewportHeight;
GetViewportSize(&ViewportWidth, &ViewportHeight);
_offsetLeft = MAX(0, _offsetLeft - ViewportWidth / 2);
_offsetLeft = MIN(_offsetLeft, _width - ViewportWidth);
_targetOffsetLeft = _offsetLeft;
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
// OffsetY
//////////////////////////////////////////////////////////////////////////
else if (strcmp(Name, "OffsetY") == 0) {
_offsetTop = Value->GetInt();
int ViewportWidth, ViewportHeight;
GetViewportSize(&ViewportWidth, &ViewportHeight);
_offsetTop = MAX(0, _offsetTop - ViewportHeight / 2);
_offsetTop = MIN(_offsetTop, _height - ViewportHeight);
_targetOffsetTop = _offsetTop;
return S_OK;
}
else return CBObject::scSetProperty(Name, Value);
}
//////////////////////////////////////////////////////////////////////////
const char *CAdScene::scToString() {
return "[scene object]";
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::AddObject(CAdObject *Object) {
_objects.Add(Object);
return Game->RegisterObject(Object);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::RemoveObject(CAdObject *Object) {
for (int i = 0; i < _objects.GetSize(); i++) {
if (_objects[i] == Object) {
_objects.RemoveAt(i);
return Game->UnregisterObject(Object);
}
}
return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::SaveAsText(CBDynBuffer *Buffer, int Indent) {
int i;
Buffer->PutTextIndent(Indent, "SCENE {\n");
Buffer->PutTextIndent(Indent + 2, "NAME=\"%s\"\n", _name);
Buffer->PutTextIndent(Indent + 2, "CAPTION=\"%s\"\n", GetCaption());
if (_persistentState)
Buffer->PutTextIndent(Indent + 2, "PERSISTENT_STATE=%s\n", _persistentState ? "TRUE" : "FALSE");
if (!_persistentStateSprites)
Buffer->PutTextIndent(Indent + 2, "PERSISTENT_STATE_SPRITES=%s\n", _persistentStateSprites ? "TRUE" : "FALSE");
// scripts
for (i = 0; i < _scripts.GetSize(); i++) {
Buffer->PutTextIndent(Indent + 2, "SCRIPT=\"%s\"\n", _scripts[i]->_filename);
}
Buffer->PutTextIndent(Indent + 2, "\n");
// properties
if (_scProp) _scProp->SaveAsText(Buffer, Indent + 2);
// viewport
if (_viewport) {
RECT *rc = _viewport->GetRect();
Buffer->PutTextIndent(Indent + 2, "VIEWPORT { %d, %d, %d, %d }\n", rc->left, rc->top, rc->right, rc->bottom);
}
// editor settings
Buffer->PutTextIndent(Indent + 2, "; ----- editor settings\n");
Buffer->PutTextIndent(Indent + 2, "EDITOR_MARGIN_H=%d\n", _editorMarginH);
Buffer->PutTextIndent(Indent + 2, "EDITOR_MARGIN_V=%d\n", _editorMarginV);
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_FRAME { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColFrame), D3DCOLGetG(_editorColFrame), D3DCOLGetB(_editorColFrame), D3DCOLGetA(_editorColFrame));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntitySel), D3DCOLGetG(_editorColEntitySel), D3DCOLGetB(_editorColEntitySel), D3DCOLGetA(_editorColEntitySel));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_REGION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegionSel), D3DCOLGetG(_editorColRegionSel), D3DCOLGetB(_editorColRegionSel), D3DCOLGetA(_editorColRegionSel));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlockedSel), D3DCOLGetG(_editorColBlockedSel), D3DCOLGetB(_editorColBlockedSel), D3DCOLGetA(_editorColBlockedSel));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecorSel), D3DCOLGetG(_editorColDecorSel), D3DCOLGetB(_editorColDecorSel), D3DCOLGetA(_editorColDecorSel));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS_SEL { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypointsSel), D3DCOLGetG(_editorColWaypointsSel), D3DCOLGetB(_editorColWaypointsSel), D3DCOLGetA(_editorColWaypointsSel));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_ENTITY { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColEntity), D3DCOLGetG(_editorColEntity), D3DCOLGetB(_editorColEntity), D3DCOLGetA(_editorColEntity));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_REGION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColRegion), D3DCOLGetG(_editorColRegion), D3DCOLGetB(_editorColRegion), D3DCOLGetA(_editorColRegion));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_DECORATION { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColDecor), D3DCOLGetG(_editorColDecor), D3DCOLGetB(_editorColDecor), D3DCOLGetA(_editorColDecor));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_BLOCKED { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColBlocked), D3DCOLGetG(_editorColBlocked), D3DCOLGetB(_editorColBlocked), D3DCOLGetA(_editorColBlocked));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_WAYPOINTS { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColWaypoints), D3DCOLGetG(_editorColWaypoints), D3DCOLGetB(_editorColWaypoints), D3DCOLGetA(_editorColWaypoints));
Buffer->PutTextIndent(Indent + 2, "EDITOR_COLOR_SCALE { %d,%d,%d,%d }\n", D3DCOLGetR(_editorColScale), D3DCOLGetG(_editorColScale), D3DCOLGetB(_editorColScale), D3DCOLGetA(_editorColScale));
Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_REGIONS=%s\n", _editorShowRegions ? "TRUE" : "FALSE");
Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_BLOCKED=%s\n", _editorShowBlocked ? "TRUE" : "FALSE");
Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_DECORATION=%s\n", _editorShowDecor ? "TRUE" : "FALSE");
Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_ENTITIES=%s\n", _editorShowEntities ? "TRUE" : "FALSE");
Buffer->PutTextIndent(Indent + 2, "EDITOR_SHOW_SCALE=%s\n", _editorShowScale ? "TRUE" : "FALSE");
Buffer->PutTextIndent(Indent + 2, "\n");
CBBase::SaveAsText(Buffer, Indent + 2);
// waypoints
Buffer->PutTextIndent(Indent + 2, "; ----- waypoints\n");
for (i = 0; i < _waypointGroups.GetSize(); i++) _waypointGroups[i]->SaveAsText(Buffer, Indent + 2);
Buffer->PutTextIndent(Indent + 2, "\n");
// layers
Buffer->PutTextIndent(Indent + 2, "; ----- layers\n");
for (i = 0; i < _layers.GetSize(); i++) _layers[i]->SaveAsText(Buffer, Indent + 2);
// scale levels
Buffer->PutTextIndent(Indent + 2, "; ----- scale levels\n");
for (i = 0; i < _scaleLevels.GetSize(); i++) _scaleLevels[i]->SaveAsText(Buffer, Indent + 2);
// rotation levels
Buffer->PutTextIndent(Indent + 2, "; ----- rotation levels\n");
for (i = 0; i < _rotLevels.GetSize(); i++) _rotLevels[i]->SaveAsText(Buffer, Indent + 2);
Buffer->PutTextIndent(Indent + 2, "\n");
// free entities
Buffer->PutTextIndent(Indent + 2, "; ----- free entities\n");
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY) {
_objects[i]->SaveAsText(Buffer, Indent + 2);
}
}
Buffer->PutTextIndent(Indent, "}\n");
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::SortScaleLevels() {
bool changed;
do {
changed = false;
for (int i = 0; i < _scaleLevels.GetSize() - 1; i++) {
if (_scaleLevels[i]->_posY > _scaleLevels[i + 1]->_posY) {
CAdScaleLevel *sl = _scaleLevels[i];
_scaleLevels[i] = _scaleLevels[i + 1];
_scaleLevels[i + 1] = sl;
changed = true;
}
}
} while (changed);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::SortRotLevels() {
bool changed;
do {
changed = false;
for (int i = 0; i < _rotLevels.GetSize() - 1; i++) {
if (_rotLevels[i]->_posX > _rotLevels[i + 1]->_posX) {
CAdRotLevel *rl = _rotLevels[i];
_rotLevels[i] = _rotLevels[i + 1];
_rotLevels[i + 1] = rl;
changed = true;
}
}
} while (changed);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
float CAdScene::GetScaleAt(int Y) {
CAdScaleLevel *prev = NULL;
CAdScaleLevel *next = NULL;
for (int i = 0; i < _scaleLevels.GetSize(); i++) {
/* CAdScaleLevel *xxx = _scaleLevels[i];*/
/* int j = _scaleLevels.GetSize(); */
if (_scaleLevels[i]->_posY < Y) prev = _scaleLevels[i];
else {
next = _scaleLevels[i];
break;
}
}
if (prev == NULL || next == NULL) return 100;
int delta_y = next->_posY - prev->_posY;
float delta_scale = next->_scale - prev->_scale;
Y -= prev->_posY;
float percent = (float)Y / ((float)delta_y / 100.0f);
return prev->_scale + delta_scale / 100 * percent;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::persist(CBPersistMgr *persistMgr) {
CBObject::persist(persistMgr);
persistMgr->transfer(TMEMBER(_autoScroll));
persistMgr->transfer(TMEMBER(_editorColBlocked));
persistMgr->transfer(TMEMBER(_editorColBlockedSel));
persistMgr->transfer(TMEMBER(_editorColDecor));
persistMgr->transfer(TMEMBER(_editorColDecorSel));
persistMgr->transfer(TMEMBER(_editorColEntity));
persistMgr->transfer(TMEMBER(_editorColEntitySel));
persistMgr->transfer(TMEMBER(_editorColFrame));
persistMgr->transfer(TMEMBER(_editorColRegion));
persistMgr->transfer(TMEMBER(_editorColRegionSel));
persistMgr->transfer(TMEMBER(_editorColScale));
persistMgr->transfer(TMEMBER(_editorColWaypoints));
persistMgr->transfer(TMEMBER(_editorColWaypointsSel));
persistMgr->transfer(TMEMBER(_editorMarginH));
persistMgr->transfer(TMEMBER(_editorMarginV));
persistMgr->transfer(TMEMBER(_editorShowBlocked));
persistMgr->transfer(TMEMBER(_editorShowDecor));
persistMgr->transfer(TMEMBER(_editorShowEntities));
persistMgr->transfer(TMEMBER(_editorShowRegions));
persistMgr->transfer(TMEMBER(_editorShowScale));
persistMgr->transfer(TMEMBER(_fader));
persistMgr->transfer(TMEMBER(_height));
persistMgr->transfer(TMEMBER(_initialized));
persistMgr->transfer(TMEMBER(_lastTimeH));
persistMgr->transfer(TMEMBER(_lastTimeV));
_layers.persist(persistMgr);
persistMgr->transfer(TMEMBER(_mainLayer));
_objects.persist(persistMgr);
persistMgr->transfer(TMEMBER(_offsetLeft));
persistMgr->transfer(TMEMBER(_offsetTop));
persistMgr->transfer(TMEMBER(_paralaxScrolling));
persistMgr->transfer(TMEMBER(_persistentState));
persistMgr->transfer(TMEMBER(_persistentStateSprites));
persistMgr->transfer(TMEMBER(_pFMaxTime));
_pFPath.persist(persistMgr);
persistMgr->transfer(TMEMBER(_pFPointsNum));
persistMgr->transfer(TMEMBER(_pFReady));
persistMgr->transfer(TMEMBER(_pFRequester));
persistMgr->transfer(TMEMBER(_pFTarget));
persistMgr->transfer(TMEMBER(_pFTargetPath));
_rotLevels.persist(persistMgr);
_scaleLevels.persist(persistMgr);
persistMgr->transfer(TMEMBER(_scrollPixelsH));
persistMgr->transfer(TMEMBER(_scrollPixelsV));
persistMgr->transfer(TMEMBER(_scrollTimeH));
persistMgr->transfer(TMEMBER(_scrollTimeV));
persistMgr->transfer(TMEMBER(_shieldWindow));
persistMgr->transfer(TMEMBER(_targetOffsetLeft));
persistMgr->transfer(TMEMBER(_targetOffsetTop));
_waypointGroups.persist(persistMgr);
persistMgr->transfer(TMEMBER(_viewport));
persistMgr->transfer(TMEMBER(_width));
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::AfterLoad() {
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::CorrectTargetPoint2(int StartX, int StartY, int *TargetX, int *TargetY, bool CheckFreeObjects, CBObject *Requester) {
double xStep, yStep, X, Y;
int xLength, yLength, xCount, yCount;
int X1, Y1, X2, Y2;
X1 = *TargetX;
Y1 = *TargetY;
X2 = StartX;
Y2 = StartY;
xLength = abs(X2 - X1);
yLength = abs(Y2 - Y1);
if (xLength > yLength) {
/*
if (X1 > X2)
{
Swap(&X1, &X2);
Swap(&Y1, &Y2);
}
*/
yStep = fabs((double)(Y2 - Y1) / (double)(X2 - X1));
Y = Y1;
for (xCount = X1; xCount < X2; xCount++) {
if (IsWalkableAt(xCount, (int)Y, CheckFreeObjects, Requester)) {
*TargetX = xCount;
*TargetY = (int)Y;
return S_OK;
}
Y += yStep;
}
} else {
/*
if (Y1 > Y2) {
Swap(&X1, &X2);
Swap(&Y1, &Y2);
}
*/
xStep = fabs((double)(X2 - X1) / (double)(Y2 - Y1));
X = X1;
for (yCount = Y1; yCount < Y2; yCount++) {
if (IsWalkableAt((int)X, yCount, CheckFreeObjects, Requester)) {
*TargetX = (int)X;
*TargetY = yCount;
return S_OK;
}
X += xStep;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::CorrectTargetPoint(int StartX, int StartY, int *X, int *Y, bool CheckFreeObjects, CBObject *Requester) {
int x = *X;
int y = *Y;
if (IsWalkableAt(x, y, CheckFreeObjects, Requester) || !_mainLayer) {
return S_OK;
}
// right
int length_right = 0;
bool found_right = false;
for (x = *X, y = *Y; x < _mainLayer->_width; x++, length_right++) {
if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x - 5, y, CheckFreeObjects, Requester)) {
found_right = true;
break;
}
}
// left
int length_left = 0;
bool found_left = false;
for (x = *X, y = *Y; x >= 0; x--, length_left--) {
if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x + 5, y, CheckFreeObjects, Requester)) {
found_left = true;
break;
}
}
// up
int length_up = 0;
bool found_up = false;
for (x = *X, y = *Y; y >= 0; y--, length_up--) {
if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y + 5, CheckFreeObjects, Requester)) {
found_up = true;
break;
}
}
// down
int length_down = 0;
bool found_down = false;
for (x = *X, y = *Y; y < _mainLayer->_height; y++, length_down++) {
if (IsWalkableAt(x, y, CheckFreeObjects, Requester) && IsWalkableAt(x, y - 5, CheckFreeObjects, Requester)) {
found_down = true;
break;
}
}
if (!found_left && !found_right && !found_up && !found_down) {
return S_OK;
}
int OffsetX = INT_MAX, OffsetY = INT_MAX;
if (found_left && found_right) {
if (abs(length_left) < abs(length_right)) OffsetX = length_left;
else OffsetX = length_right;
} else if (found_left) OffsetX = length_left;
else if (found_right) OffsetX = length_right;
if (found_up && found_down) {
if (abs(length_up) < abs(length_down)) OffsetY = length_up;
else OffsetY = length_down;
} else if (found_up) OffsetY = length_up;
else if (found_down) OffsetY = length_down;
if (abs(OffsetX) < abs(OffsetY))
*X = *X + OffsetX;
else
*Y = *Y + OffsetY;
if (!IsWalkableAt(*X, *Y)) return CorrectTargetPoint2(StartX, StartY, X, Y, CheckFreeObjects, Requester);
else return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::PFPointsStart() {
_pFPointsNum = 0;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::PFPointsAdd(int X, int Y, int Distance) {
if (_pFPointsNum >= _pFPath.GetSize()) {
_pFPath.Add(new CAdPathPoint(X, Y, Distance));
} else {
_pFPath[_pFPointsNum]->x = X;
_pFPath[_pFPointsNum]->y = Y;
_pFPath[_pFPointsNum]->_distance = Distance;
_pFPath[_pFPointsNum]->_marked = false;
_pFPath[_pFPointsNum]->_origin = NULL;
}
_pFPointsNum++;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::GetViewportOffset(int *OffsetX, int *OffsetY) {
CAdGame *AdGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (OffsetX) *OffsetX = _viewport->_offsetX;
if (OffsetY) *OffsetY = _viewport->_offsetY;
} else if (AdGame->_sceneViewport && !Game->_editorMode) {
if (OffsetX) *OffsetX = AdGame->_sceneViewport->_offsetX;
if (OffsetY) *OffsetY = AdGame->_sceneViewport->_offsetY;
} else {
if (OffsetX) *OffsetX = 0;
if (OffsetY) *OffsetY = 0;
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::GetViewportSize(int *Width, int *Height) {
CAdGame *AdGame = (CAdGame *)Game;
if (_viewport && !Game->_editorMode) {
if (Width) *Width = _viewport->GetWidth();
if (Height) *Height = _viewport->GetHeight();
} else if (AdGame->_sceneViewport && !Game->_editorMode) {
if (Width) *Width = AdGame->_sceneViewport->GetWidth();
if (Height) *Height = AdGame->_sceneViewport->GetHeight();
} else {
if (Width) *Width = Game->_renderer->_width;
if (Height) *Height = Game->_renderer->_height;
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
int CAdScene::GetOffsetLeft() {
int ViewportX;
GetViewportOffset(&ViewportX);
return _offsetLeft - ViewportX;
}
//////////////////////////////////////////////////////////////////////////
int CAdScene::GetOffsetTop() {
int ViewportY;
GetViewportOffset(NULL, &ViewportY);
return _offsetTop - ViewportY;
}
//////////////////////////////////////////////////////////////////////////
bool CAdScene::PointInViewport(int X, int Y) {
int Left, Top, Width, Height;
GetViewportOffset(&Left, &Top);
GetViewportSize(&Width, &Height);
return X >= Left && X <= Left + Width && Y >= Top && Y <= Top + Height;
}
//////////////////////////////////////////////////////////////////////////
void CAdScene::SetOffset(int OffsetLeft, int OffsetTop) {
_offsetLeft = OffsetLeft;
_offsetTop = OffsetTop;
}
//////////////////////////////////////////////////////////////////////////
CBObject *CAdScene::GetNodeByName(const char *Name) {
int i;
CBObject *ret = NULL;
// dependent objects
for (i = 0; i < _layers.GetSize(); i++) {
CAdLayer *layer = _layers[i];
for (int j = 0; j < layer->_nodes.GetSize(); j++) {
CAdSceneNode *node = layer->_nodes[j];
if ((node->_type == OBJECT_ENTITY && !scumm_stricmp(Name, node->_entity->_name)) ||
(node->_type == OBJECT_REGION && !scumm_stricmp(Name, node->_region->_name))) {
switch (node->_type) {
case OBJECT_ENTITY:
ret = node->_entity;
break;
case OBJECT_REGION:
ret = node->_region;
break;
default:
ret = NULL;
}
return ret;
}
}
}
// free entities
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY && !scumm_stricmp(Name, _objects[i]->_name)) {
return _objects[i];
}
}
// waypoint groups
for (i = 0; i < _waypointGroups.GetSize(); i++) {
if (!scumm_stricmp(Name, _waypointGroups[i]->_name)) {
return _waypointGroups[i];
}
}
return NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::SaveState() {
return PersistState(true);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::LoadState() {
return PersistState(false);
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::PersistState(bool Saving) {
if (!_persistentState) return S_OK;
CAdGame *AdGame = (CAdGame *)Game;
CAdSceneState *State = AdGame->GetSceneState(_filename, Saving);
if (!State) return S_OK;
int i;
CAdNodeState *NodeState;
// dependent objects
for (i = 0; i < _layers.GetSize(); i++) {
CAdLayer *layer = _layers[i];
for (int j = 0; j < layer->_nodes.GetSize(); j++) {
CAdSceneNode *node = layer->_nodes[j];
switch (node->_type) {
case OBJECT_ENTITY:
if (!node->_entity->_saveState) continue;
NodeState = State->GetNodeState(node->_entity->_name, Saving);
if (NodeState) {
NodeState->TransferEntity(node->_entity, _persistentStateSprites, Saving);
//if(Saving) NodeState->_active = node->_entity->_active;
//else node->_entity->_active = NodeState->_active;
}
break;
case OBJECT_REGION:
if (!node->_region->_saveState) continue;
NodeState = State->GetNodeState(node->_region->_name, Saving);
if (NodeState) {
if (Saving) NodeState->_active = node->_region->_active;
else node->_region->_active = NodeState->_active;
}
break;
default:
warning("CAdScene::PersistState - unhandled enum");
break;
}
}
}
// free entities
for (i = 0; i < _objects.GetSize(); i++) {
if (!_objects[i]->_saveState) continue;
if (_objects[i]->_type == OBJECT_ENTITY) {
NodeState = State->GetNodeState(_objects[i]->_name, Saving);
if (NodeState) {
NodeState->TransferEntity((CAdEntity *)_objects[i], _persistentStateSprites, Saving);
//if(Saving) NodeState->_active = _objects[i]->_active;
//else _objects[i]->_active = NodeState->_active;
}
}
}
// waypoint groups
for (i = 0; i < _waypointGroups.GetSize(); i++) {
NodeState = State->GetNodeState(_waypointGroups[i]->_name, Saving);
if (NodeState) {
if (Saving) NodeState->_active = _waypointGroups[i]->_active;
else _waypointGroups[i]->_active = NodeState->_active;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
float CAdScene::GetRotationAt(int X, int Y) {
CAdRotLevel *prev = NULL;
CAdRotLevel *next = NULL;
for (int i = 0; i < _rotLevels.GetSize(); i++) {
/* CAdRotLevel *xxx = _rotLevels[i];
int j = _rotLevels.GetSize();*/
if (_rotLevels[i]->_posX < X) prev = _rotLevels[i];
else {
next = _rotLevels[i];
break;
}
}
if (prev == NULL || next == NULL) return 0;
int delta_x = next->_posX - prev->_posX;
float delta_rot = next->_rotation - prev->_rotation;
X -= prev->_posX;
float percent = (float)X / ((float)delta_x / 100.0f);
return prev->_rotation + delta_rot / 100 * percent;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::HandleItemAssociations(const char *ItemName, bool Show) {
int i;
for (i = 0; i < _layers.GetSize(); i++) {
CAdLayer *Layer = _layers[i];
for (int j = 0; j < Layer->_nodes.GetSize(); j++) {
if (Layer->_nodes[j]->_type == OBJECT_ENTITY) {
CAdEntity *Ent = Layer->_nodes[j]->_entity;
if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
}
}
}
for (i = 0; i < _objects.GetSize(); i++) {
if (_objects[i]->_type == OBJECT_ENTITY) {
CAdEntity *Ent = (CAdEntity *)_objects[i];
if (Ent->_item && strcmp(Ent->_item, ItemName) == 0) Ent->_active = Show;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::GetRegionsAt(int X, int Y, CAdRegion **RegionList, int NumRegions) {
int i;
int NumUsed = 0;
if (_mainLayer) {
for (i = _mainLayer->_nodes.GetSize() - 1; i >= 0; i--) {
CAdSceneNode *Node = _mainLayer->_nodes[i];
if (Node->_type == OBJECT_REGION && Node->_region->_active && Node->_region->PointInRegion(X, Y)) {
if (NumUsed < NumRegions - 1) {
RegionList[NumUsed] = Node->_region;
NumUsed++;
} else break;
}
}
}
for (i = NumUsed; i < NumRegions; i++) {
RegionList[i] = NULL;
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::RestoreDeviceObjects() {
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
CBObject *CAdScene::GetNextAccessObject(CBObject *CurrObject) {
CBArray<CAdObject *, CAdObject *> Objects;
GetSceneObjects(Objects, true);
if (Objects.GetSize() == 0) return NULL;
else {
if (CurrObject != NULL) {
for (int i = 0; i < Objects.GetSize(); i++) {
if (Objects[i] == CurrObject) {
if (i < Objects.GetSize() - 1) return Objects[i + 1];
else break;
}
}
}
return Objects[0];
}
return NULL;
}
//////////////////////////////////////////////////////////////////////////
CBObject *CAdScene::GetPrevAccessObject(CBObject *CurrObject) {
CBArray<CAdObject *, CAdObject *> Objects;
GetSceneObjects(Objects, true);
if (Objects.GetSize() == 0) return NULL;
else {
if (CurrObject != NULL) {
for (int i = Objects.GetSize() - 1; i >= 0; i--) {
if (Objects[i] == CurrObject) {
if (i > 0) return Objects[i - 1];
else break;
}
}
}
return Objects[Objects.GetSize() - 1];
}
return NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::GetSceneObjects(CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
for (int i = 0; i < _layers.GetSize(); i++) {
// close-up layer -> remove everything below it
if (InteractiveOnly && _layers[i]->_closeUp) Objects.RemoveAll();
for (int j = 0; j < _layers[i]->_nodes.GetSize(); j++) {
CAdSceneNode *Node = _layers[i]->_nodes[j];
switch (Node->_type) {
case OBJECT_ENTITY: {
CAdEntity *Ent = Node->_entity;
if (Ent->_active && (Ent->_registrable || !InteractiveOnly))
Objects.Add(Ent);
}
break;
case OBJECT_REGION: {
CBArray<CAdObject *, CAdObject *> RegionObj;
GetRegionObjects(Node->_region, RegionObj, InteractiveOnly);
for (int New = 0; New < RegionObj.GetSize(); New++) {
bool Found = false;
for (int Old = 0; Old < Objects.GetSize(); Old++) {
if (Objects[Old] == RegionObj[New]) {
Found = true;
break;
}
}
if (!Found) Objects.Add(RegionObj[New]);
}
//if(RegionObj.GetSize() > 0) Objects.Append(RegionObj);
}
break;
default:
warning("CAdScene::GetSceneObjects - Unhandled enum");
break;
}
}
}
// objects outside any region
CBArray<CAdObject *, CAdObject *> RegionObj;
GetRegionObjects(NULL, RegionObj, InteractiveOnly);
for (int New = 0; New < RegionObj.GetSize(); New++) {
bool Found = false;
for (int Old = 0; Old < Objects.GetSize(); Old++) {
if (Objects[Old] == RegionObj[New]) {
Found = true;
break;
}
}
if (!Found) Objects.Add(RegionObj[New]);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CAdScene::GetRegionObjects(CAdRegion *Region, CBArray<CAdObject *, CAdObject *> &Objects, bool InteractiveOnly) {
CAdGame *AdGame = (CAdGame *)Game;
CAdObject *Obj;
int i;
// global objects
for (i = 0; i < AdGame->_objects.GetSize(); i++) {
Obj = AdGame->_objects[i];
if (Obj->_active && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
if (InteractiveOnly && !Obj->_registrable) continue;
Objects.Add(Obj);
}
}
// scene objects
for (i = 0; i < _objects.GetSize(); i++) {
Obj = _objects[i];
if (Obj->_active && !Obj->_editorOnly && (Obj->_stickRegion == Region || Region == NULL || (Obj->_stickRegion == NULL && Region->PointInRegion(Obj->_posX, Obj->_posY)))) {
if (InteractiveOnly && !Obj->_registrable) continue;
Objects.Add(Obj);
}
}
// sort by _posY
qsort(Objects.GetData(), Objects.GetSize(), sizeof(CAdObject *), CAdScene::CompareObjs);
return S_OK;
}
} // end of namespace WinterMute