scummvm/engines/m4/scene.cpp
2010-07-29 11:04:54 +00:00

211 lines
5.8 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.
*
* $URL$
* $Id$
*
*/
#include "common/system.h"
#include "m4/dialogs.h"
#include "m4/globals.h"
#include "m4/scene.h"
#include "m4/events.h"
#include "m4/graphics.h"
#include "m4/rails.h"
#include "m4/font.h"
#include "m4/m4_views.h"
#include "m4/mads_views.h"
#include "m4/compression.h"
#include "m4/staticres.h"
namespace M4 {
Scene::Scene(MadsM4Engine *vm, SceneResources *res): View(vm, Common::Rect(0, 0, vm->_screen->width(),
vm->_screen->height())), _sceneResources(res) {
_screenType = VIEWID_SCENE;
_sceneResources->hotspots = new HotSpotList();
_sceneResources->dynamicHotspots = new HotSpotList();
_backgroundSurface = new M4Surface();
_walkSurface = new M4Surface();
_palData = NULL;
_interfacePal = NULL;
_interfaceSurface = NULL;
_vm->_rails->setCodeSurface(_walkSurface);
}
Scene::~Scene() {
leaveScene();
_vm->_scene = NULL;
}
void Scene::loadScene(int sceneNumber) {
_previousScene = _currentScene;
_currentScene = sceneNumber;
_nextScene = sceneNumber;
}
void Scene::leaveScene() {
if (_palData) {
_vm->_palette->deleteRange(_palData);
delete _palData;
_palData = NULL;
}
if (_interfacePal) {
_vm->_palette->deleteRange(_interfacePal);
delete _interfacePal;
_interfacePal = NULL;
}
}
void Scene::show() {
_vm->_viewManager->addView(this);
}
void Scene::showInterface() {
_vm->_viewManager->addView(_interfaceSurface);
}
void Scene::hideInterface() {
_vm->_viewManager->deleteView(_interfaceSurface);
}
void Scene::showSprites() {
// TODO: This is all experimental code, it needs heavy restructuring
// and cleanup
// taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need
// to store these in global variables
int minScaling = FixedDiv(_sceneResources->backScale << 16, 100 << 16);
int maxScaling = FixedDiv(_sceneResources->frontScale << 16, 100 << 16);
int scaler;
_vm->_actor->setWalkerDirection(kFacingSouthEast);
//_vm->_actor->setWalkerPalette();
// taken from set_walker_scaling() in adv_walk.cpp
if (_sceneResources->frontY == _sceneResources->backY)
scaler = 0;
else
scaler = FixedDiv(maxScaling - minScaling,
(_sceneResources->frontY << 16) - (_sceneResources->backY << 16));
// FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling
_vm->_actor->setWalkerScaling(scaler / 2);
// Test code to display the protagonist
_vm->_actor->placeWalkerSpriteAt(0, 320, 200);
// Test code to display scene sprites
// TODO
}
// Test function, shows all scene hotspots
void Scene::showHotSpots() {
int i = 0;
HotSpot *currentHotSpot;
// hotspots (green)
for (i = 0; i < _sceneResources->hotspots->size(); i++) {
currentHotSpot = _sceneResources->hotspots->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN);
}
// Dynamic hotspots (red)
for (i = 0; i < _sceneResources->dynamicHotspots->size(); i++) {
currentHotSpot = _sceneResources->dynamicHotspots->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED);
}
}
/**
* Debug function that shows the walkable areas by copying them over the current background surface
*/
void Scene::showCodes() {
if (_vm->isM4()) {
// Show the walk areas for the M4 engine in black and white
const byte *srcP = (const byte *)_walkSurface->getBasePtr(0, 0);
byte *destP = _backgroundSurface->getBasePtr(0, 0);
for (int i = 0; i < _walkSurface->width() * _walkSurface->height(); i++)
destP[i] = (srcP[i] & 0x10) ? 0xFF : 0;
byte colors[256 * 4];
memset(colors, 0, sizeof(colors));
colors[255 * 4 + 0] = 255;
colors[255 * 4 + 1] = 255;
colors[255 * 4 + 2] = 255;
_vm->_palette->setPalette(colors, 0, 256);
} else {
// MADS handling
// copy the walk data to the background, in whatever current palette is active
_walkSurface->copyTo(_backgroundSurface);
// Show all the scene's walk nodes
SceneNodeList &nodeList = _madsVm->scene()->getSceneResources()._nodes;
_backgroundSurface->setColour(_madsVm->_palette->WHITE);
for (uint i = 0; i < nodeList.size() - 2; ++i) {
// Draw a little cross at the node's position
_backgroundSurface->hLine(nodeList[i].pt.x - 2, nodeList[i].pt.x + 2, nodeList[i].pt.y);
_backgroundSurface->vLine(nodeList[i].pt.x, nodeList[i].pt.y - 2, nodeList[i].pt.y + 2);
}
((MadsScene *)this)->_spriteSlots.fullRefresh();
}
}
void Scene::playIntro() {
}
void Scene::onRefresh(RectList *rects, M4Surface *destSurface) {
update();
View::onRefresh(rects, destSurface);
}
bool Scene::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
//if (_vm->getGameType() != GType_Burger)
// return false;
// If the game is currently paused, don't do any scene processing
if (_vm->_kernel->paused)
return false;
switch (eventType) {
case MEVENT_LEFT_CLICK:
leftClick(x, y);
break;
case MEVENT_RIGHT_CLICK:
rightClick(x, y);
break;
case MEVENT_MOVE:
mouseMove(x, y);
break;
default:
return false;
}
return true;
}
} // End of namespace M4