scummvm/saga/scene.cpp
2004-07-31 12:37:36 +00:00

850 lines
21 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
// Scene management module
#include "saga.h"
#include "reinherit.h"
#include "yslib.h"
#include "game_mod.h"
#include "animation_mod.h"
#include "console_mod.h"
#include "cvar_mod.h"
#include "events_mod.h"
#include "actionmap_mod.h"
#include "gfx_mod.h"
#include "image_mod.h"
#include "isomap_mod.h"
#include "script_mod.h"
#include "objectmap_mod.h"
#include "palanim_mod.h"
#include "render_mod.h"
#include "rscfile_mod.h"
#include "text_mod.h"
#include "scene_mod.h"
#include "scene.h"
namespace Saga {
static R_SCENE_MODULE SceneModule;
int SCENE_Register() {
CVAR_Register_I(&SceneModule.scene_number, "scene", NULL, R_CVAR_READONLY, 0, 0);
CVAR_RegisterFunc(CF_scenechange, "scene_change", "<Scene number>", R_CVAR_NONE, 1, 1);
CVAR_RegisterFunc(CF_sceneinfo, "scene_info", NULL, R_CVAR_NONE, 0, 0);
return R_SUCCESS;
}
int SCENE_Init() {
R_GAME_SCENEDESC gs_desc;
byte *scene_lut_p;
size_t scene_lut_len;
int result;
int i;
// Load game-specific scene data
GAME_GetSceneInfo(&gs_desc);
// Load scene module resource context
result = GAME_GetFileContext(&SceneModule.scene_ctxt, R_GAME_RESOURCEFILE, 0);
if (result != R_SUCCESS) {
warning("Couldn't load scene resource context");
return R_FAILURE;
}
// Initialize scene queue
SceneModule.scene_queue = ys_dll_create();
if (SceneModule.scene_queue == NULL) {
return R_FAILURE;
}
// Load scene lookup table
debug(0, "SCENE_Init(): Loading scene LUT from resource %u.", gs_desc.scene_lut_rn);
result = RSC_LoadResource(SceneModule.scene_ctxt, gs_desc.scene_lut_rn, &scene_lut_p, &scene_lut_len);
if (result != R_SUCCESS) {
warning("Error: couldn't load scene LUT");
return R_FAILURE;
}
SceneModule.scene_count = scene_lut_len / 2;
SceneModule.scene_max = SceneModule.scene_count - 1;
SceneModule.scene_lut = (int *)malloc(SceneModule.scene_max * sizeof *SceneModule.scene_lut);
if (SceneModule.scene_lut == NULL) {
warning("SCENE_Init(): Memory allocation failed");
return R_MEM;
}
MemoryReadStream *readS = new MemoryReadStream(scene_lut_p, scene_lut_len);
for (i = 0; i < SceneModule.scene_max; i++) {
SceneModule.scene_lut[i] = readS->readUint16LE();
}
free(scene_lut_p);
if (gs_desc.first_scene != 0) {
SceneModule.first_scene = gs_desc.first_scene;
}
debug(0, "SCENE_Init(): First scene set to %d.", SceneModule.first_scene);
debug(0, "SCENE_Init(): LUT has %d entries.", SceneModule.scene_max);
// Create scene module text list
SceneModule.text_list = TEXT_CreateList();
if (SceneModule.text_list == NULL) {
warning("Error: Couldn't create scene text list");
return R_FAILURE;
}
SceneModule.init = 1;
return R_SUCCESS;
}
int SCENE_Shutdown() {
if (SceneModule.init) {
SCENE_End();
free(SceneModule.scene_lut);
}
return R_SUCCESS;
}
int SCENE_Queue(R_SCENE_QUEUE *scene_queue) {
assert(SceneModule.init);
assert(scene_queue != NULL);
ys_dll_add_tail(SceneModule.scene_queue, scene_queue, sizeof *scene_queue);
return R_SUCCESS;
}
int SCENE_ClearQueue() {
assert(SceneModule.init);
ys_dll_delete_all(SceneModule.scene_queue);
return R_SUCCESS;
}
int SCENE_Start() {
YS_DL_NODE *node;
R_SCENE_QUEUE *scene_qdat;
assert(SceneModule.init);
if (SceneModule.scene_loaded) {
warning("Error: Can't start game...scene already loaded");
return R_FAILURE;
}
if (SceneModule.in_game) {
warning("Error: Can't start game...game already started");
return R_FAILURE;
}
switch (GAME_GetGameType()) {
case R_GAMETYPE_ITE:
ITE_StartProc();
break;
case R_GAMETYPE_IHNM:
IHNM_StartProc();
break;
default:
warning("Error: Can't start game... gametype not supported");
break;
}
// Load the head node in scene queue
node = ys_dll_head(SceneModule.scene_queue);
if (node == NULL) {
return R_SUCCESS;
}
scene_qdat = (R_SCENE_QUEUE *)ys_dll_get_data(node);
assert(scene_qdat != NULL);
SCENE_Load(scene_qdat->scene_n, scene_qdat->load_flag, scene_qdat->scene_proc, scene_qdat->scene_desc);
return R_SUCCESS;
}
int SCENE_Next() {
YS_DL_NODE *node;
R_SCENE_QUEUE *scene_qdat;
assert(SceneModule.init);
if (!SceneModule.scene_loaded) {
warning("Error: Can't advance scene...no scene loaded");
return R_FAILURE;
}
if (SceneModule.in_game) {
warning("Error: Can't advance scene...game already started");
return R_FAILURE;
}
SCENE_End();
// Delete the current head node in scene queue
node = ys_dll_head(SceneModule.scene_queue);
if (node == NULL) {
return R_SUCCESS;
}
ys_dll_delete(node);
// Load the head node in scene queue
node = ys_dll_head(SceneModule.scene_queue);
if (node == NULL) {
return R_SUCCESS;
}
scene_qdat = (R_SCENE_QUEUE *)ys_dll_get_data(node);
assert(scene_qdat != NULL);
SCENE_Load(scene_qdat->scene_n, scene_qdat->load_flag, scene_qdat->scene_proc, scene_qdat->scene_desc);
return R_SUCCESS;
}
int SCENE_Skip() {
YS_DL_NODE *node;
YS_DL_NODE *prev_node;
YS_DL_NODE *skip_node = NULL;
R_SCENE_QUEUE *scene_qdat = NULL;
R_SCENE_QUEUE *skip_qdat = NULL;
assert(SceneModule.init);
if (!SceneModule.scene_loaded) {
warning("Error: Can't skip scene...no scene loaded");
return R_FAILURE;
}
if (SceneModule.in_game) {
warning("Error: Can't skip scene...game already started");
return R_FAILURE;
}
// Walk down scene queue and try to find a skip target
node = ys_dll_head(SceneModule.scene_queue);
if (node == NULL) {
warning("Error: Can't skip scene...no scenes in queue");
return R_FAILURE;
}
for (node = ys_dll_next(node); node != NULL; node = ys_dll_next(node)) {
scene_qdat = (R_SCENE_QUEUE *)ys_dll_get_data(node);
assert(scene_qdat != NULL);
if (scene_qdat->scene_skiptarget) {
skip_node = node;
skip_qdat = scene_qdat;
break;
}
}
// If skip target found, remove preceding scenes and load
if (skip_node != NULL) {
for (node = ys_dll_prev(skip_node); node != NULL; node = prev_node) {
prev_node = ys_dll_prev(node);
ys_dll_delete(node);
}
SCENE_End();
SCENE_Load(skip_qdat->scene_n, skip_qdat->load_flag, skip_qdat->scene_proc, skip_qdat->scene_desc);
}
// Search for a scene to skip to
return R_SUCCESS;
}
int SCENE_Change(int scene_num) {
assert(SceneModule.init);
if (!SceneModule.scene_loaded) {
warning("Error: Can't change scene. No scene currently loaded. Game in invalid state");
return R_FAILURE;
}
if ((scene_num < 0) || (scene_num > SceneModule.scene_max)) {
warning("Error: Can't change scene. Invalid scene number");
return R_FAILURE;
}
if (SceneModule.scene_lut[scene_num] == 0) {
warning("Error: Can't change scene; invalid scene descriptor resource number (0)");
return R_FAILURE;
}
SCENE_End();
SCENE_Load(scene_num, BY_SCENE, DefaultSceneProc, NULL);
return R_SUCCESS;
}
int SCENE_GetMode() {
assert(SceneModule.init);
return SceneModule.scene_mode;
}
int SCENE_GetZInfo(SCENE_ZINFO *zinfo) {
assert(SceneModule.init);
zinfo->begin_slope = SceneModule.desc.begin_slope;
zinfo->end_slope = SceneModule.desc.end_slope;
return R_SUCCESS;
}
int SCENE_GetBGInfo(SCENE_BGINFO *bginfo) {
R_GAME_DISPLAYINFO di;
int x, y;
assert(SceneModule.init);
bginfo->bg_buf = SceneModule.bg.buf;
bginfo->bg_buflen = SceneModule.bg.buf_len;
bginfo->bg_w = SceneModule.bg.w;
bginfo->bg_h = SceneModule.bg.h;
bginfo->bg_p = SceneModule.bg.p;
GAME_GetDisplayInfo(&di);
x = 0;
y = 0;
if (SceneModule.bg.w < di.logical_w) {
x = (di.logical_w - SceneModule.bg.w) / 2;
}
if (SceneModule.bg.h < di.scene_h) {
y = (di.scene_h - SceneModule.bg.h) / 2;
}
bginfo->bg_x = x;
bginfo->bg_y = y;
return R_SUCCESS;
}
int SCENE_GetBGPal(PALENTRY **pal) {
assert(SceneModule.init);
*pal = SceneModule.bg.pal;
return R_SUCCESS;
}
int SCENE_GetBGMaskInfo(int *w, int *h, byte **buf, size_t *buf_len) {
assert(SceneModule.init);
if (!SceneModule.bg_mask.loaded) {
return R_FAILURE;
}
*w = SceneModule.bg_mask.w;
*h = SceneModule.bg_mask.h;
*buf = SceneModule.bg_mask.buf;
*buf_len = SceneModule.bg_mask.buf_len;
return R_SUCCESS;
}
int SCENE_IsBGMaskPresent() {
assert(SceneModule.init);
return SceneModule.bg_mask.loaded;
}
int SCENE_GetInfo(R_SCENE_INFO *si) {
assert(SceneModule.init);
assert(si != NULL);
si->text_list = SceneModule.text_list;
return R_SUCCESS;
}
int SCENE_Load(int scene_num, int load_flag, R_SCENE_PROC scene_proc, R_SCENE_DESC *scene_desc_param) {
R_SCENE_INFO scene_info;
uint32 res_number = 0;
int result;
int i;
assert(SceneModule.init);
if (SceneModule.scene_loaded == 1) {
warning("Error, a scene is already loaded");
return R_FAILURE;
}
SceneModule.anim_list = ys_dll_create();
SceneModule.scene_mode = 0;
SceneModule.load_desc = 1;
switch (load_flag) {
case BY_RESOURCE:
res_number = scene_num;
break;
case BY_SCENE:
assert((scene_num > 0) && (scene_num < SceneModule.scene_max));
res_number = SceneModule.scene_lut[scene_num];
SceneModule.scene_number = scene_num;
break;
case BY_DESC:
assert(scene_desc_param != NULL);
assert(scene_desc_param->res_list != NULL);
SceneModule.load_desc = 0;
SceneModule.desc = *scene_desc_param;
SceneModule.reslist = scene_desc_param->res_list;
SceneModule.reslist_entries = scene_desc_param->res_list_ct;
break;
default:
warning("Error: Invalid scene load flag");
return R_FAILURE;
break;
}
// Load scene descriptor and resource list resources
if (SceneModule.load_desc) {
SceneModule.scene_rn = res_number;
assert(SceneModule.scene_rn != 0);
debug(0, "Loading scene resource %u:", res_number);
if (LoadSceneDescriptor(res_number) != R_SUCCESS) {
warning("Error reading scene descriptor");
return R_FAILURE;
}
if (LoadSceneResourceList(SceneModule.desc.res_list_rn) != R_SUCCESS) {
warning("Error reading scene resource list");
return R_FAILURE;
}
} else {
debug(0, "Loading memory scene resource.");
}
// Load resources from scene resource list
for (i = 0; i < SceneModule.reslist_entries; i++) {
result = RSC_LoadResource(SceneModule.scene_ctxt, SceneModule.reslist[i].res_number,
&SceneModule.reslist[i].res_data, &SceneModule.reslist[i].res_data_len);
if (result != R_SUCCESS) {
warning("Error: Allocation failure loading scene resource list");
return R_FAILURE;
}
}
// Process resources from scene resource list
if (ProcessSceneResources() != R_SUCCESS) {
warning("Error loading scene resources");
return R_FAILURE;
}
// Load scene script data
if (SceneModule.desc.script_num > 0) {
if (SCRIPT_Load(SceneModule.desc.script_num) != R_SUCCESS) {
warning("Error loading scene script");
return R_FAILURE;
}
}
SceneModule.scene_loaded = 1;
if (scene_proc == NULL) {
SceneModule.scene_proc = DefaultSceneProc;
} else {
SceneModule.scene_proc = scene_proc;
}
SCENE_GetInfo(&scene_info);
SceneModule.scene_proc(SCENE_BEGIN, &scene_info);
return R_SUCCESS;
}
int LoadSceneDescriptor(uint32 res_number) {
byte *scene_desc_data;
size_t scene_desc_len;
int result;
result = RSC_LoadResource(SceneModule.scene_ctxt, res_number, &scene_desc_data, &scene_desc_len);
if (result != R_SUCCESS) {
warning("Error: couldn't load scene descriptor");
return R_FAILURE;
}
if (scene_desc_len != SAGA_SCENE_DESC_LEN) {
warning("Error: scene descriptor length invalid");
return R_FAILURE;
}
MemoryReadStream *readS = new MemoryReadStream(scene_desc_data, scene_desc_len);
SceneModule.desc.unknown0 = readS->readUint16LE();
SceneModule.desc.res_list_rn = readS->readUint16LE();
SceneModule.desc.end_slope = readS->readUint16LE();
SceneModule.desc.begin_slope = readS->readUint16LE();
SceneModule.desc.script_num = readS->readUint16LE();
SceneModule.desc.scene_scriptnum = readS->readUint16LE();
SceneModule.desc.start_scriptnum = readS->readUint16LE();
SceneModule.desc.music_rn = readS->readSint16LE();
RSC_FreeResource(scene_desc_data);
return R_SUCCESS;
}
int LoadSceneResourceList(uint32 reslist_rn) {
byte *resource_list;
size_t resource_list_len;
int result;
int i;
// Load the scene resource table
result = RSC_LoadResource(SceneModule.scene_ctxt, reslist_rn, &resource_list, &resource_list_len);
if (result != R_SUCCESS) {
warning("Error: couldn't load scene resource list");
return R_FAILURE;
}
MemoryReadStream *readS = new MemoryReadStream(resource_list, resource_list_len);
// Allocate memory for scene resource list
SceneModule.reslist_entries = resource_list_len / SAGA_RESLIST_ENTRY_LEN;
debug(0, "Scene resource list contains %d entries.", SceneModule.reslist_entries);
SceneModule.reslist = (R_SCENE_RESLIST *)calloc(SceneModule.reslist_entries, sizeof *SceneModule.reslist);
if (SceneModule.reslist == NULL) {
warning("Error: Memory allocation failed");
return R_MEM;
}
// Load scene resource list from raw scene
// resource table
debug(0, "Loading scene resource list...");
for (i = 0; i < SceneModule.reslist_entries; i++) {
SceneModule.reslist[i].res_number = readS->readUint16LE();
SceneModule.reslist[i].res_type = readS->readUint16LE();
}
RSC_FreeResource(resource_list);
return R_SUCCESS;
}
int ProcessSceneResources() {
const byte *res_data;
size_t res_data_len;
const byte *pal_p;
int i;
// Process the scene resource list
for (i = 0; i < SceneModule.reslist_entries; i++) {
res_data = SceneModule.reslist[i].res_data;
res_data_len = SceneModule.reslist[i].res_data_len;
switch (SceneModule.reslist[i].res_type) {
case SAGA_BG_IMAGE: // Scene background resource
if (SceneModule.bg.loaded) {
warning("Error: Multiple background resources encountered");
return R_FAILURE;
}
debug(0, "Loading background resource.");
SceneModule.bg.res_buf = SceneModule.reslist[i].res_data;
SceneModule.bg.res_len = SceneModule.reslist[i].res_data_len;
SceneModule.bg.loaded = 1;
if (IMG_DecodeBGImage(SceneModule.bg.res_buf,
SceneModule.bg.res_len,
&SceneModule.bg.buf,
&SceneModule.bg.buf_len,
&SceneModule.bg.w,
&SceneModule.bg.h) != R_SUCCESS) {
warning("Error loading background resource: %u", SceneModule.reslist[i].res_number);
return R_FAILURE;
}
pal_p = IMG_GetImagePal(SceneModule.bg.res_buf, SceneModule.bg.res_len);
memcpy(SceneModule.bg.pal, pal_p, sizeof SceneModule.bg.pal);
SceneModule.scene_mode = R_SCENE_MODE_NORMAL;
break;
case SAGA_BG_MASK: // Scene background mask resource
if (SceneModule.bg_mask.loaded) {
warning("Error: Duplicate background mask resource encountered");
}
debug(0, "Loading BACKGROUND MASK resource.");
SceneModule.bg_mask.res_buf = SceneModule.reslist[i].res_data;
SceneModule.bg_mask.res_len = SceneModule.reslist[i].res_data_len;
SceneModule.bg_mask.loaded = 1;
IMG_DecodeBGImage(SceneModule.bg_mask.res_buf, SceneModule.bg_mask.res_len, &SceneModule.bg_mask.buf,
&SceneModule.bg_mask.buf_len, &SceneModule.bg_mask.w, &SceneModule.bg_mask.h);
break;
case SAGA_OBJECT_NAME_LIST:
debug(0, "Loading object name list resource...");
OBJECTMAP_LoadNames(SceneModule.reslist[i].res_data, SceneModule.reslist[i].res_data_len);
break;
case SAGA_OBJECT_MAP:
debug(0, "Loading object map resource...");
if (OBJECTMAP_Load(res_data,
res_data_len) != R_SUCCESS) {
warning("Error loading object map resource");
return R_FAILURE;
}
break;
case SAGA_ACTION_MAP:
debug(0, "Loading exit map resource...");
if (ACTIONMAP_Load(res_data, res_data_len) != R_SUCCESS) {
warning("Error loading exit map resource");
return R_FAILURE;
}
break;
case SAGA_ISO_TILESET:
if (SceneModule.scene_mode == R_SCENE_MODE_NORMAL) {
warning("Isometric tileset incompatible with normal scene mode");
return R_FAILURE;
}
debug(0, "Loading isometric tileset resource.");
if (ISOMAP_LoadTileset(res_data, res_data_len) != R_SUCCESS) {
warning("Error loading isometric tileset resource");
return R_FAILURE;
}
SceneModule.scene_mode = R_SCENE_MODE_ISO;
break;
case SAGA_ISO_METAMAP:
if (SceneModule.scene_mode == R_SCENE_MODE_NORMAL) {
warning("Isometric metamap incompatible with normal scene mode");
return R_FAILURE;
}
debug(0, "Loading isometric metamap resource.");
if (ISOMAP_LoadMetamap(res_data, res_data_len) != R_SUCCESS) {
warning("Error loading isometric metamap resource");
return R_FAILURE;
}
SceneModule.scene_mode = R_SCENE_MODE_ISO;
break;
case SAGA_ISO_METATILESET:
if (SceneModule.scene_mode == R_SCENE_MODE_NORMAL) {
warning("Isometric metatileset incompatible with normal scene mode");
return R_FAILURE;
}
debug(0, "Loading isometric metatileset resource.");
if (ISOMAP_LoadMetaTileset(res_data, res_data_len) != R_SUCCESS) {
warning("Error loading isometric tileset resource");
return R_FAILURE;
}
SceneModule.scene_mode = R_SCENE_MODE_ISO;
break;
case SAGA_ANIM_1:
case SAGA_ANIM_2:
case SAGA_ANIM_3:
case SAGA_ANIM_4:
case SAGA_ANIM_5:
case SAGA_ANIM_6:
case SAGA_ANIM_7:
{
SCENE_ANIMINFO *new_animinfo;
uint16 new_anim_id;
debug(0, "Loading animation resource...");
new_animinfo = (SCENE_ANIMINFO *)malloc(sizeof *new_animinfo);
if (new_animinfo == NULL) {
warning("Memory allocation error");
return R_MEM;
}
if (ANIM_Load(SceneModule.reslist[i].res_data,
SceneModule.reslist[i].res_data_len,
&new_anim_id) == R_SUCCESS) {
} else {
warning("Error loading animation resource");
return R_FAILURE;
}
new_animinfo->anim_handle = new_anim_id;
new_animinfo->anim_res_number = SceneModule.reslist[i].res_number;
ys_dll_add_tail(SceneModule.anim_list, new_animinfo, sizeof *new_animinfo);
SceneModule.anim_entries++;
}
break;
case SAGA_PAL_ANIM:
debug(0, "Loading palette animation resource.");
PALANIM_Load(SceneModule.reslist[i].res_data, SceneModule.reslist[i].res_data_len);
break;
default:
warning("Encountered unknown resource type: %d", SceneModule.reslist[i].res_type);
break;
}
}
return R_SUCCESS;
}
int SCENE_Draw(R_SURFACE *dst_s) {
R_GAME_DISPLAYINFO disp_info;
R_BUFFER_INFO buf_info;
R_POINT bg_pt;
assert(SceneModule.init);
RENDER_GetBufferInfo(&buf_info);
GAME_GetDisplayInfo(&disp_info);
bg_pt.x = 0;
bg_pt.y = 0;
switch (SceneModule.scene_mode) {
case R_SCENE_MODE_NORMAL:
GFX_BufToSurface(dst_s, buf_info.r_bg_buf, disp_info.logical_w,
MAX(disp_info.scene_h, SceneModule.bg.h), NULL, &bg_pt);
break;
case R_SCENE_MODE_ISO:
ISOMAP_Draw(dst_s);
break;
default:
// Unknown scene mode
return R_FAILURE;
break;
};
return R_SUCCESS;
}
int SCENE_End() {
R_SCENE_INFO scene_info;
assert(SceneModule.init);
if (SceneModule.scene_loaded != 1) {
warning("SCENE_End(): No scene to end");
return -1;
}
debug(0, "SCENE_End(): Ending scene...");
SCENE_GetInfo(&scene_info);
SceneModule.scene_proc(SCENE_END, &scene_info);
if (SceneModule.desc.script_num > 0) {
SCRIPT_Free();
}
// Free scene background
if (SceneModule.bg.loaded) {
free(SceneModule.bg.buf);
SceneModule.bg.loaded = 0;
}
// Free scene background mask
if (SceneModule.bg_mask.loaded) {
free(SceneModule.bg_mask.buf);
SceneModule.bg_mask.loaded = 0;
}
// Free scene resource list
if (SceneModule.load_desc) {
free(SceneModule.reslist);
}
// Free animation info list
ANIM_Reset();
PALANIM_Free();
OBJECTMAP_Free();
ACTIONMAP_Free();
ys_dll_destroy(SceneModule.anim_list);
SceneModule.anim_entries = 0;
EVENT_ClearList();
TEXT_ClearList(SceneModule.text_list);
SceneModule.scene_loaded = 0;
return R_SUCCESS;
}
void CF_scenechange(int argc, char *argv[]) {
int scene_num = 0;
if ((argc == 0) || (argc > 1)) {
return;
}
scene_num = atoi(argv[0]);
if ((scene_num < 1) || (scene_num > SceneModule.scene_max)) {
CON_Print("Invalid scene number.");
return;
}
SCENE_ClearQueue();
if (SCENE_Change(scene_num) == R_SUCCESS) {
CON_Print("Scene changed.");
} else {
CON_Print("Couldn't change scene!");
}
}
void CF_sceneinfo(int argc, char *argv[]) {
const char *fmt = "%-20s %d";
CON_Print(fmt, "Scene number:", SceneModule.scene_number);
CON_Print(fmt, "Descriptor R#:", SceneModule.scene_rn);
CON_Print("-------------------------");
CON_Print(fmt, "Unknown:", SceneModule.desc.unknown0);
CON_Print(fmt, "Resource list R#:", SceneModule.desc.res_list_rn);
CON_Print(fmt, "End slope:", SceneModule.desc.end_slope);
CON_Print(fmt, "Begin slope:", SceneModule.desc.begin_slope);
CON_Print(fmt, "Script resource:", SceneModule.desc.script_num);
CON_Print(fmt, "Scene script:", SceneModule.desc.scene_scriptnum);
CON_Print(fmt, "Start script:", SceneModule.desc.start_scriptnum);
CON_Print(fmt, "Music R#", SceneModule.desc.music_rn);
}
} // End of namespace Saga