mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-05 00:36:57 +00:00
6fb462e6b0
svn-id: r49644
197 lines
5.3 KiB
C++
197 lines
5.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/system.h"
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#include "m4/dialogs.h"
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#include "m4/globals.h"
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#include "m4/scene.h"
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#include "m4/events.h"
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#include "m4/graphics.h"
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#include "m4/rails.h"
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#include "m4/font.h"
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#include "m4/m4_views.h"
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#include "m4/mads_views.h"
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#include "m4/compression.h"
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#include "m4/staticres.h"
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namespace M4 {
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Scene::Scene(MadsM4Engine *vm, SceneResources *res): View(vm, Common::Rect(0, 0, vm->_screen->width(),
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vm->_screen->height())), _sceneResources(res) {
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_screenType = VIEWID_SCENE;
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_sceneResources->hotspots = new HotSpotList();
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_sceneResources->props = new HotSpotList();
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_backgroundSurface = new M4Surface();
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_walkSurface = new M4Surface();
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_palData = NULL;
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_interfacePal = NULL;
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_interfaceSurface = NULL;
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_vm->_rails->setCodeSurface(_walkSurface);
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}
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Scene::~Scene() {
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leaveScene();
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_vm->_scene = NULL;
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}
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void Scene::loadScene(int sceneNumber) {
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_previousScene = _currentScene;
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_currentScene = sceneNumber;
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}
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void Scene::leaveScene() {
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if (_palData) {
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_vm->_palette->deleteRange(_palData);
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delete _palData;
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_palData = NULL;
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}
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if (_interfacePal) {
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_vm->_palette->deleteRange(_interfacePal);
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delete _interfacePal;
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_interfacePal = NULL;
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}
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}
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void Scene::show() {
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_vm->_viewManager->addView(this);
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}
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void Scene::showInterface() {
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_vm->_viewManager->addView(_interfaceSurface);
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}
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void Scene::hideInterface() {
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_vm->_viewManager->deleteView(_interfaceSurface);
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}
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void Scene::showSprites() {
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// TODO: This is all experimental code, it needs heavy restructuring
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// and cleanup
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// taken from set_walker_scaling() in adv_walk.cpp. A proper implementation will need
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// to store these in global variables
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int minScaling = FixedDiv(_sceneResources->backScale << 16, 100 << 16);
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int maxScaling = FixedDiv(_sceneResources->frontScale << 16, 100 << 16);
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int scaler;
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_vm->_actor->setWalkerDirection(kFacingSouthEast);
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//_vm->_actor->setWalkerPalette();
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// taken from set_walker_scaling() in adv_walk.cpp
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if (_sceneResources->frontY == _sceneResources->backY)
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scaler = 0;
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else
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scaler = FixedDiv(maxScaling - minScaling,
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(_sceneResources->frontY << 16) - (_sceneResources->backY << 16));
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// FIXME: For now, we (incorrectly) scale the walker to 50% of the scene's max scaling
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_vm->_actor->setWalkerScaling(scaler / 2);
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// Test code to display the protagonist
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_vm->_actor->placeWalkerSpriteAt(0, 320, 200);
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// Test code to display scene sprites
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// TODO
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}
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// Test function, shows all scene hotspots
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void Scene::showHotSpots() {
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int i = 0;
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HotSpot *currentHotSpot;
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// hotspots (green)
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for (i = 0; i < _sceneResources->hotspotCount; i++) {
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currentHotSpot = _sceneResources->hotspots->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->GREEN);
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}
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// props (red)
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for (i = 0; i < _sceneResources->propsCount; i++) {
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currentHotSpot = _sceneResources->props->get(i);
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_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->RED);
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}
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}
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/**
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* Debug function that shows the walkable areas by copying them over the current background surface
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*/
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void Scene::showCodes() {
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if (_vm->isM4()) {
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// Show the walk areas for the M4 engine in black and white
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const byte *srcP = (const byte *)_walkSurface->getBasePtr(0, 0);
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byte *destP = _backgroundSurface->getBasePtr(0, 0);
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for (int i = 0; i < _walkSurface->width() * _walkSurface->height(); i++)
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destP[i] = (srcP[i] & 0x10) ? 0xFF : 0;
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byte colors[256 * 4];
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memset(colors, 0, sizeof(colors));
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colors[255 * 4 + 0] = 255;
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colors[255 * 4 + 1] = 255;
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colors[255 * 4 + 2] = 255;
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_vm->_palette->setPalette(colors, 0, 256);
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} else {
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// For MADS, simply copy the walk data to the background, in whatever current palette is active
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_walkSurface->copyTo(_backgroundSurface);
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}
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}
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void Scene::playIntro() {
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}
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void Scene::onRefresh(RectList *rects, M4Surface *destSurface) {
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update();
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View::onRefresh(rects, destSurface);
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}
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bool Scene::onEvent(M4EventType eventType, int32 param1, int x, int y, bool &captureEvents) {
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//if (_vm->getGameType() != GType_Burger)
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// return false;
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// If the game is currently paused, don't do any scene processing
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if (_vm->_kernel->paused)
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return false;
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switch (eventType) {
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case MEVENT_LEFT_CLICK:
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leftClick(x, y);
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break;
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case MEVENT_RIGHT_CLICK:
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rightClick(x, y);
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break;
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case MEVENT_MOVE:
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checkHotspotAtMousePos(x, y);
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break;
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default:
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return false;
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}
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return true;
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}
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} // End of namespace M4
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