scummvm/engines/m4/m4_scene.cpp
2011-05-12 01:16:22 +02:00

327 lines
9.7 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.
*
*/
#include "common/system.h"
#include "common/textconsole.h"
#include "m4/m4_scene.h"
#include "m4/dialogs.h"
#include "m4/globals.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"
namespace M4 {
M4Scene::M4Scene(M4Engine *vm): _sceneResources(), Scene(vm, &_sceneResources) {
_vm = vm;
_sceneSprites = NULL;
_inverseColorTable = NULL;
_sceneResources.hotspots = new HotSpotList();
_sceneResources.parallax = new HotSpotList();
_sceneResources.dynamicHotspots = new HotSpotList();
_interfaceSurface = new M4InterfaceView(vm);
}
M4Scene::~M4Scene() {
delete _sceneSprites;
}
void M4Scene::loadSceneSprites(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssb", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
_sceneSprites = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
_vm->res()->toss(filename);
debugCN(kDebugGraphics, "Scene has %d sprites, each one having %d colors\n", _sceneSprites->getCount(), _sceneSprites->getColorCount());
}
void M4Scene::loadSceneResources(int sceneNumber) {
char filename[kM4MaxFilenameSize];
int i = 0, x = 0, y = 0;
sprintf(filename, "%i.chk", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
if (sceneS != NULL) {
sceneS->read(_sceneResources.artBase, MAX_CHK_FILENAME_SIZE);
sceneS->read(_sceneResources.pictureBase, MAX_CHK_FILENAME_SIZE);
int hotspotCount = sceneS->readUint32LE();
_sceneResources.parallaxCount = sceneS->readUint32LE();
int dynHotspotCount = sceneS->readUint32LE();
_sceneResources.frontY = sceneS->readUint32LE();
_sceneResources.backY = sceneS->readUint32LE();
_sceneResources.frontScale = sceneS->readUint32LE();
_sceneResources.backScale = sceneS->readUint32LE();
for (i = 0; i < 16; i++)
_sceneResources.depthTable[i] = sceneS->readUint16LE();
_sceneResources.railNodeCount = sceneS->readUint32LE();
// Clear rails from previous scene
_vm->_rails->clearRails();
for (i = 0; i < _sceneResources.railNodeCount; i++) {
x = sceneS->readUint32LE();
y = sceneS->readUint32LE();
if (_vm->_rails->addRailNode(x, y, true) < 0) {
warning("Too many rail nodes defined for scene");
}
}
// Clear current hotspot lists
_sceneResources.hotspots->clear();
_sceneResources.parallax->clear();
_sceneResources.dynamicHotspots->clear();
_sceneResources.hotspots->loadHotSpots(sceneS, hotspotCount);
_sceneResources.parallax->loadHotSpots(sceneS, _sceneResources.parallaxCount);
_sceneResources.dynamicHotspots->loadHotSpots(sceneS, dynHotspotCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void M4Scene::loadSceneInverseColorTable(int sceneNumber) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *iplS;
sprintf(filename, "%i.ipl", sceneNumber);
iplS = _vm->res()->openFile(filename);
delete[] _inverseColorTable;
_inverseColorTable = new byte[iplS->size()];
iplS->read(_inverseColorTable, iplS->size());
_vm->res()->toss(filename);
}
void M4Scene::loadSceneSpriteCodes(int sceneNumber) {
char filename[kM4MaxFilenameSize];
sprintf(filename, "%i.ssc", sceneNumber);
Common::SeekableReadStream *sceneS = _vm->res()->get(filename);
// TODO
if (sceneS != NULL) {
SpriteAsset* _sceneSpriteCodes = new SpriteAsset(_vm, sceneS, sceneS->size(), filename);
int colorCount = _sceneSpriteCodes->getColorCount();
// RGB8* spritePalette = _sceneSpriteCodes->getPalette();
//_vm->_palette->setPalette(spritePalette, 0, colorCount);
debugCN(kDebugGraphics, "Scene has %d sprite codes, each one having %d colors\n", _sceneSpriteCodes->getCount(), colorCount);
// Note that toss() deletes the MemoryReadStream
_vm->res()->toss(filename);
}
}
void M4Scene::loadScene(int sceneNumber) {
Scene::loadScene(sceneNumber);
_backgroundSurface->loadBackground(sceneNumber);
_palData = NULL;
if (_vm->getGameType() == GType_Burger &&
sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER)
setStatusText("");
// Load scene def file (*.CHK)
loadSceneResources(sceneNumber);
// TODO: set walker scaling
// TODO: destroy woodscript buffer
// Load scene walk path file (*.COD/*.WW?)
loadSceneCodes(sceneNumber);
// Load inverse color table file (*.IPL)
loadSceneInverseColorTable(sceneNumber);
if (_vm->getGameType() != GType_Burger) {
// Load scene sprites file (*.SSB)
loadSceneSprites(sceneNumber);
// Load scene sprite codes file (*.SSC)
loadSceneSpriteCodes(sceneNumber);
}
if (sceneNumber != TITLE_SCENE_BURGER && sceneNumber != MAINMENU_SCENE_BURGER) {
_m4Vm->scene()->getInterface()->show();
showSprites();
}
// Purge resources
_vm->res()->purge();
}
void M4Scene::loadSceneCodes(int sceneNumber, int index) {
char filename[kM4MaxFilenameSize];
Common::SeekableReadStream *sceneS;
sprintf(filename, "%i.cod", sceneNumber);
sceneS = _vm->res()->openFile(filename);
_walkSurface->loadCodesM4(sceneS);
_vm->res()->toss(filename);
}
void M4Scene::show() {
Scene::show();
_vm->_viewManager->addView(_interfaceSurface);
}
void M4Scene::leaveScene() {
_sceneResources.parallax->clear();
delete _sceneResources.parallax;
delete[] _inverseColorTable;
Scene::leaveScene();
}
void M4Scene::mouseMove(int x, int y) {
if (_vm->getGameType() == GType_Riddle)
return;
// TODO: loads of things to do here, only the mouse cursor and the status
// text is changed for now
// Only scene hotspots are checked for now, not parallax/props, as the
// latter ones are not used by Orion Burger
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(currentHotSpot->getCursor());
}
_m4Vm->scene()->getInterface()->setStatusText(currentHotSpot->getPrep());
} else {
if (_vm->_mouse->getCursorNum() != CURSOR_LOOK &&
_vm->_mouse->getCursorNum() != CURSOR_TAKE &&
_vm->_mouse->getCursorNum() != CURSOR_USE &&
_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
_vm->_mouse->setCursorNum(0);
} else {
}
}
}
void M4Scene::leftClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
// Place a Wilbur sprite with the correct facing
HotSpot *currentHotSpot = _sceneResources.hotspots->findByXY(x, y);
if (currentHotSpot != NULL && currentHotSpot->getActive()) {
update();
_vm->_actor->setWalkerDirection(currentHotSpot->getFacing());
/*
int posX = currentHotSpot->getFeetX();
int posY = currentHotSpot->getFeetY() -
scaleValue(_vm->_actor->getWalkerHeight(), _vm->_actor->getWalkerScaling(), 0);
//_vm->_actor->placeWalkerSpriteAt(0, posX, posY);
*/
// Player said.... (for scene scripts)
debugCN(kDebugGraphics, "Player said: %s %s\n", currentHotSpot->getVerb(), currentHotSpot->getVocab());
// FIXME: This should be moved somewhere else, and is incomplete
if (_m4Vm->scene()->getInterface()->_inventory.getSelectedIndex() == -1) {
if (_vm->_mouse->getVerb() == NULL) {
strcpy(_vm->_player->verb, currentHotSpot->getVerb());
} else {
strcpy(_vm->_player->verb, _vm->_mouse->getVerb());
}
} else {
strcpy(_vm->_player->verb, _m4Vm->scene()->getInterface()->_inventory.getSelectedObjectName());
}
strcpy(_vm->_player->noun, currentHotSpot->getVocab());
strcpy(_vm->_player->object, "");
_vm->_player->commandReady = true;
debugCN(kDebugGraphics, "## Player said: %s %s\n", _vm->_player->verb, _vm->_player->noun);
}
}
}
void M4Scene::rightClick(int x, int y) {
if (_vm->getGameType() == GType_Burger) {
nextCommonCursor();
_m4Vm->scene()->getInterface()->_inventory.clearSelected();
}
}
void M4Scene::setAction(int action, int objectId) {
}
void M4Scene::setStatusText(const char *text) {
getInterface()->setStatusText(text);
}
void M4Scene::update() {
}
void M4Scene::nextCommonCursor() {
int cursorIndex = _vm->_mouse->getCursorNum();
switch (cursorIndex) {
case CURSOR_ARROW:
cursorIndex = CURSOR_LOOK;
break;
case CURSOR_LOOK:
cursorIndex = CURSOR_TAKE;
break;
case CURSOR_TAKE:
cursorIndex = CURSOR_USE;
break;
case CURSOR_USE:
cursorIndex = CURSOR_ARROW;
break;
default:
cursorIndex = CURSOR_ARROW;
}
_vm->_mouse->setCursorNum(cursorIndex);
}
void M4Scene::showHotSpots() {
Scene::showHotSpots();
// parallax (yellow)
for (int i = 0; i < _sceneResources.parallaxCount; i++) {
HotSpot *currentHotSpot = _sceneResources.parallax->get(i);
_backgroundSurface->frameRect(currentHotSpot->getRect(), _vm->_palette->YELLOW);
}
}
} // End of namespace M4