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/* 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 "lastexpress/game/scenes.h"
#include "lastexpress/game/action.h"
#include "lastexpress/game/beetle.h"
#include "lastexpress/game/entities.h"
#include "lastexpress/game/inventory.h"
#include "lastexpress/game/logic.h"
#include "lastexpress/game/object.h"
#include "lastexpress/game/savepoint.h"
#include "lastexpress/game/state.h"
#include "lastexpress/sound/queue.h"
#include "lastexpress/graphics.h"
#include "lastexpress/lastexpress.h"
#include "lastexpress/resource.h"
namespace LastExpress {
SceneManager::SceneManager(LastExpressEngine *engine) : _engine(engine),
_flagNoEntity(false), _flagDrawEntities(false), _flagDrawSequences(false), _flagCoordinates(false),
_coords(0, 0, 480, 640), _clockHours(NULL), _clockMinutes(NULL) {
_sceneLoader = new SceneLoader();
}
SceneManager::~SceneManager() {
// Clear frames
for (Common::List<SequenceFrame *>::iterator door = _doors.begin(); door != _doors.end(); ++door)
SAFE_DELETE(*door);
_doors.clear();
SAFE_DELETE(_clockHours);
SAFE_DELETE(_clockMinutes);
// Clear frame queue
_queue.clear();
SAFE_DELETE(_sceneLoader);
// Zero-out passed pointers
_engine = NULL;
}
//////////////////////////////////////////////////////////////////////////
// Scene cache
//////////////////////////////////////////////////////////////////////////
void SceneManager::loadSceneDataFile(ArchiveIndex archive) {
// Demo only has CD2TRAIN.DAT file
if (_engine->isDemo())
archive = kArchiveCd2;
switch(archive) {
case kArchiveCd1:
case kArchiveCd2:
case kArchiveCd3:
if (!_sceneLoader->load(getArchive(Common::String::format("CD%iTRAIN.DAT", archive))))
error("[SceneManager::loadSceneDataFile] Cannot load data file CD%iTRAIN.DAT", archive);
break;
default:
case kArchiveAll:
error("[SceneManager::loadSceneDataFile] Invalid archive index (must be [1-3], was %d", archive);
break;
}
}
//////////////////////////////////////////////////////////////////////////
// Scene loading
//////////////////////////////////////////////////////////////////////////
void SceneManager::loadScene(SceneIndex index) {
getFlags()->flag_0 = false;
getFlags()->flag_4 = true;
if (getState()->sceneUseBackup) {
Scene *scene = getScenes()->get(index);
if (scene->param3 != 255) {
getState()->sceneUseBackup = false;
getState()->sceneBackup2 = kSceneNone;
}
}
// Save shouldRedraw state and redraw if necessary
bool shouldRedraw = getFlags()->shouldRedraw;
if (shouldRedraw) {
shouldRedraw = false;
// TODO check whether we need to do that here
askForRedraw();
//redrawScreen();
}
// Set the scene
setScene(index);
// TODO Events method call (might be a low level graphic that we don't need)
if (getFlags()->isGameRunning && getFlags()->shouldDrawEggOrHourGlass)
getInventory()->drawEgg();
getFlags()->shouldRedraw = shouldRedraw;
getLogic()->updateCursor();
}
void SceneManager::loadSceneFromObject(ObjectIndex object, bool alternate) {
switch (object) {
default:
break;
case kObjectCompartment1:
case kObjectCompartment2:
case kObjectCompartment3:
case kObjectCompartment4:
case kObjectCompartment5:
case kObjectCompartment6:
case kObjectCompartment7:
if (alternate)
loadSceneFromPosition(kCarGreenSleeping, (Position)(17 - (object - 1) * 2));
else
loadSceneFromPosition(kCarGreenSleeping, (Position)(38 - (object - 1) * 2));
break;
case kObjectCompartmentA:
case kObjectCompartmentB:
case kObjectCompartmentC:
case kObjectCompartmentD:
case kObjectCompartmentE:
case kObjectCompartmentF:
case kObjectCompartmentG:
if (alternate)
loadSceneFromPosition(kCarGreenSleeping, (Position)(17 - (object - 32) * 2));
else
loadSceneFromPosition(kCarRedSleeping, (Position)(38 - (object - 32) * 2));
break;
case kObjectCompartment8:
case kObjectCompartmentH:
loadSceneFromPosition(object == kObjectCompartment8 ? kCarGreenSleeping : kCarRedSleeping, alternate ? 3 : 25);
break;
}
}
void SceneManager::loadSceneFromItem(InventoryItem item) {
if (item >= kPortraitOriginal)
return;
// Get the scene index from the item
SceneIndex index = getInventory()->get(item)->scene;
if (!index)
return;
if (!getState()->sceneUseBackup) {
getState()->sceneUseBackup = true;
getState()->sceneBackup = getState()->scene;
}
loadScene(index);
}
void SceneManager::loadSceneFromPosition(CarIndex car, Position position, int param3) {
loadScene(getSceneIndexFromPosition(car, position, param3));
}
void SceneManager::loadSceneFromItemPosition(InventoryItem item) {
if (item >= kPortraitOriginal)
return;
// Check item location
Inventory::InventoryEntry *entry = getInventory()->get(item);
if (!entry->location)
return;
// Reset location
entry->location = kObjectLocationNone;
if (item != kItem3 && item != kItem5 && item != kItem7)
return;
// Set field value
CarIndex car = kCarRestaurant;
if (item == kItem5) car = kCarRedSleeping;
if (item == kItem7) car = kCarGreenSleeping;
if (!getEntities()->isInsideTrainCar(kEntityPlayer, car))
return;
if (getFlags()->flag_0)
return;
// Get current scene position
Scene *scene = getScenes()->get(getState()->scene);
Position position = scene->position;
if (getState()->sceneUseBackup) {
Scene *sceneBackup = getScenes()->get(getState()->sceneBackup);
position = sceneBackup->position;
}
// Checks are different for each item
if ((item == kItem3 && position == 56)
|| (item == kItem5 && (position >= 23 && position <= 32))
|| (item == kItem7 && (position == 1 || (position >= 22 && position <= 33)))) {
if (getState()->sceneUseBackup)
getState()->sceneBackup = getSceneIndexFromPosition(car, position);
else
loadSceneFromPosition(car, position);
}
}
//////////////////////////////////////////////////////////////////////////
// Scene drawing & processing
//////////////////////////////////////////////////////////////////////////
void SceneManager::setScene(SceneIndex index) {
_flagNoEntity = false;
if (_flagDrawEntities) {
// TODO Setup screen size (0, 80)x(480x480) (is it necessary for our animations?)
drawScene(index);
_flagNoEntity = true;
} else {
_flagDrawEntities = true;
drawScene(index);
_flagDrawEntities = false;
}
}
void SceneManager::drawScene(SceneIndex index) {
//////////////////////////////////////////////////////////////////////////
// Preprocess
preProcessScene(&index);
//////////////////////////////////////////////////////////////////////////
// Draw background
debugC(9, kLastExpressDebugScenes, "== Drawing scene: %d ==", index);
// Update scene
_engine->getGraphicsManager()->draw(get(index), GraphicsManager::kBackgroundC, true);
getState()->scene = index;
//////////////////////////////////////////////////////////////////////////
// Update entities
Scene *scene = (getState()->sceneUseBackup ? get(getState()->sceneBackup) : get(index));
getEntityData(kEntityPlayer)->entityPosition = scene->entityPosition;
getEntityData(kEntityPlayer)->car = scene->car;
getFlags()->flag_3 = true;
if (getFlags()->isGameRunning) {
getSavePoints()->pushAll(kEntityPlayer, kActionDrawScene);
getSavePoints()->process();
if (_flagNoEntity)
return;
getEntities()->updateFields();
getEntities()->updateSequences();
getEntities()->updateCallbacks();
}
//////////////////////////////////////////////////////////////////////////
// Show the scene
askForRedraw();
redrawScreen();
////////////////////////////////////////////////////////////
// Post process scene
postProcessScene();
}
void SceneManager::processScene() {
if (!getState()->sceneUseBackup) {
loadScene(getState()->scene);
return;
}
getState()->sceneUseBackup = false;
// Select item if needed
InventoryItem item = getInventory()->getFirstExaminableItem();
if (item && getInventory()->getSelectedItem() == item)
getInventory()->selectItem(item);
Scene *backup = getScenes()->get(getState()->sceneBackup);
if (getEntities()->getPosition(backup->car, backup->position))
loadScene(processIndex(getState()->sceneBackup));
else
loadScene(getState()->sceneBackup);
}
LastExpress::SceneIndex SceneManager::processIndex(SceneIndex index) {
Scene *scene = get(index);
CarIndex car = scene->car;
switch (car) {
default:
break;
case kCarRedSleeping:
if (checkPosition(index, kCheckPositionLookingAtDoors)) {
Position position = (Position)(scene->position + (checkPosition(kSceneNone, kCheckPositionLookingUp) ? -1 : 1));
if (position == 4)
position = 3;
if (position == 24)
position = 25;
if (getEntities()->getPosition(car, position))
return index;
else
return getSceneIndexFromPosition(car, position);
} else {
switch (scene->position) {
default:
break;
case 41:
case 51:
if (!getEntities()->getPosition(car, 39))
return getSceneIndexFromPosition(car, 39);
// fall through
case 42:
case 52:
if (!getEntities()->getPosition(car, 14))
return getSceneIndexFromPosition(car, 14);
// fall through
case 43:
case 53:
if (!getEntities()->getPosition(car, 35))
return getSceneIndexFromPosition(car, 35);
// fall through
case 44:
case 54:
if (!getEntities()->getPosition(car, 10))
return getSceneIndexFromPosition(car, 10);
// fall through
case 45:
case 55:
if (!getEntities()->getPosition(car, 32))
return getSceneIndexFromPosition(car, 32);
// fall through
case 46:
case 56:
if (!getEntities()->getPosition(car, 7))
return getSceneIndexFromPosition(car, 7);
// fall through
case 47:
case 57:
if (!getEntities()->getPosition(car, 27))
return getSceneIndexFromPosition(car, 27);
// fall through
case 48:
case 58:
if (!getEntities()->getPosition(car, 2))
return getSceneIndexFromPosition(car, 2);
break;
}
}
break;
case kCarRestaurant:
switch (scene->position) {
default:
break;
case 52:
case 53:
case 54:
if (!getEntities()->getPosition(car, 51))
return getSceneIndexFromPosition(car, 51);
// fall through
case 50:
case 56:
case 57:
case 58:
if (!getEntities()->getPosition(car, 55))
return getSceneIndexFromPosition(car, 55);
// fall through
case 59:
if (!getEntities()->getPosition(car, 60))
return getSceneIndexFromPosition(car, 60);
// fall through
case 60:
if (!getEntities()->getPosition(car, 59))
return getSceneIndexFromPosition(car, 59);
// fall through
case 62:
case 63:
case 64:
if (!getEntities()->getPosition(car, 61))
return getSceneIndexFromPosition(car, 61);
// fall through
case 66:
case 67:
case 68:
if (!getEntities()->getPosition(car, 65))
return getSceneIndexFromPosition(car, 65);
// fall through
case 69:
case 71:
if (!getEntities()->getPosition(car, 70))
return getSceneIndexFromPosition(car, 70);
break;
}
break;
}
return index;
}
//////////////////////////////////////////////////////////////////////////
// Checks
//////////////////////////////////////////////////////////////////////////
bool SceneManager::checkPosition(SceneIndex index, CheckPositionType type) const {
Scene *scene = getScenes()->get((index ? index : getState()->scene));
CarIndex car = (CarIndex)scene->car;
Position position = scene->position;
bool isInSleepingCar = (car == kCarGreenSleeping || car == kCarRedSleeping);
switch (type) {
default:
error("[SceneManager::checkPosition] Invalid position type: %d", type);
case kCheckPositionLookingUp:
return isInSleepingCar && (position >= 1 && position <= 19);
case kCheckPositionLookingDown:
return isInSleepingCar && (position >= 21 && position <= 40);
case kCheckPositionLookingAtDoors:
return isInSleepingCar && ((position >= 2 && position <= 17) || (position >= 23 && position <= 39));
case kCheckPositionLookingAtClock:
return car == kCarRestaurant && position == 81;
}
}
bool SceneManager::checkCurrentPosition(bool doCheckOtherCars) const {
Scene *scene = getScenes()->get(getState()->scene);
Position position = scene->position;
CarIndex car = (CarIndex)scene->car;
if (!doCheckOtherCars)
return (car == kCarGreenSleeping || car == kCarRedSleeping)
&& ((position >= 41 && position <= 48) || (position >= 51 && position <= 58));
if (position == 99)
return true;
switch (car) {
default:
break;
case kCarGreenSleeping:
case kCarRedSleeping:
case kCarLocomotive:
if ((position >= 1 && position <= 18) || (position >= 22 && position <= 40))
return true;
break;
case kCarRestaurant:
if (position >= 73 && position <= 80)
return true;
if (position == 10 || position == 11)
return true;
break;
case kCarBaggage:
switch (position) {
default:
break;
case 10:
case 11:
case 80:
case 81:
case 82:
case 83:
case 84:
case 90:
case 91:
return true;
}
break;
case kCarCoalTender:
if (position == 2 || position == 10 || position == 11)
return true;
break;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
// Train
//////////////////////////////////////////////////////////////////////////
void SceneManager::updateDoorsAndClock() {
// Clear all sequences from the list
for (Common::List<SequenceFrame *>::iterator door = _doors.begin(); door != _doors.end(); ++door) {
removeFromQueue(*door);
setCoordinates(*door);
SAFE_DELETE(*door);
}
// Cleanup doors sequences
_doors.clear();
if (_clockHours) {
removeFromQueue(_clockHours);
setCoordinates(_clockHours);
SAFE_DELETE(_clockHours);
}
if (_clockMinutes) {
removeFromQueue(_clockMinutes);
setCoordinates(_clockMinutes);
SAFE_DELETE(_clockMinutes);
}
// Queue doors sequences for display
if (checkPosition(kSceneNone, kCheckPositionLookingAtDoors)) {
ObjectIndex firstIndex = kObjectNone;
// Init objectIndex (or exit if not in one of the two compartment cars
if (getEntityData(kEntityPlayer)->car == kCarGreenSleeping)
firstIndex = kObjectCompartment1;
else if (getEntityData(kEntityPlayer)->car == kCarRedSleeping)
firstIndex = kObjectCompartmentA;
else
return;
// Iterate over each door
for (ObjectIndex index = firstIndex; index < (ObjectIndex)(firstIndex + 8); index = (ObjectIndex)(index + 1)) {
// Doors is not open, nothing to do
if (getObjects()->get(index).status != kObjectLocation2)
continue;
// Load door sequence
Scene *scene = getScenes()->get(getState()->scene);
Common::String name = Common::String::format("633X%c-%02d.seq", (index - firstIndex) + 65, scene->position);
Sequence *sequence = loadSequence1(name, 255);
// If the sequence doesn't exists or could not be loaded, skip index
if (!sequence)
continue;
// Adjust frame data and store in frame list
SequenceFrame *frame = new SequenceFrame(sequence, 0, true);
frame->getInfo()->location = (checkPosition(kSceneNone, kCheckPositionLookingUp) ? (firstIndex - index) - 1 : (index - firstIndex) - 8);
_doors.push_back(frame);
// Add frame to list
addToQueue(frame);
}
}
// Queue clock sequences for display
if (checkPosition(kSceneNone, kCheckPositionLookingAtClock)) {
// Only used in scene 349 to show the hands on the clock
Sequence *sequenceHours = loadSequence1("SCLKH-81.seq", 255);
Sequence *sequenceMinutes = loadSequence1("SCLKM-81.seq", 255);
// Compute hours and minutes indexes
uint16 hoursIndex = (uint)getState()->time % 1296000 % 54000 / 900;
uint hours = ((uint)getState()->time % 1296000) / 54000;
if (hours >= 12)
hours -= 12;
uint16 minutesIndex = (uint16)(5 * hours + hoursIndex / 12);
// Adjust z-order and store sequences to list
_clockHours = new SequenceFrame(sequenceHours, hoursIndex, true);
_clockHours->getInfo()->location = 65534;
_clockMinutes = new SequenceFrame(sequenceMinutes, minutesIndex, true);
_clockMinutes->getInfo()->location = 65535;
addToQueue(_clockHours);
addToQueue(_clockMinutes);
}
}
void SceneManager::resetDoorsAndClock() {
for (Common::List<SequenceFrame *>::iterator door = _doors.begin(); door != _doors.end(); ++door)
SAFE_DELETE(*door);
_doors.clear();
SAFE_DELETE(_clockHours);
SAFE_DELETE(_clockMinutes);
// Remove the beetle sequences too if needed
getBeetle()->unload();
}
//////////////////////////////////////////////////////////////////////////
// Sequence list
//////////////////////////////////////////////////////////////////////////
void SceneManager::drawFrames(bool refreshScreen) {
if (!_flagDrawSequences)
return;
// TODO handle flag coordinates
clearBg(GraphicsManager::kBackgroundOverlay);
for (Common::List<SequenceFrame *>::iterator i = _queue.begin(); i != _queue.end(); ++i)
_engine->getGraphicsManager()->draw(*i, GraphicsManager::kBackgroundOverlay);
if (refreshScreen) {
askForRedraw();
//redrawScreen();
_flagDrawSequences = false;
}
}
void SceneManager::addToQueue(SequenceFrame * const frame) {
if (!frame)
return;
// First check that the frame is not already in the queue
for (Common::List<SequenceFrame *>::iterator i = _queue.begin(); i != _queue.end(); ++i) {
if (frame->equal(*i))
return;
}
debugC(8, kLastExpressDebugGraphics, "Adding frame: %s / %d", frame->getName().c_str(), frame->getFrame());
// Set flag
_flagDrawSequences = true;
// Queue empty: just insert the frame
if (_queue.empty()) {
_queue.push_back(frame);
return;
}
// Frame is closer: insert in first place
if (frame->getInfo()->location > _queue.front()->getInfo()->location) {
_queue.push_front(frame);
return;
}
// Insert the frame in the queue based on location
for (Common::List<SequenceFrame *>::iterator i = _queue.begin(); i != _queue.end(); ++i) {
if (frame->getInfo()->location > (*i)->getInfo()->location) {
_queue.insert(i, frame);
return;
}
}
// We are the last frame in location order, insert at the back of the queue
_queue.push_back(frame);
}
void SceneManager::removeFromQueue(SequenceFrame *frame) {
if (!frame)
return;
debugC(8, kLastExpressDebugGraphics, "Removing frame: %s / %d", frame->getName().c_str(), frame->getFrame());
// Check that the frame is in the queue and remove it
for (Common::List<SequenceFrame *>::iterator i = _queue.begin(); i != _queue.end(); ++i) {
if (frame->equal(*i)) {
_queue.erase(i);
_flagDrawSequences = true;
break;
}
}
}
void SceneManager::removeAndRedraw(SequenceFrame **frame, bool doRedraw) {
if (!frame)
return;
removeFromQueue(*frame);
if (doRedraw)
drawFrames(true);
SAFE_DELETE(*frame);
}
void SceneManager::resetQueue() {
_flagDrawSequences = true;
// The original engine only deletes decompressed data, not the "sequences" since they are just pointers to a memory pool
_queue.clear();
}
void SceneManager::setCoordinates(const Common::Rect &rect) {
_flagCoordinates = true;
if (_coords.right > rect.right)
_coords.right = rect.right;
if (_coords.bottom > rect.bottom)
_coords.bottom = rect.bottom;
if (_coords.left < rect.left)
_coords.left = rect.left;
if (_coords.top < rect.top)
_coords.top = rect.top;
}
void SceneManager::setCoordinates(SequenceFrame *frame) {
if (!frame || frame->getInfo()->subType == 3)
return;
setCoordinates(Common::Rect((int16)frame->getInfo()->xPos1,
(int16)frame->getInfo()->yPos1,
(int16)frame->getInfo()->xPos2,
(int16)frame->getInfo()->yPos2));
}
void SceneManager::resetCoordinates() {
_coords.top = 0;
_coords.left = 0;
_coords.bottom = 480;
_coords.right = 640;
_flagCoordinates = false;
}
//////////////////////////////////////////////////////////////////////////
// Helpers
//////////////////////////////////////////////////////////////////////////
SceneIndex SceneManager::getSceneIndexFromPosition(CarIndex car, Position position, int param3) {
// Probably can't happen (can we be called during cd-swap?)
if (_sceneLoader->count() <= 1)
return getState()->scene;
SceneIndex index = kSceneMenu;
Scene *firstScene = getScenes()->get(index);
while (firstScene->car != car
|| firstScene->position != position
|| ((param3 != -1 || firstScene->param3) && firstScene->param3 != param3 && firstScene->type != Scene::kTypeItem3)) {
// Increment index and look at the next scene
index = (SceneIndex)(index + 1);
if (index >= _sceneLoader->count())
return getState()->scene;
// Load the next scene
firstScene = getScenes()->get(index);
}
// Process index if necessary
Scene *scene = getScenes()->get(index);
if (getEntities()->getPosition(scene->car, scene->position))
return processIndex(index);
return index;
}
//////////////////////////////////////////////////////////////////////////
// Scene processing
//////////////////////////////////////////////////////////////////////////
// Process hotspots
// - if it returns kSceneInvalid, the hotspot scene has not been modified
// - if it returns kSceneNone, it has been modified
//
// Note: we use the original hotspot scene to pre-process again
#define PROCESS_HOTSPOT_SCENE(hotspot, index) { \
SceneIndex processedScene = getAction()->processHotspot(*hotspot); \
SceneIndex testScene = (processedScene == kSceneInvalid) ? (hotspot)->scene : processedScene; \
if (testScene) { \
*index = (hotspot)->scene; \
preProcessScene(index); \
} \
}
void SceneManager::preProcessScene(SceneIndex *index) {
// Check index validity
if (*index == 0 || *index > 2500)
*index = kSceneMenu;
Scene *scene = getScenes()->get(*index);
switch (scene->type) {
case Scene::kTypeObject: {
ObjectIndex object = (ObjectIndex)scene->param1;
if (object >= kObjectMax)
break;
if (getObjects()->get(object).status == kObjectLocationNone)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (getObjects()->get(object).status != (*it)->location)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
break;
}
case Scene::kTypeItem: {
InventoryItem item = (InventoryItem)scene->param1;
if (item >= kPortraitOriginal)
break;
if (getInventory()->get(item)->location == kObjectLocationNone)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (getInventory()->get(item)->location != (*it)->location)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
break;
}
case Scene::kTypeItem2: {
InventoryItem item1 = (InventoryItem)scene->param1;
InventoryItem item2 = (InventoryItem)scene->param2;
if (item1 >= kPortraitOriginal || item2 >= kPortraitOriginal)
break;
int location = kObjectLocationNone;
if (getInventory()->get(item1)->location != kObjectLocationNone)
location = kObjectLocation1;
if (getInventory()->get(item2)->location != kObjectLocationNone)
location |= kObjectLocation2;
if (!location)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (location != (*it)->location)
continue;
if (getInventory()->get(item1)->location != (*it)->param1)
continue;
if (getInventory()->get(item2)->location != (*it)->param2)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
break;
}
case Scene::kTypeObjectItem: {
ObjectIndex object = (ObjectIndex)scene->param1;
InventoryItem item = (InventoryItem)scene->param2;
if (object >= kObjectMax)
break;
if (item >= kPortraitOriginal)
break;
int location = kObjectLocationNone;
if (getObjects()->get(object).status == kObjectLocation2)
location = kObjectLocation1;
if (getInventory()->get(item)->location != kObjectLocationNone)
location |= kObjectLocation2;
if (!location)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (location != (*it)->location)
continue;
if (getObjects()->get(object).status != (*it)->param1)
continue;
if (getInventory()->get(item)->location != (*it)->param2)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
break;
}
case Scene::kTypeItem3: {
InventoryItem item1 = (InventoryItem)scene->param1;
InventoryItem item2 = (InventoryItem)scene->param2;
InventoryItem item3 = (InventoryItem)scene->param3;
if (item1 >= kPortraitOriginal || item2 >= kPortraitOriginal || item3 >= kPortraitOriginal)
break;
int location = kObjectLocationNone;
if (getInventory()->get(item1)->location != kObjectLocationNone)
location = kObjectLocation1;
if (getInventory()->get(item2)->location != kObjectLocationNone)
location |= kObjectLocation2;
if (getInventory()->get(item3)->location != kObjectLocationNone)
location |= kObjectLocation4;
if (!location)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (location != (*it)->location)
continue;
if (getInventory()->get(item1)->location != (*it)->param1)
continue;
if (getInventory()->get(item2)->location != (*it)->param2)
continue;
if (getInventory()->get(item3)->location != (*it)->param3)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
break;
}
case Scene::kTypeObjectLocation2: {
ObjectIndex object = (ObjectIndex)scene->param1;
if (object >= kObjectMax)
break;
bool found = false;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (getObjects()->get(object).model != (*it)->location)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
found = true;
break;
}
// If we haven't found a proper hotspot, use the first hotspot from the current scene
if (!found) {
Scene *sceneHotspot = getScenes()->get(*index);
SceneHotspot *hotspot = sceneHotspot->getHotspot();
PROCESS_HOTSPOT_SCENE(hotspot, index);
}
break;
}
case Scene::kTypeCompartments:
case Scene::kTypeCompartmentsItem:
if (scene->param1 >= 16)
break;
if (getEntities()->getCompartments(scene->param1) || getEntities()->getCompartments1(scene->param1)) {
Scene *currentScene = getScenes()->get(getState()->scene);
if ((checkPosition(getState()->scene, kCheckPositionLookingUp) && checkPosition(*index, kCheckPositionLookingUp) && currentScene->entityPosition < scene->entityPosition)
|| (checkPosition(getState()->scene, kCheckPositionLookingDown) && checkPosition(*index, kCheckPositionLookingDown) && currentScene->entityPosition > scene->entityPosition)) {
if (State::getPowerOfTwo((uint32)getEntities()->getCompartments(scene->param1)) != 30
&& State::getPowerOfTwo((uint32)getEntities()->getCompartments1(scene->param1)) != 30 )
getSound()->playSound(kEntityPlayer, "CAT1126A");
*index = scene->getHotspot()->scene;
} else {
*index = scene->getHotspot(1)->scene;
}
preProcessScene(index);
} else {
// Stop processing here for kTypeCompartments
if (scene->type == Scene::kTypeCompartments)
break;
InventoryItem item = (InventoryItem)scene->param2;
if (item >= kPortraitOriginal)
break;
if (getInventory()->get(item)->location == kObjectLocationNone)
break;
for (Common::Array<SceneHotspot *>::iterator it = scene->getHotspots()->begin(); it != scene->getHotspots()->end(); ++it) {
if (getInventory()->get(item)->location != (*it)->location)
continue;
PROCESS_HOTSPOT_SCENE(*it, index);
break;
}
}
break;
default:
break;
}
// Sound processing
Scene *newScene = getScenes()->get(*index);
if (getSoundQueue()->isBuffered(kEntityTables4)) {
if (newScene->type != Scene::kTypeReadText || newScene->param1)
getSoundQueue()->processEntry(kEntityTables4);
}
// Cleanup beetle sequences
if (getBeetle()->isLoaded()) {
if (newScene->type != Scene::kTypeLoadBeetleSequences)
getBeetle()->unload();
}
}
void SceneManager::postProcessScene() {
Scene *scene = getScenes()->get(getState()->scene);
switch (scene->type) {
case Scene::kTypeList: {
// Adjust time
getState()->time = (TimeValue)(getState()->time + (TimeValue)((scene->param1 + 10) * getState()->timeDelta));
getState()->timeTicks += (scene->param1 + 10);
// Wait for a number of frames unless right mouse is clicked
uint32 nextFrameCount = getFrameCount() + 4 * scene->param1;
if (!getFlags()->mouseRightClick) {
while (nextFrameCount > getFrameCount()) {
_engine->pollEvents();
if (getFlags()->mouseRightClick)
break;
getSoundQueue()->updateQueue();
getSoundQueue()->updateSubtitles();
}
}
// Process hotspots and load scenes in the list
SceneHotspot *hotspot = scene->getHotspot();
SceneIndex processedScene = getAction()->processHotspot(*hotspot);
SceneIndex testScene = (processedScene == kSceneInvalid) ? hotspot->scene : processedScene;
if (getFlags()->mouseRightClick) {
while (getScenes()->get(testScene)->type == Scene::kTypeList) {
hotspot = getScenes()->get(testScene)->getHotspot();
processedScene = getAction()->processHotspot(*hotspot);
testScene = (processedScene == kSceneInvalid) ? hotspot->scene : processedScene;
}
}
// If several entities are there, choose one to sound "Excuse me"
EntityPosition entityPosition = getEntityData(kEntityPlayer)->entityPosition;
if (getEntityData(kEntityPlayer)->car == kCar9 && (entityPosition == kPosition_4 || entityPosition == kPosition_3)) {
EntityIndex entities[39];
// Init entities
entities[0] = kEntityPlayer;
uint progress = 0;
for (uint i = 1; i < 40 /* number of entities */; i++) {
CarIndex car = getEntityData((EntityIndex)i)->car;
EntityPosition position = getEntityData((EntityIndex)i)->entityPosition;
if (entityPosition == kPosition_4) {
if ((car == kCarRedSleeping && position > kPosition_9270) || (car == kCarRestaurant && position < kPosition_1540))
entities[progress++] = (EntityIndex)i;
} else {
if ((car == kCarGreenSleeping && position > kPosition_9270) || (car == kCarRedSleeping && position < kPosition_850))
entities[progress++] = (EntityIndex)i;
}
}
if (progress)
getSound()->excuseMe((progress == 1) ? entities[0] : entities[rnd(progress)], kEntityPlayer, kFlagDefault);
}
if (hotspot->scene)
setScene(hotspot->scene);
break;
}
case Scene::kTypeSavePointChapter:
if (getProgress().field_18 == 2)
getSavePoints()->push(kEntityPlayer, kEntityChapters, kActionEndChapter);
break;
case Scene::kTypeLoadBeetleSequences:
if ((getProgress().chapter == kChapter2 || getProgress().chapter == kChapter3)
&& getInventory()->get(kItemBeetle)->location == kObjectLocation3) {
if (!getBeetle()->isLoaded())
getBeetle()->load();
}
break;
case Scene::kTypeGameOver:
if (getState()->time >= kTimeCityGalanta || getProgress().field_18 == 4)
break;
getSoundQueue()->processEntry(kSoundType7);
getSound()->playSound(kEntityTrain, "LIB050", kFlagDefault);
switch (getProgress().chapter) {
default:
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneGameOverPolice2, true);
break;
case kChapter1:
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneGameOverAlarm, true);
break;
case kChapter4:
getLogic()->gameOver(kSavegameTypeIndex, 0, kSceneGameOverAlarm2, true);
break;
}
break;
case Scene::kTypeReadText:
getSound()->readText(scene->param1);
break;
case Scene::kType133:
if (getFlags()->flag_0) {
getFlags()->flag_0 = false;
getFlags()->shouldRedraw = true;
getLogic()->updateCursor();
}
break;
default:
break;
}
}
} // End of namespace LastExpress
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