https://github.com/scummvm/scummvm
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Tip revision: bd2bf31c5fd8bb0d40226094d67775c12b0aa095 authored by Torbjörn Andersson on 23 February 2022, 10:43:05 UTC
SCUMM: Fix regression in ScummEngine_v5::decodeParseString()
Tip revision: bd2bf31
scenes.cpp
/* 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()->fade(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, kVolumeFull);
		}

		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()->fade(kSoundTagLink);
		getSound()->playSound(kEntityTrain, "LIB050", kVolumeFull);

		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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