https://github.com/scummvm/scummvm
Tip revision: c01ca21bdca97064b3abbc383fee472192387905 authored by Lothar Serra Mari on 16 October 2022, 20:35:28 UTC
RELEASE: This is 2.6.2pre
RELEASE: This is 2.6.2pre
Tip revision: c01ca21
scene.h
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// Scene management module private header file
#ifndef SAGA_SCENE_H
#define SAGA_SCENE_H
#include "saga/font.h"
#include "saga/actor.h"
#include "saga/interface.h"
#include "saga/puzzle.h"
#include "saga/events.h"
// Some defines used for detection.
#include "saga/shared_detection_defines.h"
namespace Saga {
//#define SCENE_DEBUG // for scene debugging
#define SCENE_DOORS_MAX 16
#define NO_CHAPTER_CHANGE -2
// Scenes
#define ITE_SCENE_INV -1
#define ITE_SCENE_PUZZLE 26
#define ITE_SCENE_LODGE 21
#define ITE_SCENE_ENDCREDIT1 295
#define ITE_SCENE_OVERMAP 226
class ObjectMap;
enum SceneFlags {
kSceneFlagISO = 1,
kSceneFlagShowCursor = 2
};
struct BGInfo {
Rect bounds;
byte *buffer;
};
typedef int (SceneProc) (int, void *);
enum SCENE_PROC_PARAMS {
SCENE_BEGIN = 0,
SCENE_END
};
// Resource type numbers
enum SAGAResourceTypes {
SAGA_UNKNOWN,
SAGA_ACTOR,
SAGA_OBJECT,
SAGA_BG_IMAGE,
SAGA_BG_MASK,
SAGA_STRINGS,
SAGA_OBJECT_MAP,
SAGA_ACTION_MAP,
SAGA_ISO_IMAGES,
SAGA_ISO_MAP,
SAGA_ISO_PLATFORMS,
SAGA_ISO_METATILES,
SAGA_ENTRY,
SAGA_ANIM,
SAGA_ISO_MULTI,
SAGA_PAL_ANIM,
SAGA_FACES,
SAGA_PALETTE
};
#define SAGA_RESLIST_ENTRY_LEN 4
struct SceneResourceData {
uint32 resourceId;
int resourceType;
bool invalid;
SceneResourceData() : resourceId(0), resourceType(0), invalid(false) {
}
};
typedef Common::Array<SceneResourceData> SceneResourceDataArray;
#define SAGA_SCENE_DESC_LEN 16
struct SceneDescription {
int16 flags;
int16 resourceListResourceId;
int16 endSlope;
int16 beginSlope;
uint16 scriptModuleNumber;
uint16 sceneScriptEntrypointNumber;
uint16 startScriptEntrypointNumber;
int16 musicResourceId;
void reset() {
flags = resourceListResourceId = endSlope = beginSlope = scriptModuleNumber = sceneScriptEntrypointNumber = startScriptEntrypointNumber = musicResourceId = 0;
}
};
struct SceneEntry {
Location location;
uint16 facing;
};
typedef Common::Array<SceneEntry> SceneEntryList;
struct SceneImage {
bool loaded;
int w;
int h;
int p;
ByteArray buffer;
PalEntry pal[256];
SceneImage() : loaded(false), w(0), h(0), p(0) {
memset(pal, 0, sizeof(pal));
}
};
enum SceneTransitionType {
kTransitionNoFade,
kTransitionFade
};
enum SceneLoadFlags {
kLoadByResourceId,
kLoadBySceneNumber
};
struct LoadSceneParams {
int32 sceneDescriptor;
SceneLoadFlags loadFlag;
SceneProc *sceneProc;
bool sceneSkipTarget;
SceneTransitionType transitionType;
int actorsEntrance;
int chapter;
};
typedef Common::List<LoadSceneParams> SceneQueueList;
///// IHNM-specific stuff
#define IHNM_PALFADE_TIME 1000
#define IHNM_INTRO_FRAMETIME 80
#define IHNM_DGLOGO_TIME 8000
#define IHNM_TITLE_TIME_GM 28750
#define IHNM_TITLE_TIME_FM 19500
#define CREDIT_DURATION1 4000
class Scene {
public:
Scene(SagaEngine *vm);
~Scene();
// Console functions
void cmdActionMapInfo();
void cmdObjectMapInfo();
void cmdSceneChange(int argc, const char **argv);
void startScene();
void creditsScene();
void nextScene();
void skipScene();
void endScene();
void restoreScene();
void queueScene(const LoadSceneParams &sceneQueue) {
_sceneQueue.push_back(sceneQueue);
}
void draw();
int getFlags() const { return _sceneDescription.flags; }
int getScriptModuleNumber() const { return _sceneDescription.scriptModuleNumber; }
bool isInIntro() { return !_inGame; }
const Rect& getSceneClip() const { return _sceneClip; }
void getBGMaskInfo(int &width, int &height, byte *&buffer);
int isBGMaskPresent() { return _bgMask.loaded; }
int getBGMaskType(const Point &testPoint) {
uint offset;
if (!_bgMask.loaded) {
return 0;
}
offset = testPoint.x + testPoint.y * _bgMask.w;
#ifdef SCENE_DEBUG
if (offset >= _bgMask.buf_len) {
error("Scene::getBGMaskType offset 0x%X exceed bufferLength 0x%X", offset, (int)_bgMask.buf_len);
}
#endif
return (_bgMask.buffer[offset] >> 4) & 0x0f;
}
bool validBGMaskPoint(const Point &testPoint) {
#ifdef SCENE_DEBUG
if (!_bgMask.loaded) {
error("Scene::validBGMaskPoint _bgMask not loaded");
}
#endif
return !((testPoint.x < 0) || (testPoint.x >= _bgMask.w) ||
(testPoint.y < 0) || (testPoint.y >= _bgMask.h));
}
bool canWalk(const Point &testPoint);
bool offscreenPath(Point &testPoint);
void setDoorState(int doorNumber, int doorState) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::setDoorState wrong doorNumber");
#endif
_sceneDoors[doorNumber] = doorState;
}
int getDoorState(int doorNumber) {
#ifdef SCENE_DEBUG
if ((doorNumber < 0) || (doorNumber >= SCENE_DOORS_MAX))
error("Scene::getDoorState wrong doorNumber");
#endif
return _sceneDoors[doorNumber];
}
void initDoorsState();
void getBGInfo(BGInfo &bgInfo);
void getBGPal(PalEntry *&pal) {
pal = (PalEntry *)_bg.pal;
}
void getSlopes(int &beginSlope, int &endSlope);
void clearSceneQueue() {
_sceneQueue.clear();
}
void changeScene(int16 sceneNumber, int actorsEntrance, SceneTransitionType transitionType, int chapter = NO_CHAPTER_CHANGE);
bool isSceneLoaded() const { return _sceneLoaded; }
uint16 getSceneResourceId(int sceneNumber) {
#ifdef SCENE_DEBUG
if ((sceneNumber < 0) || (sceneNumber >= _sceneCount)) {
error("getSceneResourceId: wrong sceneNumber %i", sceneNumber);
}
#endif
return _sceneLUT[sceneNumber];
}
int currentSceneNumber() const { return _sceneNumber; }
int currentChapterNumber() const { return _chapterNumber; }
void setChapterNumber(int ch) { _chapterNumber = ch; }
int getOutsetSceneNumber() const { return _outsetSceneNumber; }
int currentSceneResourceId() const { return _sceneResourceId; }
int getCurrentMusicTrack() const { return _currentMusicTrack; }
void setCurrentMusicTrack(int tr) { _currentMusicTrack = tr; }
int getCurrentMusicRepeat() const { return _currentMusicRepeat; }
void setCurrentMusicRepeat(int rp) { _currentMusicRepeat = rp; }
bool haveChapterPointsChanged() const { return _chapterPointsChanged; }
void setChapterPointsChanged(bool cp) { _chapterPointsChanged = cp; }
void cutawaySkip() {
_vm->_framesEsc = _vm->_scene->isInIntro() ? 2 : 1;
}
void drawTextList();
int getHeight(bool speech = false) const {
if (_vm->getGameId() == GID_IHNM && _vm->_scene->currentChapterNumber() == 8 && !speech)
return _vm->getDisplayInfo().height;
else
return _vm->getDisplayInfo().sceneHeight;
}
void clearPlacard();
void showPsychicProfile(const char *text);
void clearPsychicProfile();
void showIHNMDemoSpecialScreen();
bool isNonInteractiveIHNMDemoPart() {
return _vm->isIHNMDemo() && (_sceneNumber >= 144 && _sceneNumber <= 149);
}
bool isITEPuzzleScene() {
return _vm->getGameId() == GID_ITE && _vm->_puzzle->isActive();
}
private:
void loadScene(LoadSceneParams &loadSceneParams);
void loadSceneDescriptor(uint32 resourceId);
void loadSceneResourceList(uint32 resourceId, SceneResourceDataArray &resourceList);
void loadSceneEntryList(const ByteArray &resourceData);
void processSceneResources(SceneResourceDataArray &resourceList);
void getResourceTypes(SAGAResourceTypes *&types, int &typesCount);
SagaEngine *_vm;
ResourceContext *_sceneContext;
Common::Array<uint16> _sceneLUT;
SceneQueueList _sceneQueue;
bool _sceneLoaded;
int _sceneNumber;
int _chapterNumber;
int _outsetSceneNumber;
int _sceneResourceId;
int _currentMusicTrack;
int _currentMusicRepeat;
bool _chapterPointsChanged;
bool _inGame;
SceneDescription _sceneDescription;
SceneProc *_sceneProc;
SceneImage _bg;
SceneImage _bgMask;
Common::Rect _sceneClip;
int _sceneDoors[SCENE_DOORS_MAX];
public:
ObjectMap *_actionMap;
ObjectMap *_objectMap;
SceneEntryList _entryList;
StringsTable _sceneStrings;
TextList _textList;
private:
int ITEStartProc();
int IHNMStartProc();
int IHNMCreditsProc();
void IHNMLoadCutaways();
bool checkKey();
void fadeMusic();
bool playTitle(int title, int time, int mode = kPanelVideo);
bool playLoopingTitle(int title, int seconds);
public:
static int SC_ITEIntroAnimProc(int param, void *refCon);
static int SC_ITEIntroCave1Proc(int param, void *refCon);
static int SC_ITEIntroCave2Proc(int param, void *refCon);
static int SC_ITEIntroCave3Proc(int param, void *refCon);
static int SC_ITEIntroCave4Proc(int param, void *refCon);
static int SC_ITEIntroValleyProc(int param, void *refCon);
static int SC_ITEIntroTreeHouseProc(int param, void *refCon);
static int SC_ITEIntroFairePathProc(int param, void *refCon);
static int SC_ITEIntroFaireTentProc(int param, void *refCon);
static int SC_ITEIntroCaveDemoProc(int param, void *refCon);
private:
EventColumns *queueIntroDialogue(EventColumns *eventColumns, int n_dialogues, const IntroDialogue dialogue[]);
EventColumns *queueCredits(int delta_time, int duration, int n_credits, const IntroCredit credits[]);
int ITEIntroAnimProc(int param);
int ITEIntroCaveCommonProc(int param, int caveScene);
int ITEIntroCaveDemoProc(int param);
int ITEIntroValleyProc(int param);
int ITEIntroTreeHouseProc(int param);
int ITEIntroFairePathProc(int param);
int ITEIntroFaireTentProc(int param);
};
} // End of namespace Saga
#endif