Initial commit
This commit is contained in:
820
engines/ngi/scene.cpp
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820
engines/ngi/scene.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ngi/ngi.h"
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#include "ngi/objects.h"
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#include "ngi/ngiarchive.h"
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#include "ngi/statics.h"
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#include "ngi/messages.h"
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#include "ngi/gameloader.h"
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#include "ngi/constants.h"
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#include "common/algorithm.h"
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#include "graphics/surface.h"
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namespace NGI {
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Scene *NGIEngine::accessScene(int sceneId) {
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SceneTag *t = nullptr;
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for (SceneTagList::iterator s = _gameProject->_sceneTagList->begin(); s != _gameProject->_sceneTagList->end(); ++s) {
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if (s->_sceneId == sceneId) {
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t = &(*s);
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break;
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}
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}
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if (!t)
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return nullptr;
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if (!t->_scene) {
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t->loadScene();
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}
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return t->_scene;
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}
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bool SceneTagList::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "SceneTagList::load()");
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int numEntries = file.readUint16LE();
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for (int i = 0; i < numEntries; i++) {
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push_back(SceneTag());
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back().load(file);
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}
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return true;
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}
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SceneTag::SceneTag() :
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_scene(nullptr),
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_sceneId(0) {}
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SceneTag::~SceneTag() {
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delete _scene;
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}
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bool SceneTag::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "SceneTag::load()");
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_sceneId = file.readUint16LE();
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_tag = file.readPascalString();
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debugC(6, kDebugLoading, "sceneId: %d tag: %s", _sceneId, _tag.c_str());
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return true;
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}
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void SceneTag::loadScene() {
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Common::Path archname = genFileName(0, _sceneId, "nl");
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Common::Archive *arch = makeNGIArchive(archname);
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Common::Path fname = genFileName(0, _sceneId, "sc");
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Common::ScopedPtr<Common::SeekableReadStream> file(arch->createReadStreamForMember(fname));
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delete _scene;
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_scene = new Scene();
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MfcArchive archive(file.get());
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_scene->load(archive);
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if (_scene->_shadows)
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_scene->_shadows->init();
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g_nmi->_currArchive = nullptr;
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}
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Scene::Scene() : _sceneId(0), _field_BC(0) {}
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Scene::~Scene() {
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// _faObjlist is not used
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for (uint i = 0; i < _messageQueueList.size(); i++)
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delete _messageQueueList[i];
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_messageQueueList.clear();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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delete _staticANIObjectList1[i];
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_staticANIObjectList1.clear();
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g_nmi->_globalPalette = &g_nmi->_defaultPalette;
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// delete _field_BC;
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}
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bool Scene::load(MfcArchive &file) {
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debugC(5, kDebugLoading, "Scene::load()");
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Background::load(file);
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_sceneId = file.readUint16LE();
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_sceneName = file.readPascalString();
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debug(0, "scene: <%s> %d", transCyrillic(_sceneName), _sceneId);
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int count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.ani: %d", count);
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for (int i = 0; i < count; i++) {
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int aniNum = file.readUint16LE();
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Common::Path aniname = genFileName(0, aniNum, "ani");
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Common::SeekableReadStream *f = g_nmi->_currArchive->createReadStreamForMember(aniname);
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StaticANIObject *ani = new StaticANIObject();
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MfcArchive archive(f);
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ani->load(archive);
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ani->_sceneId = _sceneId;
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_staticANIObjectList1.push_back(ani);
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delete f;
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}
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count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.mq: %d", count);
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for (int i = 0; i < count; i++) {
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int qNum = file.readUint16LE();
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Common::Path qname = genFileName(0, qNum, "qu");
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Common::SeekableReadStream *f = g_nmi->_currArchive->createReadStreamForMember(qname);
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MfcArchive archive(f);
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archive.readUint16LE(); // Skip 2 bytes
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MessageQueue *mq = new MessageQueue();
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mq->load(archive);
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_messageQueueList.push_back(mq);
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delete f;
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}
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count = file.readUint16LE();
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debugC(7, kDebugLoading, "scene.fa: %d", count);
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for (int i = 0; i < count; i++) {
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// There are no .FA files
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assert(0);
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}
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_libHandle.reset(g_nmi->_currArchive);
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if (_picObjList.size() > 0 && !_bgname.empty()) {
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char fname[260];
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Common::strlcpy(fname, _bgname.c_str(), 260);
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Common::strlcpy(strrchr(fname, '.') + 1, "col", 260);
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Common::ScopedPtr<MemoryObject> col(new MemoryObject());
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col->loadFile(fname);
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if (col->getDataSize()) {
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assert(col->getDataSize() == 256 * sizeof(uint32));
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const byte *data = col->getData();
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for (int i = 0; i < 256; ++i) {
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_palette.pal[i] = READ_LE_UINT32(data);
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data += sizeof(uint32);
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}
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_palette.size = 256;
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}
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}
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Common::Path shdname = genFileName(0, _sceneId, "shd");
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Shadows *shd = new Shadows();
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if (shd->loadFile(shdname))
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_shadows.reset(shd);
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else
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delete shd;
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Common::Path slsname = genFileName(0, _sceneId, "sls");
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if (g_nmi->_soundEnabled) {
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_soundList.reset(new SoundList());
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if (g_nmi->_flgSoundList) {
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Common::Path nlname = genFileName(17, _sceneId, "nl");
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_soundList->loadFile(slsname, nlname);
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} else {
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_soundList->loadFile(slsname, nullptr);
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}
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}
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initStaticANIObjects();
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if (file.size() - file.pos() > 0)
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error("Scene::load (%d bytes left)", (int)(file.size() - file.pos()));
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return true;
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}
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void Scene::initStaticANIObjects() {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList1[i]->initMovements();
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}
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void Scene::init() {
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_x = 0;
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_y = 0;
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g_nmi->_sceneRect.moveTo(0, 0);
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for (uint i = 0; i < _picObjList.size(); i++)
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_picObjList[i]->clearFlags();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList1[i]->clearFlags();
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if (_staticANIObjectList2.size() != _staticANIObjectList1.size()) {
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_staticANIObjectList2.clear();
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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_staticANIObjectList2.push_back(_staticANIObjectList1[i]);
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}
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}
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StaticANIObject *Scene::getAniMan() {
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StaticANIObject *aniMan = getStaticANIObject1ById(ANI_MAN, -1);
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deleteStaticANIObject(aniMan);
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return aniMan;
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}
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StaticANIObject *Scene::getStaticANIObject1ById(int obj, int a3) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
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if (_staticANIObjectList1[i]->_id == obj && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
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return _staticANIObjectList1[i];
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}
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return nullptr;
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}
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StaticANIObject *Scene::getStaticANIObject1ByName(const Common::String &name, int a3) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
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if ((_staticANIObjectList1[i]->_objectName == name) && (a3 == -1 || _staticANIObjectList1[i]->_odelay == a3))
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return _staticANIObjectList1[i];
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}
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return nullptr;
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}
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void Scene::deleteStaticANIObject(StaticANIObject *obj) {
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for (uint i = 0; i < _staticANIObjectList1.size(); i++)
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if (_staticANIObjectList1[i] == obj) {
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_staticANIObjectList1.remove_at(i);
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break;
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}
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for (uint i = 0; i < _staticANIObjectList2.size(); i++)
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if (_staticANIObjectList2[i] == obj) {
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_staticANIObjectList2.remove_at(i);
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break;
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}
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}
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void Scene::addStaticANIObject(StaticANIObject *obj, bool addList2) {
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// WORKAROUND: This is used for making sure that the objects
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// with same priority do not get swapped during drawing
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obj->_cnum = _staticANIObjectList2.size() + 1;
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if (obj->_odelay)
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obj->renumPictures(&_staticANIObjectList1);
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_staticANIObjectList1.push_back(obj);
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if (addList2) {
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if (!obj->_odelay)
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obj->clearFlags();
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_staticANIObjectList2.push_back(obj);
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}
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}
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void Scene::setPictureObjectsFlag4() {
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for (uint i = 0; i < _picObjList.size(); i++) {
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_picObjList[i]->_flags |= 4;
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}
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}
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void Scene::stopAllSounds() {
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for (int i = 0; i < _soundList->getCount(); i++)
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_soundList->getSoundByIndex(i).stop();
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}
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PictureObject *Scene::getPictureObjectById(int objId, int flags) {
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for (uint i = 1; i < _picObjList.size(); i++) {
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if (_picObjList[i]->_id == objId && _picObjList[i]->_odelay == flags)
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return _picObjList[i];
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}
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return nullptr;
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}
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PictureObject *Scene::getPictureObjectByName(const Common::String &objName, int flags) {
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for (uint i = 0; i < _picObjList.size(); i++) {
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if ((_picObjList[i]->_objectName == objName) && (_picObjList[i]->_odelay == flags || flags == -1))
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return _picObjList[i];
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}
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return nullptr;
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}
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void Scene::deletePictureObject(PictureObject *obj) {
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for (uint i = 0; i < _picObjList.size(); i++) {
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if (_picObjList[i] == obj) {
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_picObjList.remove_at(i);
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delete obj;
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return;
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}
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}
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}
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MessageQueue *Scene::getMessageQueueById(int messageId) {
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for (uint i = 0; i < _messageQueueList.size(); i++)
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if (_messageQueueList[i]->_dataId == messageId)
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return _messageQueueList[i];
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return nullptr;
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}
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MessageQueue *Scene::getMessageQueueByName(const Common::String &name) {
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for (uint i = 0; i < _messageQueueList.size(); i++)
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if (_messageQueueList[i]->_queueName == name)
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return _messageQueueList[i];
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return nullptr;
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}
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void Scene::preloadMovements(GameVar *var) {
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GameVar *preload = var->getSubVarByName("PRELOAD");
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if (!preload)
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return;
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for (GameVar *i = preload->_subVars; i; i = i->_nextVarObj) {
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StaticANIObject *ani = getStaticANIObject1ByName(i->_varName, -1);
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if (ani) {
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GameVar *subVars = i->_subVars;
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if (subVars) {
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for (;subVars; subVars = subVars->_nextVarObj) {
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Movement *mov = ani->getMovementByName(subVars->_varName);
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if (mov)
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mov->loadPixelData();
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}
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} else {
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ani->loadMovementsPixelData();
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}
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}
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}
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}
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void Scene::initObjectCursors(const char *varname) {
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GameVar *cursorsVar = g_nmi->getGameLoaderGameVar()->getSubVarByName(varname)->getSubVarByName("CURSORS");
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if (!cursorsVar || !cursorsVar->_subVars)
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return;
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int maxId = 0;
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int minId = 0xffff;
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (obj || (obj = getStaticANIObject1ByName(sub->_varName, -1)) != nullptr) {
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if (obj->_id < minId)
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minId = obj->_id;
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if (obj->_id > maxId)
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maxId = obj->_id;
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}
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}
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g_nmi->_minCursorId = minId;
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g_nmi->_maxCursorId = maxId;
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g_nmi->_objectIdCursors.resize(maxId - minId + 1);
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for (GameVar *sub = cursorsVar->_subVars; sub; sub = sub->_nextVarObj) {
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GameObject *obj = getPictureObjectByName(sub->_varName, -1);
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if (!obj)
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obj = getStaticANIObject1ByName(sub->_varName, -1);
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PictureObject *pic = getGameLoaderInventory()->getScene()->getPictureObjectByName(sub->_value.stringValue, -1);
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if (obj && pic)
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g_nmi->_objectIdCursors[obj->_id - minId] = pic->_id;
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}
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}
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#if 0
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bool Scene::compareObjPriority(const void *p1, const void *p2) {
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if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority)
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return true;
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if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority)
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if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum)
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return true;
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return false;
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}
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void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bool skipFirst) {
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if (skipFirst) {
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Common::Array<StaticANIObject *>::iterator s = list.begin();
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++s;
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Common::sort(s, list.end(), Scene::compareObjPriority);
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} else {
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Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
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}
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}
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void Scene::objectList_sortByPriority(Common::Array<PictureObject *> &list, bool skipFirst) {
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if (skipFirst) {
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Common::Array<PictureObject *>::iterator s = list.begin();
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++s;
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Common::sort(s, list.end(), Scene::compareObjPriority);
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} else {
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Common::sort(list.begin(), list.end(), Scene::compareObjPriority);
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}
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}
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#else
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template<typename T>
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void Scene::objectList_sortByPriority(Common::Array<T *> &list, uint startIndex) {
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if (list.size() > startIndex) {
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||||
int lastIndex = list.size() - 1;
|
||||
bool changed;
|
||||
do {
|
||||
changed = false;
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||||
T *refElement = list[startIndex];
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||||
for (int i = startIndex; i < lastIndex; i++) {
|
||||
T *curElement = list[i + 1];
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||||
if (curElement->_priority > refElement->_priority) {
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// Push refElement down the list
|
||||
list.remove_at(i);
|
||||
list.insert_at(i + 1, refElement);
|
||||
changed = true;
|
||||
} else
|
||||
refElement = curElement;
|
||||
}
|
||||
lastIndex--;
|
||||
} while (changed);
|
||||
}
|
||||
}
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||||
#endif
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||||
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||||
void Scene::draw() {
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||||
debugC(6, kDebugDrawing, ">>>>> Scene::draw()");
|
||||
updateScrolling();
|
||||
|
||||
// Clean previous stuff
|
||||
g_nmi->_backgroundSurface.fillRect(Common::Rect(0, 0, 800, 600), 0);
|
||||
|
||||
drawContent(60000, 0, true);
|
||||
|
||||
objectList_sortByPriority(_staticANIObjectList2);
|
||||
|
||||
for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
|
||||
_staticANIObjectList2[i]->draw2();
|
||||
}
|
||||
|
||||
int priority = -1;
|
||||
for (uint i = 0; i < _staticANIObjectList2.size(); i++) {
|
||||
drawContent(_staticANIObjectList2[i]->_priority, priority, false);
|
||||
|
||||
_staticANIObjectList2[i]->draw();
|
||||
|
||||
priority = _staticANIObjectList2[i]->_priority;
|
||||
}
|
||||
|
||||
drawContent(-1, priority, false);
|
||||
}
|
||||
|
||||
void Scene::updateScrolling() {
|
||||
if (_messageQueueId && !_x && !_y) {
|
||||
MessageQueue *mq = g_nmi->_globalMessageQueueList->getMessageQueueById(_messageQueueId);
|
||||
|
||||
if (mq)
|
||||
mq->update();
|
||||
|
||||
_messageQueueId = 0;
|
||||
}
|
||||
|
||||
// Might happen very early in the game
|
||||
if (!_picObjList.size())
|
||||
return;
|
||||
|
||||
if (_x || _y) {
|
||||
int offsetX = 0;
|
||||
int offsetY = 0;
|
||||
|
||||
if (_x < 0) {
|
||||
if (!g_nmi->_sceneRect.left && !(_picObjList[0]->_flags & 2))
|
||||
_x = 0;
|
||||
|
||||
if (_x <= -g_nmi->_scrollSpeed) {
|
||||
offsetX = -g_nmi->_scrollSpeed;
|
||||
_x += g_nmi->_scrollSpeed;
|
||||
}
|
||||
} else if (_x >= g_nmi->_scrollSpeed) {
|
||||
offsetX = g_nmi->_scrollSpeed;
|
||||
_x -= g_nmi->_scrollSpeed;
|
||||
} else {
|
||||
_x = 0;
|
||||
}
|
||||
|
||||
if (_y > 0) {
|
||||
offsetY = g_nmi->_scrollSpeed;
|
||||
_y -= g_nmi->_scrollSpeed;
|
||||
}
|
||||
|
||||
if (_y < 0) {
|
||||
offsetY -= g_nmi->_scrollSpeed;
|
||||
_y += g_nmi->_scrollSpeed;
|
||||
}
|
||||
|
||||
g_nmi->_sceneRect.translate(offsetX, offsetY);
|
||||
}
|
||||
|
||||
updateScrolling2();
|
||||
}
|
||||
|
||||
void Scene::updateScrolling2() {
|
||||
if (_picObjList.size()) {
|
||||
int offsetY = 0;
|
||||
int offsetX = 0;
|
||||
|
||||
const Dims dims = _picObjList[0]->getDimensions();
|
||||
const int flags = _picObjList[0]->_flags;
|
||||
|
||||
if (g_nmi->_sceneRect.left < 0 && !(flags & 2))
|
||||
offsetX = -g_nmi->_sceneRect.left;
|
||||
|
||||
if (g_nmi->_sceneRect.top < 0 && !(flags & 0x20))
|
||||
offsetY = -g_nmi->_sceneRect.top;
|
||||
|
||||
if (g_nmi->_sceneRect.right > dims.x - 1 && g_nmi->_sceneRect.left > 0 && !(flags & 2))
|
||||
offsetX = dims.x - g_nmi->_sceneRect.right - 1;
|
||||
|
||||
if (g_nmi->_sceneRect.bottom > dims.y - 1 && g_nmi->_sceneRect.top > 0 && !(flags & 0x20))
|
||||
offsetY = dims.y - g_nmi->_sceneRect.bottom - 1;
|
||||
|
||||
g_nmi->_sceneRect.translate(offsetX, offsetY);
|
||||
}
|
||||
}
|
||||
|
||||
StaticANIObject *Scene::getStaticANIObjectAtPos(int x, int y) {
|
||||
StaticANIObject *res = nullptr;
|
||||
|
||||
for (uint i = 0; i < _staticANIObjectList1.size(); i++) {
|
||||
StaticANIObject *p = _staticANIObjectList1[i];
|
||||
|
||||
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
||||
p->isPixelHitAtPos(x, y) &&
|
||||
(!res || res->_priority > p->_priority))
|
||||
res = p;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
PictureObject *Scene::getPictureObjectAtPos(int x, int y) {
|
||||
PictureObject *res = nullptr;
|
||||
|
||||
for (uint i = 0; i < _picObjList.size(); i++) {
|
||||
PictureObject *p = _picObjList[i];
|
||||
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
||||
p->isPixelHitAtPos(x, y) &&
|
||||
(!res || res->_priority >= p->_priority))
|
||||
res = p;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
int Scene::getPictureObjectIdAtPos(int x, int y) {
|
||||
PictureObject *resp = nullptr;
|
||||
int res = 0;
|
||||
|
||||
for (uint i = 0; i < _picObjList.size(); i++) {
|
||||
PictureObject *p = _picObjList[i];
|
||||
if ((p->_field_8 & 0x100) && (p->_flags & 4) &&
|
||||
p->isPixelHitAtPos(x, y) &&
|
||||
(!res || resp->_priority >= p->_priority)) {
|
||||
resp = p;
|
||||
res = p->_id;
|
||||
}
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
void Scene::update(int counterdiff) {
|
||||
debugC(6, kDebugDrawing, "Scene::update(%d)", counterdiff);
|
||||
|
||||
for (uint i = 0; i < _staticANIObjectList2.size(); i++)
|
||||
_staticANIObjectList2[i]->update(counterdiff);
|
||||
}
|
||||
|
||||
void Scene::drawContent(int minPri, int maxPri, bool drawBg) {
|
||||
if (!_picObjList.size() && !_bigPictureXDim)
|
||||
return;
|
||||
|
||||
if (_palette.size) {
|
||||
g_nmi->_globalPalette = &_palette;
|
||||
}
|
||||
|
||||
debugC(1, kDebugDrawing, "Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
|
||||
|
||||
#if 0
|
||||
if (_picObjList.size() > 2) { // We need to z-sort them
|
||||
objectList_sortByPriority(_picObjList, true);
|
||||
}
|
||||
#else
|
||||
objectList_sortByPriority(_picObjList, 1);
|
||||
#endif
|
||||
|
||||
if (minPri == -1 && _picObjList.size())
|
||||
minPri = _picObjList.back()->_priority - 1;
|
||||
|
||||
if (maxPri == -1)
|
||||
maxPri = 60000;
|
||||
|
||||
debugC(1, kDebugDrawing, "-> Scene::drawContent(>%d, <%d, %d)", minPri, maxPri, drawBg);
|
||||
|
||||
Dims dims;
|
||||
|
||||
debugC(1, kDebugDrawing, "_bigPict: %d objlist: %d", _bigPictureXDim, _picObjList.size());
|
||||
|
||||
if (drawBg && _bigPictureXDim && _picObjList.size()) {
|
||||
|
||||
dims = _bigPictureArray[0]->getDimensions();
|
||||
|
||||
int width = dims.x;
|
||||
int height = dims.y;
|
||||
|
||||
debugC(8, kDebugDrawing, "w: %d h:%d", width, height);
|
||||
|
||||
dims = _picObjList[0]->getDimensions();
|
||||
|
||||
debugC(8, kDebugDrawing, "w2: %d h2:%d", dims.x, dims.y);
|
||||
|
||||
int bgStX = g_nmi->_sceneRect.left % dims.x;
|
||||
|
||||
if (bgStX < 0)
|
||||
bgStX += dims.x;
|
||||
|
||||
int bgNumX = bgStX / width;
|
||||
int bgOffsetX = bgStX % width;
|
||||
|
||||
int bgStY = g_nmi->_sceneRect.top % dims.y;
|
||||
|
||||
if (bgStY < 0)
|
||||
bgStY += dims.y;
|
||||
|
||||
int bgNumY = bgStY / height;
|
||||
int bgOffsetY = bgStY % height;
|
||||
|
||||
int bgPosX = g_nmi->_sceneRect.left - bgOffsetX;
|
||||
|
||||
if (bgPosX < g_nmi->_sceneRect.right - 1) {
|
||||
for (;;) {
|
||||
uint v25 = bgNumY;
|
||||
for (int y = g_nmi->_sceneRect.top - bgOffsetY; y < g_nmi->_sceneRect.bottom - 1;) {
|
||||
BigPicture *v27 = getBigPicture(bgNumX, v25);
|
||||
v27->draw(bgPosX, y, 0, 0);
|
||||
y += v27->getDimensions().y;
|
||||
v25++;
|
||||
|
||||
if (v25 >= _bigPictureYDim) {
|
||||
if (!(_picObjList[0]->_flags & 0x20))
|
||||
break;
|
||||
v25 = 0;
|
||||
}
|
||||
}
|
||||
dims = getBigPicture(bgNumX, 0)->getDimensions();
|
||||
int oldx = dims.x + bgPosX;
|
||||
bgPosX += dims.x;
|
||||
bgNumX++;
|
||||
|
||||
if (bgNumX >= (int)_bigPictureXDim) {
|
||||
if (!(_picObjList[0]->_flags & 0x2))
|
||||
break;
|
||||
bgNumX = 0;
|
||||
}
|
||||
if (oldx >= g_nmi->_sceneRect.right - 1)
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (uint i = 1; i < _picObjList.size(); i++) {
|
||||
PictureObject *obj = _picObjList[i];
|
||||
|
||||
if (obj->_priority < minPri || obj->_priority >= maxPri)
|
||||
continue;
|
||||
|
||||
int objX = obj->_ox;
|
||||
int objY = obj->_oy;
|
||||
|
||||
debugC(8, kDebugDrawing, "obj: %d %d", objX, objY);
|
||||
|
||||
dims = obj->getDimensions();
|
||||
|
||||
int width = dims.x;
|
||||
int height = dims.y;
|
||||
|
||||
if (obj->_flags & 8) {
|
||||
while (objX > g_nmi->_sceneRect.right) {
|
||||
objX -= width;
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
for (int j = width + objX; width + objX < g_nmi->_sceneRect.left; j = width + objX) {
|
||||
objX = j;
|
||||
obj->setOXY(j, objY);
|
||||
}
|
||||
}
|
||||
|
||||
if (obj->_flags & 0x10) {
|
||||
while (objY > g_nmi->_sceneRect.bottom) {
|
||||
objY -= height;
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
for (int j = objY + height; objY + height < g_nmi->_sceneRect.top; j = objY + height) {
|
||||
objY = j;
|
||||
obj->setOXY(objX, j);
|
||||
}
|
||||
}
|
||||
if (obj->_flags & 4)
|
||||
obj->draw();
|
||||
|
||||
if (obj->_flags & 2) {
|
||||
if (objX > g_nmi->_sceneRect.left) {
|
||||
obj->setOXY(objX - width, objY);
|
||||
obj->draw();
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
if (width + objX < g_nmi->_sceneRect.right) {
|
||||
obj->setOXY(width + objX, objY);
|
||||
obj->draw();
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
}
|
||||
|
||||
if (obj->_flags & 0x20) {
|
||||
if (objY > g_nmi->_sceneRect.top) {
|
||||
obj->setOXY(objX, objY - height);
|
||||
obj->draw();
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
if (height + objY < g_nmi->_sceneRect.bottom) {
|
||||
obj->setOXY(objX, height + objY);
|
||||
obj->draw();
|
||||
obj->setOXY(objX, objY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace NGI
|
||||
Reference in New Issue
Block a user