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scenery.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2004 Ivan Dubrov
 * Copyright (C) 2004-2006 The ScummVM project
 *
 * 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.
 *
 * $URL: https://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/gob/scenery.cpp $
 * $Id: scenery.cpp 23088 2006-06-13 17:02:53Z drmccoy $
 *
 */

#include "common/stdafx.h"
#include "common/endian.h"
#include "common/stream.h"

#include "gob/gob.h"
#include "gob/scenery.h"
#include "gob/inter.h"
#include "gob/video.h"
#include "gob/draw.h"
#include "gob/game.h"
#include "gob/global.h"
#include "gob/util.h"
#include "gob/parse.h"
#include "gob/cdrom.h"

namespace Gob {

Scenery::Scenery(GobEngine *vm) : _vm(vm) {
      int i;

      for (i = 0; i < 20; i++) {
            _spriteRefs[i] = 0;
            _spriteResId[i] = 0;
      }
      for (i = 0; i < 70; i++ ) {
            _staticPictToSprite[i] = 0;
            _animPictToSprite[i] = 0;
      }
      for (i = 0; i < 10; i++) {
            _staticPictCount[i] = 0;
            _staticResId[i] = 0;
            _animPictCount[i] = 0;
            _animResId[i] = 0;
      }

      _curStatic = 0;
      _curStaticLayer = 0;

      _toRedrawLeft = 0;
      _toRedrawRight = 0;
      _toRedrawTop = 0;
      _toRedrawBottom = 0;

      _animTop = 0;
      _animLeft = 0;

      _pCaptureCounter = 0;
}

int16 Scenery::loadStatic(char search) {
      int16 tmp;
      int16 *backsPtr;
      int16 picsCount;
      int16 resId;
      int16 i;
      int16 sceneryIndex;
      char *extData;
      char *dataPtr;
      Static *ptr;
      int16 offset;
      int16 pictDescId;
      int16 width;
      int16 height;
      int16 sprResId;
      int16 sprIndex;

      extData = 0;
      _vm->_inter->evalExpr(&sceneryIndex);
      tmp = _vm->_inter->load16();
      backsPtr = (int16 *)_vm->_global->_inter_execPtr;
      _vm->_global->_inter_execPtr += tmp * 2;
      picsCount = _vm->_inter->load16();
      resId = _vm->_inter->load16();
      if (search) {
            for (i = 0; i < 10; i++) {
                  if (_staticPictCount[i] != -1 && _staticResId[i] == resId) {
                        _vm->_global->_inter_execPtr += 8 * _staticPictCount[i];
                        return i;
                  }

                  if (_staticPictCount[i] == -1 && i < sceneryIndex)
                        sceneryIndex = i;
            }
      }

      _staticPictCount[sceneryIndex] = picsCount;
      _staticResId[sceneryIndex] = resId;

      if (resId >= 30000) {
            extData = _vm->_game->loadExtData(resId, 0, 0);
            dataPtr = extData;
      } else
            dataPtr = _vm->_game->loadTotResource(resId);

      ptr = &_statics[sceneryIndex];

      ptr->layersCount = (int16)READ_LE_UINT16(dataPtr);
      dataPtr += 2;

      ptr->layers = new StaticLayer[ptr->layersCount];
      ptr->pieces = new PieceDesc*[picsCount];
      ptr->piecesFromExt = new int8[picsCount];

      for (i = 0; i < ptr->layersCount; i++) {
            offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
            Common::MemoryReadStream layerData((byte *) (dataPtr + offset), 4294967295U);

            ptr->layers[i].planeCount = layerData.readSint16LE();

            ptr->layers[i].planes = new StaticPlane[ptr->layers[i].planeCount];
            for (int j = 0; j < ptr->layers[i].planeCount; ++j) {
                  ptr->layers[i].planes[j].pictIndex = layerData.readSByte();
                  ptr->layers[i].planes[j].pieceIndex = layerData.readSByte();
                  ptr->layers[i].planes[j].drawOrder = layerData.readSByte();
                  ptr->layers[i].planes[j].destX = layerData.readSint16LE();
                  ptr->layers[i].planes[j].destY = layerData.readSint16LE();
                  ptr->layers[i].planes[j].transp = layerData.readSByte();
            }

            ptr->layers[i].backResId = (int16)READ_LE_UINT16(backsPtr);
            backsPtr++;
      }

      for (i = 0; i < picsCount; i++) {
            pictDescId = _vm->_inter->load16();
            if (pictDescId >= 30000) {
                  ptr->pieces[i] =
                      (PieceDesc *) _vm->_game->loadExtData(pictDescId, 0,
                      0);
                  ptr->piecesFromExt[i] = 1;
            } else {
                  ptr->pieces[i] =
                      (PieceDesc *)
                      _vm->_game->loadTotResource(pictDescId);
                  ptr->piecesFromExt[i] = 0;
            }

            width = _vm->_inter->load16();
            height = _vm->_inter->load16();
            sprResId = _vm->_inter->load16();
            for (sprIndex = 0; sprIndex < 20; sprIndex++) {
                  if (_spriteResId[sprIndex] == sprResId)
                        break;
            }

            if (sprIndex < 20) {
                  _staticPictToSprite[7 * sceneryIndex + i] =
                      sprIndex;
                  _spriteRefs[sprIndex]++;
            } else {
                  for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
                      sprIndex--);

                  _staticPictToSprite[7 * sceneryIndex + i] =
                      sprIndex;
                  _spriteRefs[sprIndex] = 1;
                  _spriteResId[sprIndex] = sprResId;
                  _vm->_draw->_spritesArray[sprIndex] =
                      _vm->_video->initSurfDesc(_vm->_global->_videoMode, width, height, 2);

                  _vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
                  _vm->_draw->_destSurface = sprIndex;
                  _vm->_draw->_spriteLeft = sprResId;
                  _vm->_draw->_transparency = 0;
                  _vm->_draw->_destSpriteX = 0;
                  _vm->_draw->_destSpriteY = 0;
                  _vm->_draw->spriteOperation(DRAW_LOADSPRITE);
            }
      }
      if (extData != 0)
            delete[] extData;
      return sceneryIndex + 100;
}

void Scenery::freeStatic(int16 index) {
      int16 i;
      int16 spr;

      if (index == -1)
            _vm->_inter->evalExpr(&index);

      if (_staticPictCount[index] == -1)
            return;

      for (i = 0; i < _staticPictCount[index]; i++) {
            if (_statics[index].piecesFromExt[i] == 1)
                  delete[] _statics[index].pieces[i];

            spr = _staticPictToSprite[index * 7 + i];
            _spriteRefs[spr]--;
            if (_spriteRefs[spr] == 0) {
                  _vm->_video->freeSurfDesc(_vm->_draw->_spritesArray[spr]);
                  _vm->_draw->_spritesArray[spr] = 0;
                  _spriteResId[spr] = -1;
            }
      }

      for (i = 0; i < _statics[index].layersCount; i++)
            delete[] _statics[index].layers[i].planes;
      delete[] _statics[index].layers;
      delete[] _statics[index].pieces;
      delete[] _statics[index].piecesFromExt;

      _staticPictCount[index] = -1;
}

void Scenery::renderStatic(int16 scenery, int16 layer) {
      Static *ptr;
      StaticLayer *layerPtr;
      StaticPlane *planePtr;
      int16 planeCount;
      int16 order;
      int16 plane;

      int16 pieceIndex;
      int16 pictIndex;

      int16 left;
      int16 right;
      int16 top;
      int16 bottom;

      ptr = &_statics[scenery];
      if (layer >= ptr->layersCount)
            return;

      layerPtr = &ptr->layers[layer];

      _vm->_draw->_spriteLeft = layerPtr->backResId;
      if (_vm->_draw->_spriteLeft != -1) {
            _vm->_draw->_destSpriteX = 0;
            _vm->_draw->_destSpriteY = 0;
            _vm->_draw->_destSurface = 21;
            _vm->_draw->_transparency = 0;
            _vm->_draw->spriteOperation(DRAW_LOADSPRITE);
      }

      planeCount = layerPtr->planeCount;
      for (order = 0; order < 10; order++) {
            for (plane = 0, planePtr = layerPtr->planes;
                plane < planeCount; plane++, planePtr++) {
                  if (planePtr->drawOrder != order)
                        continue;

                  pieceIndex = planePtr->pieceIndex;
                  pictIndex = planePtr->pictIndex - 1;

                  _vm->_draw->_destSpriteX = planePtr->destX;
                  _vm->_draw->_destSpriteY = planePtr->destY;
                  left = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].left);
                  right = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].right);
                  top = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].top);
                  bottom = FROM_LE_16(ptr->pieces[pictIndex][pieceIndex].bottom);

                  _vm->_draw->_sourceSurface =
                      _staticPictToSprite[scenery * 7 + pictIndex];
                  _vm->_draw->_destSurface = 21;
                  _vm->_draw->_spriteLeft = left;
                  _vm->_draw->_spriteTop = top;
                  _vm->_draw->_spriteRight = right - left + 1;
                  _vm->_draw->_spriteBottom = bottom - top + 1;
                  _vm->_draw->_transparency = planePtr->transp ? 3 : 0;
                  _vm->_draw->spriteOperation(DRAW_BLITSURF);
            }
      }
}

void Scenery::updateStatic(int16 orderFrom) {
      StaticLayer *layerPtr;
      PieceDesc **pictPtr;
      StaticPlane *planePtr;
      int16 planeCount;
      int16 order;
      int16 plane;
      int16 pieceIndex;
      int16 pictIndex;

      int16 left;
      int16 right;
      int16 top;
      int16 bottom;

      if (_curStatic == -1)
            return;

      if (_curStaticLayer >= _statics[_curStatic].layersCount)
            return;

      layerPtr = &_statics[_curStatic].layers[_curStaticLayer];
      pictPtr = _statics[_curStatic].pieces;

      planeCount = layerPtr->planeCount;

      for (order = orderFrom; order < 10; order++) {
            for (planePtr = layerPtr->planes, plane = 0;
                plane < planeCount; plane++, planePtr++) {
                  if (planePtr->drawOrder != order)
                        continue;

                  pieceIndex = planePtr->pieceIndex;
                  pictIndex = planePtr->pictIndex - 1;
                  _vm->_draw->_destSpriteX = planePtr->destX;
                  _vm->_draw->_destSpriteY = planePtr->destY;

                  left = FROM_LE_16(pictPtr[pictIndex][pieceIndex].left);
                  right = FROM_LE_16(pictPtr[pictIndex][pieceIndex].right);
                  top = FROM_LE_16(pictPtr[pictIndex][pieceIndex].top);
                  bottom = FROM_LE_16(pictPtr[pictIndex][pieceIndex].bottom);

                  if (_vm->_draw->_destSpriteX > _toRedrawRight)
                        continue;

                  if (_vm->_draw->_destSpriteY > _toRedrawBottom)
                        continue;

                  if (_vm->_draw->_destSpriteX < _toRedrawLeft) {
                        left += _toRedrawLeft - _vm->_draw->_destSpriteX;
                        _vm->_draw->_destSpriteX = _toRedrawLeft;
                  }

                  if (_vm->_draw->_destSpriteY < _toRedrawTop) {
                        top += _toRedrawTop - _vm->_draw->_destSpriteY;
                        _vm->_draw->_destSpriteY = _toRedrawTop;
                  }

                  _vm->_draw->_spriteLeft = left;
                  _vm->_draw->_spriteTop = top;
                  _vm->_draw->_spriteRight = right - left + 1;
                  _vm->_draw->_spriteBottom = bottom - top + 1;

                  if (_vm->_draw->_spriteRight <= 0 || _vm->_draw->_spriteBottom <= 0)
                        continue;

                  if (_vm->_draw->_destSpriteX + _vm->_draw->_spriteRight - 1 >
                      _toRedrawRight)
                        _vm->_draw->_spriteRight =
                            _toRedrawRight - _vm->_draw->_destSpriteX + 1;

                  if (_vm->_draw->_destSpriteY + _vm->_draw->_spriteBottom - 1 >
                      _toRedrawBottom)
                        _vm->_draw->_spriteBottom =
                            _toRedrawBottom - _vm->_draw->_destSpriteY + 1;

                  _vm->_draw->_sourceSurface =
                      _staticPictToSprite[_curStatic * 7 +
                      pictIndex];
                  _vm->_draw->_destSurface = 21;
                  _vm->_draw->_transparency = planePtr->transp ? 3 : 0;
                  _vm->_draw->spriteOperation(DRAW_BLITSURF);
            }
      }
}

int16 Scenery::loadAnim(char search) {
      int16 picsCount;
      int16 resId;
      int16 i;
      int16 j;
      int16 sceneryIndex;
      int16 framesCount;
      char *extData;
      char *dataPtr;
      Animation *ptr;
      int16 offset;
      int16 pictDescId;
      int16 width;
      int16 height;
      int16 sprResId;
      int16 sprIndex;
      uint32 layerPos;

      extData = 0;
      if (_vm->_cdrom->_cdPlaying) {
            while (_vm->_cdrom->getTrackPos() != -1)
                _vm->_util->longDelay(50);

            _vm->_cdrom->_cdPlaying = false;
      }

      _vm->_inter->evalExpr(&sceneryIndex);
      picsCount = _vm->_inter->load16();
      resId = _vm->_inter->load16();

      if (search) {
            for (i = 0; i < 10; i++) {
                  if (_animPictCount[i] != 0
                      && _animResId[i] == resId) {
                        _vm->_global->_inter_execPtr += 8 * _animPictCount[i];
                        return i;
                  }

                  if (_animPictCount[i] == 0 && i < sceneryIndex)
                        sceneryIndex = i;
            }
      }

      _animPictCount[sceneryIndex] = picsCount;
      _animResId[sceneryIndex] = resId;

      if (resId >= 30000) {
            extData = _vm->_game->loadExtData(resId, 0, 0);
            dataPtr = extData;
      } else
            dataPtr = _vm->_game->loadTotResource(resId);

      ptr = &_animations[sceneryIndex];

      ptr->layersCount = READ_LE_UINT16(dataPtr);
      dataPtr += 2;

      ptr->layers = new AnimLayer[ptr->layersCount];
      ptr->pieces = new PieceDesc*[picsCount];
      ptr->piecesFromExt = new int8[picsCount];

      for (i = 0; i < ptr->layersCount; i++) {
            offset = (int16)READ_LE_UINT16(&((int16 *)dataPtr)[i]);
            Common::MemoryReadStream layerData((byte *) (dataPtr + offset - 2), 4294967295U);

            ptr->layers[i].unknown0 = layerData.readSint16LE();
            ptr->layers[i].posX = layerData.readSint16LE();
            ptr->layers[i].posY = layerData.readSint16LE();
            ptr->layers[i].animDeltaX = layerData.readSint16LE();
            ptr->layers[i].animDeltaY = layerData.readSint16LE();
            ptr->layers[i].transp = layerData.readSByte();
            ptr->layers[i].framesCount = layerData.readSint16LE();

            layerPos = layerData.pos();
            framesCount = 0;
            layerData.seek(4, SEEK_CUR);
            for (j = 0; j < ptr->layers[i].framesCount; j++, framesCount++, layerData.seek(4, SEEK_CUR)) {
                  while(layerData.readByte() == 1) {
                        framesCount++;
                        layerData.seek(4, SEEK_CUR);
                  }
            }
            layerData.seek(layerPos);

            ptr->layers[i].frames = new AnimFramePiece[framesCount];
            for (j = 0; j < framesCount; j++) {
                  ptr->layers[i].frames[j].pictIndex = layerData.readByte();
                  ptr->layers[i].frames[j].pieceIndex = layerData.readByte();
                  ptr->layers[i].frames[j].destX = layerData.readSByte();
                  ptr->layers[i].frames[j].destY = layerData.readSByte();
                  ptr->layers[i].frames[j].notFinal = layerData.readSByte();
            }
      }

      for (i = 0; i < picsCount; i++) {
            pictDescId = _vm->_inter->load16();
            if (pictDescId >= 30000) {
                  ptr->pieces[i] =
                      (PieceDesc *) _vm->_game->loadExtData(pictDescId, 0,
                      0);
                  ptr->piecesFromExt[i] = 1;
            } else {
                  ptr->pieces[i] =
                      (PieceDesc *)
                      _vm->_game->loadTotResource(pictDescId);
                  ptr->piecesFromExt[i] = 0;
            }

            width = _vm->_inter->load16();
            height = _vm->_inter->load16();
            sprResId = _vm->_inter->load16();
            for (sprIndex = 0; sprIndex < 20; sprIndex++) {
                  if (_spriteResId[sprIndex] == sprResId)
                        break;
            }

            if (sprIndex < 20) {
                  _animPictToSprite[7 * sceneryIndex + i] = sprIndex;
                  _spriteRefs[sprIndex]++;
            } else {
                  for (sprIndex = 19; _vm->_draw->_spritesArray[sprIndex] != 0;
                      sprIndex--);

                  _animPictToSprite[7 * sceneryIndex + i] = sprIndex;
                  _spriteRefs[sprIndex] = 1;
                  _spriteResId[sprIndex] = sprResId;
                  _vm->_draw->initBigSprite(sprIndex, width, height, 2);

                  _vm->_video->clearSurf(_vm->_draw->_spritesArray[sprIndex]);
                  _vm->_draw->_destSurface = sprIndex;
                  _vm->_draw->_spriteLeft = sprResId;
                  _vm->_draw->_transparency = 0;
                  _vm->_draw->_destSpriteX = 0;
                  _vm->_draw->_destSpriteY = 0;
                  _vm->_draw->spriteOperation(DRAW_LOADSPRITE);
            }
      }
      if (extData != 0)
            delete[] extData;
      return sceneryIndex + 100;
}

void Scenery::freeAnim(int16 animation) {
      int16 i;
      int16 spr;

      if (animation == -1)
            _vm->_inter->evalExpr(&animation);

      if (_animPictCount[animation] == 0)
            return;

      for (i = 0; i < _animPictCount[animation]; i++) {
            if (_animations[animation].piecesFromExt[i] == 1)
                  delete[] _animations[animation].pieces[i];

            spr = _animPictToSprite[animation * 7 + i];
            _spriteRefs[spr]--;
            if (_spriteRefs[spr] == 0) {
                  _vm->_video->freeSurfDesc(_vm->_draw->_spritesArray[spr]);

                  _vm->_draw->_spritesArray[spr] = 0;
                  _spriteResId[spr] = -1;
            }
      }

      
      for (i = 0; i < _animations[animation].layersCount; i++)
            delete[] _animations[animation].layers[i].frames;
      delete[] _animations[animation].layers;
      delete[] _animations[animation].pieces;
      delete[] _animations[animation].piecesFromExt;

      _animPictCount[animation] = 0;
}

void Scenery::interStoreParams(void) {
      AnimLayer *layerPtr;
      int16 animation;
      int16 layer;
      int16 var;

      warning("interStoreParams: Storing...");

      _vm->_inter->evalExpr(&animation);
      _vm->_inter->evalExpr(&layer);
      layerPtr = &_animations[animation].layers[layer];

      var = _vm->_parse->parseVarIndex();
      WRITE_VAR_OFFSET(var, layerPtr->animDeltaX);

      var = _vm->_parse->parseVarIndex();
      WRITE_VAR_OFFSET(var, layerPtr->animDeltaY);

      var = _vm->_parse->parseVarIndex();
      WRITE_VAR_OFFSET(var, layerPtr->unknown0);

      var = _vm->_parse->parseVarIndex();
      WRITE_VAR_OFFSET(var, layerPtr->framesCount);
}

}                       // End of namespace Gob

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