scummvm/queen/logic.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "queen/logic.h"
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#include "queen/defs.h"
#include "queen/graphics.h"
#include "queen/walk.h"
#include "common/str.h"
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namespace Queen {
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Logic::Logic(Resource *resource, Graphics *graphics)
: _resource(resource), _graphics(graphics) {
_jas = _resource->loadFile("QUEEN.JAS", 20);
_joe.x = _joe.y = 0;
_walk = new Walk(this, _graphics);
memset(_gameState, 0, sizeof(_gameState));
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initialise();
}
Logic::~Logic() {
delete[] _jas;
delete _walk;
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//free(_graphicData);
}
void Logic::initialise() {
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int16 i, j;
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uint8 *ptr = _jas;
//_display->loadFont();
_numRooms = READ_BE_UINT16(ptr);
ptr += 2;
_numNames = READ_BE_UINT16(ptr);
ptr += 2;
_numObjects = READ_BE_UINT16(ptr);
ptr += 2;
_numDescriptions = READ_BE_UINT16(ptr);
ptr += 2;
//Object data
_objectData = new ObjectData[_numObjects + 1];
//clear first object
_objectData[0].name = 0;
_objectData[0].x = 0;
_objectData[0].y = 0;
_objectData[0].description = 0;
_objectData[0].entryObj = 0;
_objectData[0].room = 0;
_objectData[0].state = 0;
_objectData[0].image = 0;
for (i = 1; i <= _numObjects; i++) {
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_objectData[i].name = (int16)READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].x = READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].y = READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].description = READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].entryObj = (int16)READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].room = READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].state = (int16)READ_BE_UINT16(ptr);
ptr += 2;
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_objectData[i].image = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
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//Room data
_roomData = new uint16[_numRooms + 2];
for (i = 1; i <= (_numRooms + 1); i++) {
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_roomData[i] = READ_BE_UINT16(ptr);
ptr += 2;
}
_roomData[_numRooms + 1] = _numObjects;
//SFX Name
// the following table isn't available in demo version
if (_resource->isDemo()) {
_sfxName = NULL;
}
else {
_sfxName = new uint16[_numRooms + 1];
for (i = 1; i <= _numRooms; i++) {
_sfxName[i] = READ_BE_UINT16(ptr);
ptr += 2;
}
}
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//Item information
_numItems = READ_BE_UINT16(ptr);
ptr += 2;
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_itemData = new ItemData[_numItems + 1];
for (i = 1; i <= _numItems; i++) {
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_itemData[i].item = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_itemData[i].description = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_itemData[i].state = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_itemData[i].bobFrame = READ_BE_UINT16(ptr);
ptr += 2;
_itemData[i].sfxDescription = READ_BE_UINT16(ptr);
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ptr += 2;
}
//Graphic Image Data
_numGraphics = READ_BE_UINT16(ptr);
ptr += 2;
_graphicData = new GraphicData[_numGraphics + 1];
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for (i = 1; i <= _numGraphics; i++) {
_graphicData[i].x = READ_BE_UINT16(ptr);
ptr += 2;
_graphicData[i].y = READ_BE_UINT16(ptr);
ptr += 2;
_graphicData[i].firstFrame = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_graphicData[i].lastFrame = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_graphicData[i].speed = READ_BE_UINT16(ptr);
ptr += 2;
}
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_objMax = new int16[_numRooms + 1];
_areaMax = new int16[_numRooms + 1];
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_area = new Area[_numRooms + 1][11];
for (i = 1; i <= _numRooms; i++) {
_objMax[i] = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
_areaMax[i] = (int16)READ_BE_UINT16(ptr);
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ptr += 2;
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for (j = 1; j <= _areaMax[i]; j++) {
assert(j < 11);
_area[i][j].mapNeighbours = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].box.x1 = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].box.y1 = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].box.x2 = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].box.y2 = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].bottomScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].topScaleFactor = READ_BE_UINT16(ptr); ptr += 2;
_area[i][j].object = READ_BE_UINT16(ptr); ptr += 2;
}
}
_objectBox = new Box[_numObjects + 1];
for (i = 1; i <= _numObjects; i++) {
_objectBox[i].x1 = READ_BE_UINT16(ptr);
ptr += 2;
_objectBox[i].y1 = READ_BE_UINT16(ptr);
ptr += 2;
_objectBox[i].x2 = READ_BE_UINT16(ptr);
ptr += 2;
_objectBox[i].y2 = READ_BE_UINT16(ptr);
ptr += 2;
}
//Walk OFF Data
_numWalkOffs = READ_BE_UINT16(ptr);
ptr += 2;
_walkOffData = new WalkOffData[_numWalkOffs + 1];
for (i = 1; i <= _numWalkOffs; i++) {
_walkOffData[i].entryObj = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_walkOffData[i].x = READ_BE_UINT16(ptr);
ptr += 2;
_walkOffData[i].y = READ_BE_UINT16(ptr);
ptr += 2;
}
//Special Object Descriptions
_numObjDesc = READ_BE_UINT16(ptr);
ptr += 2;
_objectDescription = new ObjectDescription[_numObjDesc + 1];
for (i = 1; i <= _numObjDesc; i++) {
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_objectDescription[i].object = READ_BE_UINT16(ptr);
ptr += 2;
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_objectDescription[i].type = READ_BE_UINT16(ptr);
ptr += 2;
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_objectDescription[i].lastDescription = READ_BE_UINT16(ptr);
ptr += 2;
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_objectDescription[i].seenCount = READ_BE_UINT16(ptr);
ptr += 2;
}
//Command List Data
_numCmdList = READ_BE_UINT16(ptr);
ptr += 2;
_cmdList = new CmdListData[_numCmdList + 1];
for (i = 1; i <= _numCmdList; i++) {
_cmdList[i].verb = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdList[i].nounObj1 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdList[i].nounObj2 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdList[i].song = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdList[i].setAreas = READ_BE_UINT16(ptr) != 0;
ptr += 2;
_cmdList[i].setObjects = READ_BE_UINT16(ptr) != 0;
ptr += 2;
_cmdList[i].setItems = READ_BE_UINT16(ptr) != 0;
ptr += 2;
_cmdList[i].setConditions = READ_BE_UINT16(ptr) != 0;
ptr += 2;
_cmdList[i].image = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdList[i].specialSection = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
//Command AREA
_numCmdArea = READ_BE_UINT16(ptr);
ptr += 2;
_cmdArea = new CmdArea[_numCmdArea + 1];
for (i = 1; i <= _numCmdArea; i++) {
_cmdArea[i].id = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdArea[i].area = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdArea[i].room = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
//Command OBJECT
_numCmdObject = READ_BE_UINT16(ptr);
ptr += 2;
_cmdObject = new CmdObject[_numCmdObject + 1];
for (i = 1; i <= _numCmdObject; i++) {
_cmdObject[i].id = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdObject[i].dstObj = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdObject[i].srcObj = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
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//Command INVENTORY
_numCmdInventory = READ_BE_UINT16(ptr);
ptr += 2;
_cmdInventory = new CmdInventory[_numCmdInventory + 1];
for (i = 1; i <= _numCmdInventory; i++) {
_cmdInventory[i].id = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdInventory[i].dstItem = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdInventory[i].srcItem = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
//Command GAMESTATE
_numCmdGameState = READ_BE_UINT16(ptr);
ptr += 2;
_cmdGameState = new CmdGameState[_numCmdGameState + 1];
for (i = 1; i <= _numCmdGameState; i++) {
_cmdGameState[i].id = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdGameState[i].gameStateSlot = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdGameState[i].gameStateValue = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_cmdGameState[i].speakValue = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
_entryObj = READ_BE_UINT16(ptr);
ptr += 2;
//Furniture DATA
_numFurniture = READ_BE_UINT16(ptr);
ptr += 2;
_furnitureData = new FurnitureData[_numFurniture + 1];
for (i = 1; i <= _numFurniture; i++) {
_furnitureData[i].room = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_furnitureData[i].gameStateValue = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
_numActors = READ_BE_UINT16(ptr);
ptr += 2;
_numAAnim = READ_BE_UINT16(ptr);
ptr += 2;
_numAName = READ_BE_UINT16(ptr);
ptr += 2;
_numAFile = READ_BE_UINT16(ptr);
ptr += 2;
_actorData = new ActorData[_numActors + 1];
for (i = 1; i <= _numActors; i++) {
_actorData[i].room = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].bobNum = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].name = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].gameStateSlot = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].gameStateValue = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].color = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].bobFrameStanding = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].x = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].y = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].anim = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].bankNum = READ_BE_UINT16(ptr);
ptr += 2;
_actorData[i].actorFile = READ_BE_UINT16(ptr);
ptr += 2;
}
_numGraphicAnim = READ_BE_UINT16(ptr);
ptr += 2;
_graphicAnim = new GraphicAnim[_numGraphicAnim + 1];
for (i = 1; i <= _numGraphicAnim; i++) {
_graphicAnim[i].frame1 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_graphicAnim[i].frame2 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
_graphicAnim[i].frame3 = (int16)READ_BE_UINT16(ptr);
ptr += 2;
}
_currentRoom = _objectData[_entryObj].room;
_entryObj = 0;
/*
switch (_resource->getLanguage()) {
case ENGLISH:
_keyLanguage = _keyCommands[KEYS_ENGLISH];
break;
case GERMAN:
_keyLanguage = _keyCommands[KEYS_GERMAN];
break;
case FRENCH:
_keyLanguage = _keyCommands[KEYS_FRENCH];
break;
case ITALIAN:
_keyLanguage = _keyCommands[KEYS_ITALIAN];
break;
default:
_keyLanguage = _keyCommands[KEYS_ENGLISH];
break;
}
*/
_objDescription = new char*[_numDescriptions + 1];
_objDescription[0] = 0;
for (i = 1; i <= _numDescriptions; i++)
_objDescription[i] = _resource->getJAS2Line();
//Patch for German text bug
if (_resource->getLanguage() == GERMAN) {
char *txt = new char[48];
strcpy(txt, "Es bringt nicht viel, das festzubinden.");
_objDescription[296] = txt;
}
_objName = new char*[_numNames + 1];
_objName[0] = 0;
for (i = 1; i <= _numNames; i++)
_objName[i] = _resource->getJAS2Line();
_roomName = new char*[_numRooms + 1];
_roomName[0] = 0;
for (i = 1; i <= _numRooms; i++)
_roomName[i] = _resource->getJAS2Line();
_verbName[0] = 0;
for (i = 1; i <= 12; i++)
_verbName[i] = _resource->getJAS2Line();
_joeResponse[0] = 0;
for (i = 1; i <= JOE_RESPONSE_MAX; i++)
_joeResponse[i] = _resource->getJAS2Line();
_aAnim = new char*[_numAAnim + 1];
_aAnim[0] = 0;
for (i = 1; i <= _numAAnim; i++)
_aAnim[i] = _resource->getJAS2Line();
_aName = new char*[_numAName + 1];
_aName[0] = 0;
for (i = 1; i <= _numAName; i++)
_aName[i] = _resource->getJAS2Line();
_aFile = new char*[_numAFile + 1];
_aFile[0] = 0;
for (i = 1; i <= _numAFile; i++)
_aFile[i] = _resource->getJAS2Line();
_textToggle = true;
if (_resource->isFloppy())
_speechToggle = false;
else
_speechToggle = true;
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_graphics->panelLoad();
_graphics->bobSetupControl();
_walk->joeSetup();
zoneSetupPanel();
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memset(_zones, 0, sizeof(_zones));
_oldRoom = 0;
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}
uint16 Logic::currentRoom() {
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return _currentRoom;
}
void Logic::currentRoom(uint16 room) {
_currentRoom = room;
}
void Logic::oldRoom(uint16 room) {
_oldRoom = room;
}
ObjectData* Logic::objectData(int index) {
return &_objectData[index];
}
uint16 Logic::roomData(int room) {
return _roomData[room];
}
uint16 Logic::objMax(int room) {
return _objMax[room];
}
Area *Logic::area(int room, int num) {
return &_area[room][num];
}
Area *Logic::currentRoomArea(int num) {
return &_area[_currentRoom][num];
}
uint16 Logic::areaMax(int room) {
return _areaMax[room];
}
uint16 Logic::currentRoomAreaMax() {
return _areaMax[_currentRoom];
}
uint16 Logic::walkOffCount() {
return _numWalkOffs;
}
WalkOffData *Logic::walkOffData(int index) {
return &_walkOffData[index];
}
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GraphicData *Logic::graphicData(int index) {
return &_graphicData[index];
}
uint16 Logic::findBob(uint16 obj) {
uint16 i;
uint16 bobnum = 0;
uint16 bobtype = 0; // 1 for animated, 0 for static
if (obj > _numObjects)
error("Object index (%i) > _numObjects (%i)", obj, _numObjects);
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uint16 room = _objectData[obj].room;
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if (room >= _numRooms) {
warning("room (%i) > _numRooms (%i)", room, _numRooms);
}
int16 img = _objectData[obj].image;
if(img != 0) {
if(img == -3 || img == -4) {
// a person object
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
}
else {
if(img <= -10) {
// object has been turned off, but the image order hasn't been updated
if(_graphicData[-(img + 10)].lastFrame != 0) {
bobtype = 1;
}
}
else if(img == -2) {
// -1 static, -2 animated
bobtype = 1;
}
else if(img > 0) {
if(_graphicData[img].lastFrame != 0) {
bobtype = 1;
}
}
uint16 idxAnimated = 0;
uint16 idxStatic = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
if(_graphicData[-(img + 10)].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
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if (img >= _numGraphics)
warning("img (%i) >= _numGraphics (%i)", img, _numGraphics);
if(_graphicData[img].lastFrame != 0) {
++idxAnimated;
}
else {
++idxStatic;
}
}
else if(img == -1) {
++idxStatic;
}
else if(img == -2) {
++idxAnimated;
}
}
if(bobtype == 0) {
// static bob
if(idxStatic > 0) {
bobnum = 19 + _numFurnitureStatic + idxStatic;
}
}
else {
// animated bob
if(idxAnimated > 0) {
bobnum = 4 + _numFurnitureAnimated + idxAnimated;
}
}
}
}
return bobnum;
}
uint16 Logic::findFrame(uint16 obj) {
uint16 i;
uint16 framenum = 0;
uint16 room = _objectData[obj].room;
int16 img = _objectData[obj].image;
if(img == -3 || img == -4) {
uint16 bobnum = 0;
for(i = _roomData[room] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if(img == -3 || img == -4) {
++bobnum;
}
}
if(bobnum <= 3) {
framenum = 29 + FRAMES_JOE_XTRA + bobnum;
}
}
else {
uint16 idx = 0;
for(i = _roomData[room] + 1; i < obj; ++i) {
img = _objectData[i].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
// skip all the frames of the animation
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
// static bob, skip one frame
++idx;
}
}
else if(img == -1) {
++idx;
}
else if(img > 0) {
if(img > 5000) {
img -= 5000;
}
GraphicData* pgd = &_graphicData[img];
uint16 lastFrame = ABS(pgd->lastFrame);
if(pgd->firstFrame < 0) {
idx += lastFrame;
}
else if(lastFrame != 0) {
idx += (lastFrame - pgd->firstFrame) + 1;
}
else {
++idx;
}
}
}
img = _objectData[obj].image;
if(img <= -10) {
GraphicData* pgd = &_graphicData[-(img + 10)];
if(pgd->lastFrame != 0) {
idx += ABS(pgd->lastFrame) - pgd->firstFrame + 1;
}
else {
++idx;
}
}
else if(img == -1 || img > 0) {
++idx;
}
// calculate only if there are person frames
if(idx > 0) {
framenum = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen + idx;
}
}
return framenum;
}
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uint16 Logic::objectForPerson(uint16 bobNum) {
uint16 bobcur = 0;
// first object number in the room
uint16 cur = _roomData[_currentRoom] + 1;
// last object number in the room
uint16 last = _roomData[_currentRoom + 1];
while (cur <= last) {
int16 image = _objectData[cur].image;
if (image == -3 || image == -4) {
// the object is a bob
++bobcur;
}
if (bobcur == bobNum) {
return cur;
}
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++cur;
}
return 0;
}
WalkOffData *Logic::walkOffPointForObject(uint16 obj) {
uint16 i;
for (i = 1; i <= _numWalkOffs; ++i) {
if (_walkOffData[i].entryObj == obj) {
return &_walkOffData[i];
}
}
return NULL;
}
void Logic::joeFacing(uint16 dir) {
_joe.facing = dir;
}
void Logic::joeX(uint16 x) {
_joe.x = x;
}
void Logic::joeY(uint16 y) {
_joe.y = y;
}
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void Logic::joeWalk(uint16 walk) {
_joe.walk = walk;
}
void Logic::joeScale(uint16 scale) {
_joe.scale = scale;
}
int16 Logic::gameState(int index) {
if (index >= 0 && index < GAME_STATE_COUNT)
return _gameState[index];
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
void Logic::gameState(int index, int16 newValue) {
if (index >= 0 && index < GAME_STATE_COUNT)
_gameState[index] = newValue;
else
error("[QueenLogic::gameState] invalid index: %i", index);
}
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void Logic::zoneSet(uint16 screen, uint16 zone, uint16 x1, uint16 y1, uint16 x2, uint16 y2) {
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box.x1 = x1;
pzs->box.y1 = y1;
pzs->box.x2 = x2;
pzs->box.y2 = y2;
}
void Logic::zoneSet(uint16 screen, uint16 zone, const Box& box) {
debug(9, "Logic::zoneSet(%d, %d, (%d,%d), (%d,%d))", screen, zone, box.x1, box.y1, box.x2, box.y2);
ZoneSlot *pzs = &_zones[screen][zone];
pzs->valid = true;
pzs->box = box;
}
uint16 Logic::zoneIn(uint16 screen, uint16 x, uint16 y) {
int i;
if (screen == ZONE_PANEL) {
y -= ROOM_ZONE_HEIGHT;
}
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
ZoneSlot *pzs = &_zones[screen][i];
if (pzs->valid && pzs->box.contains(x, y)) {
return i;
}
}
return 0;
}
uint16 Logic::zoneInArea(uint16 screen, uint16 x, uint16 y) {
uint16 zone = zoneIn(screen, x, y);
if (zone <= _objMax[_currentRoom]) {
zone = 0;
}
else {
zone -= _objMax[_currentRoom];
}
return zone;
}
void Logic::zoneClearAll(uint16 screen) {
int i;
for(i = 1; i < MAX_ZONES_NUMBER; ++i) {
_zones[screen][i].valid = false;
}
}
void Logic::zoneSetup() {
zoneClearAll(ZONE_ROOM);
int i;
int zoneNum;
// setup objects zones
uint16 maxObjRoom = _objMax[_currentRoom];
uint16 objRoomNum = _roomData[_currentRoom];
zoneNum = 1;
for (i = objRoomNum + 1; i <= objRoomNum + maxObjRoom; ++i) {
if (_objectData[i].name != 0) {
zoneSet(ZONE_ROOM, zoneNum, _objectBox[i]);
}
++zoneNum;
}
// setup room zones (areas)
uint16 maxAreaRoom = _areaMax[_currentRoom];
for (zoneNum = 1; zoneNum <= maxAreaRoom; ++zoneNum) {
zoneSet(ZONE_ROOM, maxObjRoom + zoneNum, _area[_currentRoom][zoneNum].box);
_graphics->boxDraw(_area[_currentRoom][zoneNum].box, 18);
}
}
void Logic::zoneSetupPanel() {
int i;
// verbs
for (i = 0; i <= 7; ++i) {
int x = i * 20;
zoneSet(ZONE_PANEL, i + 1, x, 10, x + 19, 49);
}
// inventory scrolls
zoneSet(ZONE_PANEL, PANEL_AREA_INV_UP, 160, 10, 179, 29);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_DOWN, 160, 30, 179, 49);
// inventory items
zoneSet(ZONE_PANEL, PANEL_AREA_INV_1, 180, 10, 213, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_2, 214, 10, 249, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_3, 250, 10, 284, 49);
zoneSet(ZONE_PANEL, PANEL_AREA_INV_4, 285, 10, 320, 49);
}
void Logic::roomErase() {
_graphics->frameEraseAll(false);
_graphics->bankErase(15);
_graphics->bankErase(11);
_graphics->bankErase(10);
_graphics->bankErase(12);
// TODO: TALKHEAD=0;
// TODO: _display->fadeOut();
// TODO: credits system
// invalidates all persons animations
uint16 i;
for (i = 0; i <= 3; ++i) {
_personFrames[i] = 0;
}
for (i = 1; i <= 16; ++i) {
_newAnim[i][0] = 0;
}
uint16 cur = _roomData[_oldRoom] + 1;
uint16 last = _roomData[_oldRoom + 1];
while (cur <= last) {
ObjectData *pod = &_objectData[cur];
if (pod->name == 0) {
// object has been deleted, invalidate image
pod->image = 0;
}
else if (pod->image > -4000 && pod->image <= -10) {
if (_graphicData[ABS(pod->image + 10)].lastFrame == 0) {
// static Bob
pod->image = -1;
}
else {
// animated Bob
pod->image = -2;
}
}
++cur;
}
}
void Logic::roomSetupFurniture() {
_numFurnitureStatic = 0;
_numFurnitureAnimated = 0;
_numFurnitureAnimatedLen = 0;
uint16 curImage = 36 + FRAMES_JOE_XTRA;
// count the furniture and update gameState
uint16 furnitureTotal = 0;
uint16 i;
for (i = 1; i <= _numFurniture; ++i) {
if (_furnitureData[i].room == _currentRoom) {
++furnitureTotal;
_gameState[furnitureTotal] = _furnitureData[i].gameStateValue;
}
}
if (furnitureTotal == 0) {
return;
}
// unpack the furniture from the bank 15
// there are 3 kinds :
// - static (bobs), gamestate range = ]0;5000]
// - animated (bobs), gamestate range = ]0;5000]
// - static (paste downs), gamestate range = [5000; [
// unpack the static bobs
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
if (pgd->lastFrame == 0) {
++_numFurnitureStatic;
++curImage;
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
++_numFrames;
BobSlot *pbs = _graphics->bob(19 + _numFurnitureStatic);
pbs->active = true;
pbs->x = pgd->x;
pbs->y = pgd->y;
pbs->frameNum = curImage;
}
}
}
// unpack the animated bobs
uint16 curBob = 0;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 0 && obj <= 5000) {
GraphicData *pgd = &_graphicData[obj];
bool rebound = false;
int16 lastFrame = pgd->lastFrame;
if (lastFrame < 0) {
rebound = true;
lastFrame = -lastFrame;
}
if (lastFrame > 0) {
_numFurnitureAnimatedLen += lastFrame - pgd->firstFrame + 1;
++_numFurnitureAnimated;
uint16 image = curImage + 1;
int k;
for (k = pgd->firstFrame; k <= pgd->lastFrame; ++k) {
++curImage;
_graphics->bankUnpack(k, curImage, 15);
++_numFrames;
}
_graphics->bobAnimNormal(5 + curBob, image, curImage, pgd->speed / 4, rebound, false);
BobSlot *pbs = _graphics->bob(5 + curBob);
pbs->x = pgd->x;
pbs->y = pgd->y;
++curBob;
}
}
}
// unpack the paste downs
++curImage;
for (i = 1; i <= furnitureTotal; ++i) {
int16 obj = _gameState[i];
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
// no need to increment curImage here, as bobPaste() destroys the
// unpacked frame after blitting it
}
}
}
void Logic::roomSetupObjects() {
warning("Logic::roomSetupObjects() not fully implemented");
uint16 i;
// furniture frames are reserved in ::roomSetupFurniture(), we append objects
// frames after the furniture ones.
uint16 curImage = 36 + FRAMES_JOE_XTRA + _numFurnitureStatic + _numFurnitureAnimatedLen;
uint16 firstRoomObj = _roomData[_currentRoom] + 1;
uint16 lastRoomObj = _roomData[_currentRoom + 1];
uint16 numObjectStatic = 0;
uint16 numObjectAnimated = 0;
uint16 curBob;
// invalidates all Bobs for persons (except Joe's one)
for (i = 1; i <= 3; ++i) {
_graphics->bob(i)->active = false;
}
// static/animated Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
int16 obj = _objectData[i].image;
// setup blanks bobs for turned off objects (in case
// you turn them on again)
if (obj == -1) {
// static OFF Bob
curBob = 20 + _numFurnitureStatic + numObjectStatic;
++numObjectStatic;
// create a blank frame for the for the OFF object
++_numFrames;
++curImage;
}
else if(obj == -2) {
// animated OFF Bob
curBob = 5 + _numFurnitureAnimated + numObjectAnimated;
++numObjectAnimated;
}
else if(obj > 0 && obj < 5000) {
// FIXME: need GRAPHIC_ANIM stuff
warning("Logic::roomSetupObjects() - Object number %d not handled", obj);
}
}
// persons Bobs
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
ObjectData *pod = &_objectData[i];
if (pod->image == -3 || pod->image == -4) {
debug(9, "Logic::roomSetupObjects() - Setting up person %d", i);
uint16 noun = i - _roomData[_currentRoom];
if (pod->name > 0) {
curImage = personSetup(noun, curImage);
}
else {
curImage = personAllocate(noun, curImage);
}
}
}
// paste downs list
++curImage;
_numFrames = curImage;
for (i = firstRoomObj; i <= lastRoomObj; ++i) {
int16 obj = _objectData[i].image;
if (obj > 5000) {
obj -= 5000;
GraphicData *pgd = &_graphicData[obj];
_graphics->bankUnpack(pgd->firstFrame, curImage, 15);
_graphics->bobPaste(curImage, pgd->x, pgd->y);
}
}
}
void Logic::roomSetup(const char* room, int comPanel, bool inCutaway) {
// loads background image
Common::String bdFile(room);
bdFile += ".PCX";
_graphics->backdropLoad(bdFile.c_str(), _currentRoom);
// setup graphics to enter fullscreen/panel mode
_graphics->setScreenMode(comPanel, inCutaway);
// reset sprites table (bounding box...)
_graphics->bobClearAll();
// setup any hard-coded palette effect
// TODO: graphics->check_colors(_currentRoom);
// load/setup objects associated to this room
Common::String bkFile(room);
bkFile += ".BBK";
_graphics->bankLoad(bkFile.c_str(), 15);
_numFrames = 37 + FRAMES_JOE_XTRA;
roomSetupFurniture();
roomSetupObjects();
}
void Logic::roomDisplay(const char* room, RoomDisplayMode mode, uint16 scale, int comPanel, bool inCutaway) {
debug(9, "Logic::roomDisplay(%s, %d, %d, %d, %d)", room, mode, scale, comPanel, inCutaway);
roomErase();
// TODO: _sound->loadSFX(SFXNAME[_currentRoom]);
roomSetup(room, comPanel, inCutaway);
zoneSetup();
ObjectData *pod = NULL;
if (mode != RDM_FADE_NOJOE) {
pod = _walk->joeSetupInRoom(mode != RDM_FADE_JOE_XY, scale);
}
if (mode != RDM_NOFADE_JOE) {
_graphics->update();
// TODO: _display->fadeIn();
}
if (pod != NULL) {
_walk->joeMove(0, pod->x, pod->y, inCutaway);
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}
}
uint16 Logic::findScale(uint16 x, uint16 y) {
uint16 scale = 100;
uint16 areaNum = zoneInArea(ZONE_ROOM, x, y);
if(areaNum != 0) {
scale = _area[_currentRoom][areaNum].calcScale(y);
}
return scale;
}
void Logic::personSetData(int16 noun, const char *actorName, bool loadBank, Person *pp) {
if (noun <= 0) {
warning("Logic::personSetData() - Negative object number");
}
uint16 i;
uint16 obj = _roomData[_currentRoom] + noun;
int16 img = _objectData[obj].image;
if (img != -3 && img != -4) {
warning("Logic::personSetData() - Object %d is not a person", obj);
return;
}
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= obj; ++i) {
img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 1;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if ((bobNum > 0 && bobNum == pad->bobNum) || strcmp(pp->name, actorName) == 0) {
actor = i;
break;
}
}
}
}
pp->actor = &_actorData[actor];
pp->bankNum = pp->actor->bankNum;
pp->name = _aName[pp->actor->name];
if (pp->actor->anim != 0) {
pp->anim = _aAnim[pp->actor->anim];
}
else {
pp->anim = NULL;
}
if (loadBank) {
const char *actorFile = _aFile[pp->actor->actorFile];
if (actorFile) {
_graphics->bankLoad(actorFile, pp->bankNum);
}
else {
pp->bankNum = 15;
}
}
if (pp->actor->bobNum >= 1 && pp->actor->bobNum <= 3) {
pp->bobFrame = 29 + FRAMES_JOE_XTRA + pp->actor->bobNum;
}
else {
warning("Logic::personSetData() - The bob number for actor is not in the [1:3] range");
}
}
uint16 Logic::personSetup(uint16 noun, uint16 curImage) {
Person p;
personSetData(noun, "", true, &p);
const ActorData *pad = p.actor;
uint16 scale = 100;
uint16 a = zoneInArea(ZONE_ROOM, pad->x, pad->y);
if (a > 0) {
// person is not standing in the area box, scale it accordingly
scale = currentRoomArea(a)->calcScale(pad->y);
}
_graphics->bankUnpack(pad->bobFrameStanding, p.bobFrame, p.bankNum);
bool xflip = false;
uint16 person = _roomData[_currentRoom] + noun;
if (_objectData[person].image == -3) {
// person is facing left
xflip = true;
}
BobSlot *pbs = _graphics->bob(pad->bobNum);
pbs->active = true;
pbs->scale = scale;
pbs->x = pad->x;
pbs->y = pad->y;
pbs->frameNum = p.bobFrame;
pbs->xflip = xflip;
if (p.anim != NULL) {
_personFrames[pad->bobNum] = curImage + 1;
curImage = animCreate(curImage, &p);
}
else {
animErase(pad->bobNum);
}
return curImage;
}
uint16 Logic::personAllocate(uint16 noun, uint16 curImage) {
uint16 i;
uint16 person = _roomData[_currentRoom] + noun;
// search Bob number for the person
uint16 bobNum = 0;
for (i = _roomData[_currentRoom] + 1; i <= person; ++i) {
int16 img = _objectData[i].image;
if (img == -3 || img == -4) {
++bobNum;
}
}
// search for a matching actor
uint16 actor = 0;
for (i = 1; i <= _numActors; ++i) {
ActorData *pad = &_actorData[i];
if (pad->room == _currentRoom) {
if (_gameState[pad->gameStateSlot] == pad->gameStateValue) {
if (bobNum > 0 && bobNum == pad->bobNum) {
actor = i;
break;
}
}
}
}
if (actor > 0) {
const char *animStr = _aAnim[_actorData[actor].actorFile];
if (animStr[0] != '\0') {
bool allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
uint16 f1, f2;
do {
sscanf(animStr, "%3hu,%3hu", &f1, &f2);
animStr += 8;
allocatedFrames[f1] = true;
} while(f1 != 0);
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i]) {
++curImage;
}
}
_personFrames[bobNum] = curImage + 1;
}
}
return curImage;
}
uint16 Logic::animCreate(uint16 curImage, const Person *person) {
uint16 *animFrames = _newAnim[person->actor->bobNum];
uint16 allocatedFrames[256];
memset(allocatedFrames, 0, sizeof(allocatedFrames));
const char *p = person->anim;
int frame = 0;
uint16 f1, f2;
do {
sscanf(p, "%3hu,%3hu", &f1, &f2);
animFrames[frame + 0] = f1;
animFrames[frame + 1] = f2;
if (f1 > 500) {
// SFX
allocatedFrames[f1 - 500] = 1;
}
else {
allocatedFrames[f1] = 1;
}
p += 8;
frame += 2;
} while(f1 != 0);
// ajust frame numbers
uint16 n = 1;
uint16 i;
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
allocatedFrames[i] = n;
++n;
}
}
for (i = 0; animFrames[i] != 0; i += 2) {
uint16 frameNum = animFrames[i];
if (frameNum > 500) {
animFrames[i] = curImage + allocatedFrames[frameNum - 500] + 500;
}
else {
animFrames[i] = curImage + allocatedFrames[frameNum];
}
}
// unpack necessary frames
for (i = 1; i <= 255; ++i) {
if (allocatedFrames[i] != 0) {
++curImage;
_graphics->bankUnpack(i, curImage, person->bankNum);
}
}
// start animation
_graphics->bobAnimString(person->actor->bobNum, animFrames);
return curImage;
}
void Logic::animErase(uint16 bobNum) {
_newAnim[bobNum][0] = 0;
BobSlot *pbs = _graphics->bob(bobNum);
pbs->animating = false;
pbs->anim.string.buffer = NULL;
}
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} // End of namespace Queen